Cards That Are Good in a Cable Deck

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Derived from
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akodobill · 7

Behold! It's the deck with the lowest "fun to build" : "fun to play" ratio ever recorded!

How did I come up with this dazzling beauty of innovation? Why, I put in all of the good side schemes because they put Cable's good cards in play and make Cable's other good cards better! Then I added in Uncanny X-Force and a bunch of good X-Force allies because they are on theme with Cable and they are good with side schemes. Then I put in Mission Leader for no particular reason. Then I put in Psimitar and The Power of the Mind, because I guess I have a bunch of Psionic cards.

Wait, I found a little bit of spice. I really like to play my Spider-Man deck with the Black Cat ally and a bunch of upgrades, so I built my own Black Cat ally and made them cosplay as Arctic Deadpool. That's it, the deck's sole expression of my voice as a deckbuilder.

I don't even really like Cable. He's the poster child of EXTREME 90s comics, and I never watch most of the channels. I should probably just cut the cord....

...wait, Telekinetic Blast does how much damage?

There's just something to be said for "working as intended", and boy is that this deck. Is there another card as fun to use as Graymalkin? Maybe, maybe not. Is there another card that can put out different outlets of repeatable damage quite like Lock and Load? I don't think so. I can just automatically put Arctic Deadpool into play turn 1, and he can live forever with Actual Deadpool at his side? Sounds good.

To be a little serious, there is some jankiness to how Cable defends himself. Part of the deck's idea is that your allies last longer due to Uncanny X-Force, so you generally don't want to defend with them. Cable himself is a reasonable defender, particularly with Askani'son and Technovirus Purge, but using him to defend is at odds with his ability. So a lot of the defensive strategy here is built on this weird cycle of Side Schemes to do such things as heal for 5, get a tough, or put a Telekinetic Force Field into play. That, of course, comes with a limited number of uses, but I guess when you run out you just Blast the villain for 12 and call it a day.

Fun little bonus? Keep Up the Pressure is probably the only double resource card that is also a win condition.

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