Fluid Psionics 101

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Psylocke - Care about the Environment 1 1 0 1.0

SoloMarvelChampion · 919

Fluid Psionics 101 (v2.0)

7749 Fluid Psionics 1 - 3.00 Credits

Prerequisites: Innate skill with psionics, 6869 Introduction to Mutant Ethics

The interaction of Psionics with the laws of conservation of mass, momentum, and energy in fluid systems, fluid statics, and dimensional analysis. The exercise and training of your psionic skills will allow you to bend these laws, turning even the most basic actions into high-energy fluid motion and mitigate energy-loss while affecting external systems.

(Mouse-over each linked word)


My review of Psylocke

This is slightly modified from version 1.0, which you can see here! The small changes I made were for NeXt Evolution, and you can view my Psylocke run through that campaign here.

Psylocke has a lot in common with both SP//dr and Spectrum!

She's like SP//dr because of her small hand size and reliance upon on-board resource generators. Also like SP//dr, you have a decision about how and when you use your generators, because they affect the remainder of the Hero Phase and sometimes even the Villain Phase. Sometimes you won't use them at all if you're planning to flip down to Alter-Ego so you can shuffle Psionic cards back into your deck (just like not using SP//dr's Pilot Interface so you can Recover when you flip down).

While Pyslocke doesn't have multiple hero forms, the flipping of her Psi-Energy upgrades feels a lot like changing forms with Spectrum, and you can feel like they're stuck in the wrong position for what you want to do. They're easier to flip that changing Spectrum's form for sure, but after several games they feel very similar to me.


Deck Notes

Why Honed Technique didn't make the cut:

Honed Technique didn't make the cut because of Psimitar.

Honed Technique costs 3 (2 of which must be which isn't a big deal in Psylocke), and can only hit 8 cards (in this deck at least):

Psimitar only costs 2 with no resource restriction, can hit on 17 cards and deal 2 damage with each of them (but only once per round):

Side Holster is crucial to keeping Psimitar in play, because your Obligation causes both of your Psi-Energy Weapons to flip to Katana, which are Restricted!

Deadpool:

Deadpool is here because he's an X-Force ally, and can be reduced to 2-cost with Team-Building Exercise. He's a well-costed ally even without his Forced Interrupt, and better with the reduction. I activate him twice and block (I've never been Forced to use the Interrupt).

Press the Advantage:

Psylocke deals Confuse easily, so Press the Advantage becomes the damage equivalent of Clear the Area. Since it's an ATTACK event it triggers Fluid Motion.

Team-Building Exercise:

Team-Building Exercise can discount exactly half of this deck, which shares either the Psionic or X-Force trait with Psylocke.

Fluid Motion:

I'm running two Fluid Motion, which I used quite a bit in testing. Once I got to the campaign though they hardly saw the table. I might actually trade both of them for a second Target Acquired and an Endurance!

Combat Training:

Combat Training wasn't in version 1.0 because I didn't think I needed it! It was BONKERS good in the campaign though for two reasons:

  • Hope's ATK is the same as your ATK!
  • Mission Prepped will put this into play!

Recovery:

With all of the Confuse Psylocke can throw around, I never had a problem flipping down to Recover while testing, so I didn't include Endurance. In my campaign run though I finished two scenarios with only 1 HP left, so it would definitely come in handy!


My favorite cards

Psylocke has three signature cards which I feel are fantastic (this has also changed from version 1.0):

Telepathic Suggestion: Any card which lets you cancel When Revealed effects are cake, and dealing damage and/or removing threat while doing so is the icing!

Mental Detection is your only Thwart event but it's modal, which can't be understated:

  • Remove 5 Threat (HUGE when you need it) OR
  • Remove 3 Threat and draw a card (The sweet spot) OR
  • Remove 1 Threat and draw 2 cards (Sometimes you just need to dig)

Martial Arts Training gets you to 3 DEF and you can discard it to ready if you need to.

4 comments

Sep 27, 2023 journeyman2 · 20808

Looks like an improvement over 1.0! Is there anything the 3rd Power of is doing that Energy couldn’t? Without the Teles and with Sunfire, seems like Energy might be better at a glance

Sep 27, 2023 SoloMarvelChampion · 919

@journeyman2 Thanks! Energy would have definitely been better for the deck!

It was a weird choice I made based on the Juggernaut matchup. My thinking was that regardless of the configuration of my Psi-Energy upgrades I'd be able to Expose him with only one of them plus whichever double (Genius or Strength) I had in hand. Of course, Energy plus any other card would do it as well, so that was just a strange (stupid) choice!

I also felt that always having two board resources would mean I could get by with only five doubles and since I could have three The Power of the Mind I wanted three of them (another stupid reason LOL).

Sep 27, 2023 journeyman2 · 20808

@SoloMarvelChampion in that context it does make more sense as Knives+Power of Mind is an helmet clear you pretty much always can do. Very cool!

Sep 27, 2023 SoloMarvelChampion · 919

@journeyman2 It was a neat idea, but silly since it was for a single scenario in the campaign. I don't think Dust really belongs here. I chose her over Thor - Odinson for theme, but he would have been better for his Toughness and ATK.