Figuring out the Vision puzzle

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Alduc · 1044

While the first few waves of the game gave us heroes that were straightforward to play, some of the new ones require a bit more figuring out. I think this is a good thing, as it helps staying engaged with Marvel Champions.

In a way, piloting Vision reminds me of playing a euro game. There's a sort of loop that emerges, where you want to flip both his identity and his permanent upgrade according to the deck's tempo. Ideally, Vision doesn't want to respond as much to the encounter deck, but instead set his own pace.

Justice makes it easy to flip back to alter ego in solo mode. You know how Counterintelligence and Under Surveillance work, I don't have to tell you. 616 Hickory Branch Lane is an MVP card, even with only two Android allies in the deck. It's father-daughter day, and Vivian should stay at Vision's side throughout the game.

When building a multiplayer Justice deck, the objective is usually to remove a ton of threat each turn. Solo flips that: you want thwarting to be as efficient as possible so that your hand can do damage instead. There's rarely a turn where Lay Down the Law can't be played using Vision, and both it and Just Passing Through become free once Sense of Justice hits the table.

(And, seriously, using Sense of Justice to pay for Solar Beam and do 7 damage feels a bit like cheating. Have I mentioned how fun this deck is to play?)

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