Hit Me Babushka, One More Time

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Colossus - Turbo Draw 0 0 0 1.0
Colossus - Turbo Draw 1 1 0 2.0
Colossus - Protection 0 0 0 1.0
Hit Me Babushka, One More Time 0 0 0 1.0
Colossus Protection 1 1 0 1.0
Four or five moments - that's all it takes to become a hero 0 0 0 1.0
Colossus - Turbo Draw 0 0 0 3.0
Colossi 0 0 0 1.0
Colossi 2 0 0 0 2.0
Colossi testo 2 0 0 0 3.0
Colossus - Turbo Draw 0 0 0 4.0
Colossus - Turbo Draw 0 0 0 5.0
Colossus - Turbo Draw 0 0 0 6.0

journeyman2 · 20776

I'm loving Taunt in the Angel pack, particularly for Colossus and let me explain why.

Expert Gameplay!

First, a little bit about how Taunt works:

  • Taunt restricts any other character from defending the attack, no ally chumps or defending from other players
  • Taunt is 2 ER for 3 draw, a net of +1, so we are looking to get some additional value, as risking a villain attack for a single card is not a great exchange

Why Colossus:

  • Colossus doesn't need to defend the Taunt attack at all, so the defend restriction may as well not be there
  • Iron Will gives a 4th card draw off Taunt netting us +2 instead of the usual +1
  • Other characters like Spider-Man and Drax can also get that 4th card off Taunt, but they usually have to spend Backflip or Parry respectively, still ending up at net +1
  • Colossus' analogue to Backflip/Parry is Bulletproof Protector, which returns the tough that was spent on the Taunt attack. However, Bulletproof Protector has the benefit of drawing a card off Iron Will that cards like Backflip and Parry don't have. Spending 3 cards and drawing 5 reaches net +2! If you get an additional resource out of Titanium Muscles, then Bulletproof Protector is one of the few cards in the game that can be resource positive!
  • Colossus doesn't need to have Bulletproof Protector in hand or top-deck it to play Taunt, unlike Backflip and Parry. He can take the attack first and draw it at a later time!
  • Bulletproof Protector solves his villain phase attack, while spending a Backflip or Parry leaves those heroes still needing to make another plan for the villain phase attack(s)
  • Colossus has so much extra hp that he never uses, that Taunt is a great way to mulligan a hand while tough-less, in exchange for some hp
  • Taunt is a great way to spend excess stun from Steel Fist, particularly in multiplayer where stuns among players won't stack
    • Note that tough-less and stun Taunts will only net +1 compared Iron Will Colossus' net +2
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This deck sets up very fast, especially thanks to Taunt and Superpower Training. My standard recommended Colossus opening is to aim for Bulletproof Protector + one of Steel Fist/Iron Will/Titanium Muscles or more if you can! But with the addition of Taunt, Bulletproof Protector+Taunt is an excellent opening which can lead to getting multiple key upgrades/supports down turn one. Colossus opens with a 7 card hand size (unless he unluckily mulligans into both Organic Steels), add in another 3 from Taunt and he usually has an 8 card hand size and seen 16-17 cards deep into his deck on turn 1! An ideal opening could look like:

This is excellent, because I typically recommend ignoring the turn 1 Organic Steel, since Steel Fist either sets up a safe flip or Bulletproof Protector gets a second tough card cheaper. The additional setup speed can get him out to a really fast start!

The game flow alternates playing Taunt/Steel Fist/Made of Rage, your tough "spenders", with Bulletproof Protector/Polaris/Hard Knocks/Armor Up as your tough "generators".


Tough Management

I see a lot of players really struggle with Colossus, so here are some tips for managing those toughs.

The BIGGEST strength you have as a player when mapping out the villain phase, is that you get to play an entire turn AND see your next hand before deciding whether to tank an attack or chump or defend.

  • If you see Bulletproof Protector or Steel Fist in hand, you probably want to defend with an ally and try to save the tough for the player phase
  • If the villain is confused from an old Steel Fist (you don't have to use that confuse the turn you put it on!!), then you can safely use that tough for blocking purposes.
  • Colossus can defend 2 ATK minions to save his tough! A majority of Boost/Quickstrike/Teamwork minions are 2 ATK or less and Colossus can safely defend them, which saves his Tough. Especially with all the readies we're packing
  • Having a card in your hand/in play that can turn your tough effects back on, means you can go tough-less in the villain phase; Polaris, Hard Knocks, Establish Perimeter

Looking at your hand before the villain phase is a good habit that Colossus teaches!


Player phase tough management is going to be crazy, because there are so many ways to generate toughs and to use them! Often, I really want to spend a tough so I can use Bulletproof Protector to gain a second and draw (this can also be a sign to use the ready option and close the game!). For example, in the villain phase, I often won't even trigger Organic Steel to save a secondary tough if I have Bulletproof Protector in hand, then use that Bulletproof Protector in the hero phase to draw another card; while keeping Organic Steel ready as an insurance against any encounter card that might threaten the remaining tough. A piercing attack for instance, would discard both toughs, so I want to add the tough from Organic Steel as late as possible in the villain phase to avoid any potential piercing attacks, indirect damage, etc from encounter cards. For example, Thanos' Avatar of Death coming out as an encounter card would have lost me both toughs if I Organic Steel'd earlier, but now the piercing will pop my remaining tough and Organic Steel can put it back on for the actual attack (and a second Organic Steel can even save that tough too!)

  • This is a good place to remind everyone, that you can trigger both copies Organic Steel on a single loss of tough (just not a single one twice). So if you are about to lose your last tough, you can instantly shoot back up to 2 if it is beneficial to do so, like reloading Titanium Muscles at the start of the player phase!

  • You don't really want to have 2 toughs on you with no way to get rid of one, as the only benefit to having 2 is Titanium Muscles, and you may as well try and spend any secondary tough before flipping to alter-ego (even if you get it back when flipping up, you would get it back anyways so you're giving up some tempo by not spending it!)

If I have to distill all of this down into a principle it would be:


Tough-Less Play

Ok, so we've run out of toughs. By following the above guidelines, this doesn't usually happen often! But we have plenty of ways to restart the toughs. The turbo-draw of Taunt+Iron Will will allow us to hit these even more reliably as well!

  • Polaris is amazing in general, and if we don't have the space for another tough, she can even tough herself or another ally (like Shadowcat for an additional block or more THW
  • Establish Perimeter is great to sit on and wait for a tough-less situation that matters
  • Hard Knocks defeats a minion and gives a tough

Any of these options can get us into the "enter the villain phase with 2 toughs" principle as well, or kick off a Taunt chain!

If we have no toughs and no way to gain tough, all is not lost! We have a huge health pool to work with, and it is beneficial to do so! Go wild with using Taunt on a tough-less Colossus and cycle away the tough spenders for tough generators! Taking a hit or two without tough also turns on What Doesn't Kill Me, a perfect card for Titanium Muscles! Gone are the days of Colossus ending games with max hit points!


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Do You Have the Steel Balls Necessary to Taunt the Villain 3 Times and Draw into a 4th?


ARMOR UP

Armor Up deserves its own section since this card is so key to Colossus' game plan and I see it misplayed so often! This is our key card to prevent the villain scheming. Especially against stalwart enemies! Flip down with a leftover Armor Up in hand, or shuffle it in with Aspiring Artist and draw into it off Piotr's Studio, or just guarantee it from being in a thin deck! This is best when able to set up an ally or Organic Steel before flipping back up with Armor Up, in order to save the single tough Colossus will have after the flip. This scenario is quite common!

  • The turbo-draw this deck has often leads to a skinny deck, perfect if there is an Armor Up left in it (guaranteed draw), or to shuffle one back in and guarantee pulling it
  • If Armor Up is in hand, we can play very fast and loose with Taunt and other Tough spenders, as we have a guaranteed way to start the engine back up by either holding Armor Up or spending it and shuffling it back after Taunt leaves us with a thin deck
  • With Assess the Situation, we will often be drawing a boosted alter-ego hand size of 7-9, which can guarantee pulling Armor Up even in situations where we otherwise could not!
  • Hope Summers can pull Armor Up directly to hand, allowing us to safely hold it and flip down, even if we aren't guaranteed to draw it in the flip!

HOPE SUMMERS

This is a great time to mention how good Hope Summers is for Colossus! She can grab one of his 13/15 Superpower cards directly from deck (but not discard) when played from hand. She also triggers Utopia and has a very important 2 THW stat. Taunt chains usually end up in leftover resources and Hope Summers is a great sink for those resources to do any of the following:

Early versions of this deck were running out of cards to spend resources on as we will be drawing so many cards, mostly 0-cost, and have some very strong resource generators in The X-Jet, Titanium Muscles, and Deft Focus. Some other ways to spend resources:


Other Considerations:


Expert Gameplay!

15 comments

Sep 22, 2023 josseroo · 618

Thanks for sharing some general Colossus play tips on top of all the deck focused stuff. I'm guessing he's one of the lower play-count characters for most players

Sep 22, 2023 Man-is-Obsolete · 3804

Colossus is awesome and this is a great guide to playing him, and a great deck list!

Sep 22, 2023 NocturnalAnimal · 16415

As ever, chap, you’ve put together a fantastic looking deck with a great write-up. Taunt really is a perfect card for Colossus. Will absolutely be giving this a bash on the table this week. Nicely done.

Sep 24, 2023 Dont_be_rash · 27

This deck is good. Quite good. I hit Ronan for 21 damage in a round to win. Felt clutch.

Sep 24, 2023 journeyman2 · 20776

@josseroo Yes! I see people struggle with him all the time, and I think it just comes down to "you need to look at your hand before the villain phase". I love the puzzle of managing his toughs!

@Man-is-Obsolete thank you!!

@NocturnalAnimal thank you!! Colossus is one of my favorites to analyze for!

@Dont_be_rash that's pretty insane hahaha. I didn't have the steel cajones to take a Taunt deck against Ronan. I'm glad it took care of business!

Sep 26, 2023 neothechosen · 10009

Superb! Love your decks as always!

Sep 26, 2023 cbergle · 1

Did you try Perseverance in this deck? Let's you immediately get a double tough status when you go to hero mode.

Sep 26, 2023 journeyman2 · 20776

@cbergle Yep! It is good, I ended up with too many toughs most of the time and the ability to search Bulletproof Protector with Aspiring Artist + Hope/Studio is way better because it is cheaper! I also want cards playable off of Taunt in most cases and Perseverance is not. Thanks!

Sep 26, 2023 journeyman2 · 20776

@neothechosen

Always a pleasure my friend

Oct 03, 2023 HikariRyu · 124

Tried this deck a couple of times and it's one of the strongest I've played, loving it. How do you feel about adding Digging Deep and maybe Weapon X?

Oct 11, 2023 journeyman2 · 20776

@HikariRyu Thanks for checking it out! It looks like our experiences align!

I would not use Digging Deep in this deck mostly because we usually end up with a glut of resources we need to find ways to spend already! Adding more to the mix will end up exacerbating that.

Weapon X is an interesting one with Colossus. On the one hand, you can’t use it while tough (you can’t pay the cost, nor would you want to). It is also restricted to only being playable in alter-ego. On the other hand, it is another way to dig for Armor Up when flipping down. It can help spend his hp for WDKM. However, I’m usually happy with just Piotr’s Studio which is a better version of Weapon X he already has in kit! One big shortcoming, is that because we use Armor Up to get to hero (especially against Stalwart villains), we only get to use it on the turn we flip down, meaning we need to be drawing something playable in alter-ego to be worthwhile. The only Colossus card I’d want to see in alter-ego is Armor Up, and we have better ways to secure it (Hope and Studio). This deck is not lacking for card draw!

Oct 11, 2023 cihs · 7

@ journeyman2, hello,

I am confused

" Bulletproof Protector, which returns the tough that was spent on the Taunt attack."

Bulletproof Protector Hero Action: Discard a tough status card from your hero → choose: • Give your hero 2 tough status cards. • Ready your hero.

How does it work?

Enemy attacks, removes my tough. Because my though is discarded I can use Bulletproof Protector? But it is not my action? Enemy discarded it? What am I missing here?

Oct 11, 2023 journeyman2 · 20776

@cihs

If you have 2 toughs and play Taunt, you go down to 1 tough. Then you play Bulletproof Protector to go back up to 2 toughs! If you had Iron Will out, you spend 3 cards to draw 5 cards!

Oct 26, 2023 captainfire · 209

Love this deck, thx :)

I just added a Professor X for a bit more thwarting (especially in early game when I struggled).

Mar 08, 2024 usmhockey55 · 34

How does this play solo? I can not beat klaw to save my life with this solo.