Tell Me Again...Just How Strong You Are

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

andyr · 8767

Player Type: Spike
Main Player Counts: 1, 2
Can Do: 1, 2, 3, 4
Key Cards: Magneto's Cape, Utopia

Just How Strong You Are

Ready and Go

Magneto really enjoys activating and using Magnetic Pull. So let's lean in to that. This deck aims to have you ready twice in your turn: once from Magneto's Cape and once from Utopia. This deck relies are your ability to ready, so there are a few ways to get Utopia quickly:

  • 1) Mulligan for it. It's nice when you start with it.
  • 2) Mulligan for Forge. Get Forge out. Forge's ability to get an X-Men support is huge
  • 3) Mulligan for Build Support. Use Build Support. The order of priority in targets are: Utopia, Asteroid M, X-Bunker, then Danger Room.

You can also go after the cape with either mulliganing or Superpower Training. You can also use Magnetic Pull to find your cape.

With five ways to find an extra ready on turn one, you should be able to start the madness. (The cape has the best ready because you can mostly achieve it).

Flip Down to Set Up Turns

Because Magnetic Pull and Cape always works, you can use an activation to defend, but this means you'll be taking some damage...unless you live in a bubble. So you'll need to flip to alter ego to manage your health. Psylocke and Professor X help you manage those safely, but it's also okay if you don't have them. Ally thwarting is pretty stable. You'll also do plenty of thwarting from your activations. And if you're particularly a nervous person, grab Surveillance Specialist from Specialized Training.

With so many supports, your changes to alter-ego become very powerful. Make sure to use all of them (even if it means using Utopia to ready another X-Men ally). Make sure you plan the right card to use with Asteroid M. If you have Master of Magnetism in your hand, use it to pay for an ally or upgrade, then use Asteroid M so it's in your deck for Magnetic Pull.

Grab the Card You Need

Hope Summers and X-Bunker help you grab the card you need before you gamble on Magnetic Pull. Just watch your order and timing here.

Win-More

Once you set up, the game is mostly inevitable, however, there are win-more cards to help speed up the process:

  • 1) Lock and Load into Hand Cannon. One of your attacks becomes 5 ATK + 1 ATK if you discarded a physical resource during magnetic pull + 1 ATK if Synch is out. Hand Cannon is the only target for Lock and Load. So bring it in through that.
  • 2) Danger Room and Attack Training. Having allies with extra health is always nice. Giving them +1 ATK is also nice. Similarly, don't play Attack Training unless you have nothing better to do.

Sideboard

Any Player Count:

3-player, 4-player:

8 comments

Dec 07, 2024 boomguy · 1405

Love your write-up, very clear and easy to follow. Thanks for sharing!

Dec 07, 2024 Castlefrank47 · 1186

Aggression has been my favorite aspect for Mags. I like the x-bunker/danger room adds since he likes making trips to AE. Good stuff!

Dec 07, 2024 Man-is-Obsolete · 5879

The red and the electricity had me thinking this was a Thor deck!

Because Utopia is such a high priority you could probably live without one Power in All of Us. I would actually like to see Danger room and X bunker leaned into more. Those are good adds for Magneto!

Dec 07, 2024 andyr · 8767

@boomguy thanks! i appreciate that. i'm always nervous whether or not i was clear enough or if i droned on too much.

@Castlefrank47 right?! i've loved aggression with him.

@Man-is-Obsolete man, after yesterday's Thor-fest, how could i not add in more lightning! i'll definitely try out only one Power in All of Us. i definitely went really far into flexibility despite the need to grab a ready on turn one. with x-bunker, this deck went through so much editing. it was originally a "pick and choose" deck centering around x-bunker, plan of attack, and hope summers. i still believe there's a deck idea in there, but x-bunker and hope stuck around because of how strong they are. i couldn't balance my desire for readies with the number of attack events needed for plan of attack :D.

Dec 07, 2024 Man-is-Obsolete · 5879

Hey if you wanted a little Thor Love and Energy you could cut something to add two copies of Battle Fury!

Dec 08, 2024 andyr · 8767

Haha, man, I debated it. The problem was the max one per player and magnetic missile not being an attack, which funny enough was a similar disappointment with plan of attack :p

Dec 12, 2024 GhostWithKnife · 89

What a fascinating deck! Curious why you didn't include Digging Deep...

Dec 12, 2024 andyr · 8767

Hey, @GhostWithKnife! It was too inconsistent. With the deck, the only discarding is through Magnetic Pull, and each pass through, you’re only discarding 1-3 cards (usually 1-2 if you flip and put magnetic cards back in or use Asteroid M). The odds don’t get better with each deck pass since you only really care about the cape from his 15, the other 14 are your prerogative if you want to play. So to keep the deck at a high level of consistency, Digging Deep was too unreliable.

Put this deck up to 45 or 50, and Digging Deep becomes possibly consistent. My thought on digging deep is if you want to use the No Quarter + Honed Technique combo (maybe add in Plan of Attack), then Digging Deep becomes consistent. It just wasn’t here.

However, you’re definitely welcome to change it for your playstyle. You could trade the two looking for trouble for digging deep to very little detriment to the consistency of the deck. I don’t think Digging Deep is wrong, but in trying it out, that’s what I noticed and why it didn’t make the cut.