Card draw simulator
|None. Self-made deck here.|
|Wolverine = Fuzzy Elf Help [Protection]||0||0||0||1.0|
|Wolverine and the X-Men [Toughness, Nightcrawler]||0||0||2||1.0|
teamcanadahockey2002 · 5259
Nightcrawler isn't released as a hero yet, but this deck will revolve around him and his ability to prevent all damage to an X-Men character. Wolverine is a pretty cool choice for this build because it allows him to use his Wolverine's Claws to play attack events for free at the cost of damage... but since Nightcrawler is going to soak up all the damage from a villain attack, he can heal that back the next turn and not lose any health overall.
First things first: You need to the economy to keep playing Nightcrawler every turn. It's a pretty significant investment to pay a lightning resource every villain phase, and then pay three more resources on your turn. So we've included The Power of Protection x2 for a double green, plus Team-Building Exercise to play Nightcrawler over and over again. The The X-Jet is an excellent way to meet the lightning requirement, but Enhanced Reflexes is another way to store some of these too.
No really! This card has been one of the best additions to this deck. Obviously Lunging Strike is your first target for the Claws, but Haymaker will hit for 3 ATK at only the cost of 2 damage to yourself, which is exactly what you'll heal each round. Furthermore, it's unconditional and can be used to attack any enemy.
Hit and Run is also a lightning resourced card that's saved me in many a game. There have been numerous occasions where finding 2 threat removal has totally been worth the cost of 3 damage to Wolverine.
Not that Logan is bad at thwarting - This deck served as our 'Justice' deck during a 4P campaign for Mutant Genesis because with Utopia down, Logan gets readied each time you play Nightcrawler. This is the hidden advantage, because Nightcrawler will not only THW 2 or ATK 2 when he enters play, plus block all your damage... he'll also allow you to ready Wolverine for an extra activation there too. This can let you plan to THW 6 each turn with Wolverine and Nightcrawlers activations, and still play a card using the Claws to get some attack in.
In fact, without any resource generation at all, Wolverine can sustain this combo from the first turn Nightcrawler is down. He starts with 5 cards in hand. If you trade one with lightning for Nightcrawler, you'll still be at 5. Using 4 to play Nightcrawler leaves you with one, which you can pay for with the Claws using health - but you'll heal that health back anyways. If you could know that you'd have 6 THW, a guaranteed block, plus an attack each turn ranging from 2 to 8 each and every turn, that's a pretty sweet way to spend your 5 cards in hand! If you get your economy rolling, you get some awesome turns!
Multiple Man are mostly there to give you a bunch of blocks to start the game if Nightcrawler is at the bottom of the deck. They could easily be replaced for other Attack events - prioritize lightning resources though :)
Hope you enjoy a good BAMF with this deck! Until next time Champions...