Card draw simulator
|None. Self-made deck here.|
journeyman2 · 14201
Vision is a top tier Voltron target, oft-overlooked for more flexible options with less of a ceiling. This deck is all about unleashing his maximum potential! We load up Vision with some matter, unleash him with Phoenix's mind, and whip up some brilliant tactical play!
They even have the same color scheme
A fully kitted Vision hits 6 ATK, 3 THW, and 8 HP (counting Power Gloves as ATK for simplicity here). Add in his ability and he can hit 8/5, while Psychic Kicker gets him to 10/7 for a single activation. Reboot and Game Time give him a free activation, while Psychic Kicker and Sky Cycle are offset by healing in the form of Innovation, First Aid, and X-Mansion.
- Early game focus on getting out White Hot Room, The X-Jet, X-Mansion
- Phoenix will need to tank a lot of hits to the face, so the heal from White Hot Room and X-Mansion are welcome to keep her from exhausting so she can spam her 3 THW wherever possible. She'll be flipping most turns, but Telekinetic Shield can help keep her in hero for two turns if necessary
- Get out Vision normally or search for him with Call for Aid when ready
- Start kitting him up, especially prioritizing Honorary X-Men so that he gets +1 hp, access to X-Mansion healing, and Danger Room Training
- Upgrades can be prioritized on game state: usually health is first if he doesn't have Honorary X-Men yet. Damage is good because Phoenix will be covering a lot of thwart; being able to split a damage off with Power Gloves is great, especially after a thwart, pinging toughs before readying to one-shot the target or pinging the tough off the next villain stage when defeating the first!; Sidearm is great for retaliate matches
- Use power counters, The X-Jet, and Innovation to trigger his ability every turn
- Use White Hot Room and basic recoveries to keep enough power counters on Phoenix Force A to be able to keep triggering Vision every turn
- Set up some 50+ damage turns and win!
- Vision is a great counter to Dark Phoenix, most of the times when she comes out, he can 2 or 3-hit her back to where she came from depending on if her tough gets cleared by something else. Dropping Dark Phoenix for 0-1 resource cost is huge!
- Sometimes Vision will need to be played and used up early, just to stabilize the board state, then get fully Voltron'd on the second deck pass. Cyclops can be a great temporary Voltron with Danger Room Training if Vision doesn't have Honorary X-Men yet
- Game Time and Psychic Kicker are hero actions, but Reboot and Vision's triggers aren't, which can allow Phoenix to stay a Jean Grey for an extra turn, with Vision handling things from alter-ego!
- No double resources! Aside from Vision and our four supports, we will pretty much never be playing anything other than 0- or 1-cost upgrades that play to Vision or events that ready Vision. With plenty of alter-ego turns and 2 extra resources per turn from power counters and The X-Jet, we have no problem affording what we need to!
- Vision does not need to survive the game to win. Health upgrades are important early to keep him out until the endgame, yet if you have three readies available and enough damage to win but Vision spends his last hp in the process, do it! Checkmate ends the game!
- I did win (and lose) some solo games with this. With careful play and good risk-reward decision making it can overcome that initial solo curve. However, I primarily see this as a multiplayer deck. In my 2-player games, Vision really sings. In solo, he one-shots most side schemes and minions ...but he does that in 2-player as well! In a 2-player Expert Mansion Attack game, Vision took out the last 2 Brotherhood of Mutants villains in a single phase!
- Managing Vision's matter-state is the key to success here. Knowing when to spend health and when to conserve it is a central decision point, hence "mind over matter!" If the board is clear, but I don't have lethal, I'll refrain from hitting the villain just to save Vision's hp. Sometimes Game Time and Reboot are used just for the heals. This deck will take a few plays to gain familiarity with this kind of tempo. It will test your player skill! The greater the difficulty to mastery, the greater the reward!