Kick A**

Card draw simulator

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

Daring Lime · 6787

Playstyle: Tempo
Player Count: 1-4 players
Power: Omega Level
Difficulty To Pilot: Medium

This deck can consistently one shot the villain without needing any elaborate setup or sequencing. By using allies that have ATK bonuses in combination with Psychic Kicker and Last Stand the villain's hp doesn't stand a chance. So get ready to kick some A**!


Kick Ass

Output

The concept behind this deck is straightforward—a four-step plan:

1. Attack with an ally.
2. Use Psychic Kicker to kick the ally.
3. Attack again with the same ally and play Last Stand.
4. Revel in victory.

Goliath, Power Man, and Miles are your main allies for finishing off the villain. If you have Psimitar you get +2 damage just for playing Psychic Kicker! Here's a quick table ally outputs with Psychic Kicker, Last Stand and Psimitar:

Card Output
Goliath 17 Damage
Power Man 15 Damage
Miles 15 Damage
Professor X 8 THW + Confuse
Nick Fury 11 Damage + 3 Card Draw
M 13 Damage + Minion Defeat

Combine that with your basic attack of 3 when unleashed, and you're taking out the whole stage of the villain easy! If you have the ally out the turn before and can afford a Telekinetic Attack that's even better! An additional 9 damage is something I'm always happy to see.


Strategy

Most of the difficulty with this deck actually comes from Phoenix herself. Since this is a tempo deck, you aren't looking to stick around with the villain. Use your power counters for tempo and unleash as fast as possible. Your events become much more powerful when unleashed, and your 3 ATK will help you close out the game. It takes 4 turns to use all the counters. This deck is looking to end the game in 4-5 turns.

Early Game (Turns 1-2)

Use your 3 THW stat to keep the main scheme under control along with Professor X and Nick Fury. They are great targets for Psychic Kicker in the early and mid game. Spend your power counters to get allies on the table.

Mid Game (Turns 2-4)

Start getting the villain to low hp so that you can easily take them out after unleashing. Try to get Rapid Response ready for the final push as well as Psimitar for some extra damage.

Late Game (Turns 4-5)

It seems a bit funny to me to call turns 4-5 late game, but with this deck it is! At this point you're unleashed. Use your 3 ATK and allies to bring the villain's health down as fast as possible, mixing in your Identity-Specific attack events when possible. You will have enough damage to completely wipe out the final stage of the villain no problem.


Consistency and Survivability

Since your allies won't be able to block for you when you use Last Stand you'll need to find another way to stay alive. Luckily Phoenix has the solution in her hero kit! Rise from the Ashes is an extremely impactful card that I don't see talked about for some reason. Use Superpower Training to search this. Since Phoenix starts with 3 THW you can finish it with just one basic activation! When you would be defeated you instead ready your identity and heal to full! Not only does she have this broken card, but she also has Telekinetic Shield which can block 5+ damage. I say 5+ because if you use it well it gets extra value. Let's say you have 4 damage on it already. No matter how big the next attack against you is, it doesn't matter. All of it will go onto the Telekinetic Shield before it is discarded.

The other problem to be aware of is that the main combo of this deck doesn't work if there are no allies on the board. Luckily, there's also a solution for this. Enter Call for Backup, Make the Call, and Rapid Response. These cards will ensure that you have allies available to keep the combo online.


Community

The Masked Hero made a video discussing this deck based on their experience. I encourage you to check it out and subscribe to their channel: https://www.youtube.com/watch?v=Vd3j16G1MCQ


Hopefully this deck serves you well! I tested it many times to make sure it was ready for all of you to have good games. Let me know if you try it out. It gives me motivation to keep posting deck write ups.

Stay Zesty!

18 comments

May 13, 2025 AbisMal · 636

I really like this deck! Most of the time when I try to implement a deck that removes my allies, I find it lacks in consistency and hero protection, but this seems to solve both of those problems, while also allowing for high damage output. :-)

May 13, 2025 Daring Lime · 6787

@AbisMal Glad you like it! Phoenix is extremely survivable when you use Rise from the Ashes and Telekinetic Shield. Especially when you can use Superpower Training to search them! Let me know how this deck works for you if you give it a spin!

May 13, 2025 Excelsior! · 1

I really like this deck. My one and only personal edit was to substitute X-23 for Spider-Man. Miles doesn't play well with Make the Call or Rapid Response. X-23 also has the added benefit of an additional ready if you defeat a minion or phase the villain during one of her activations.

May 13, 2025 Daring Lime · 6787

@Excelsior! That change makes sense! I like the versatility Miles brings with his increased THW or ATK, but X-23 also has a lot to offer. Let me know how your games go!

May 13, 2025 phtephen · 8

I also switched out for X-23, but only because I have a lot of web warrior decks that want Miles instead.

This looks to be a fun deck with a different twist in Leadership, where you want to get a bunch of allies down. This is almost Voltron without the cards sticking around.

May 13, 2025 Daring Lime · 6787

@phtephen This version of miles is a champion not a web warrior. Are you using him with warrior of the great web? I'm glad you like the twist! I enjoy finding ways to play leadership that isn't just chump blocking. You get the output of a voltron ally with this but all in one turn!

May 13, 2025 phtephen · 8

I hope I'm not but I'm not good at reading, obviously.

I still like X-23 in the spot but I can see Miles being very good there too.

May 13, 2025 Daring Lime · 6787

@phtephen I misread cards all the time too lol X-23 definitely fits as well! I was using M as my minion slayer because she works with The Power of the Mind and Psimitar, but it can't hurt to have 2! Especially in scenarios with a lot of minions.

May 13, 2025 corbintm · 3481

Formatting on the write up fire

May 13, 2025 Daring Lime · 6787

@corbintm Thanks! I do what I can :)

May 17, 2025 TheMaskedHero · 317

Played this today in a four-player game against expert Klaw. Only went down to alter ego on the second to last turn, just to ensure that I wouldn't die to damage. Game was a total of nine rounds, so this definitely has a lot of survivability. Did cheat on the game plan a little bit, as I was able to mind control Tiger Shark and do most of my additional attacks through him. But I definitely got use out of balancing M and Cyclops in and out of play a few times.

May 18, 2025 Daring Lime · 6787

@TheMaskedHero That sounds like a great way of playing it! Staying flexible in your game plan is important. Thanks for sharing your experience with the deck :)

May 21, 2025 CANAS1AN · 1

would Go Down Swinging be a good replacement for Last Stand? Equates to 1 more damage for the 4 cost allies and the damage could then be split between multiple targets if needed

May 21, 2025 AbisMal · 636

@CANAS1AN I see what you're saying. You could let the ally attack first (or even thwart if needed). Then you could deal the damage to the same or another target with Go Down Swinging. And if it's a 4-cost ally, you get the extra point of damage. Nice!

May 21, 2025 Daring Lime · 6787

@CANAS1AN @AbisMal

It's a bit of a trade off in my opinion. It's not quite as simple as getting an extra point of damage. You have to take into consideration that you're losing that character's final activation. Goliath for instance, if you use Go Down Swinging would deal 4 damage, but if you were to attack with Psychic Kicker and Last Stand you would be getting 10 damage. That's 6 damage from the last activation that you would be missing out on. Go Down Swinging has an anti synergy with Psychic Kicker. Psychic Kicker wants you to ready the ally and use there last hit point as a big activation that I'm capitalizing even more off of by using Last Stand. With Go Down Swinging you ideally want to use it on an exhausted ally, and you'll miss their activation. If I wasn't specifically trying to ready them and use their last activation, it would be better for damage, but that's not what I'm going for.

If you look at a different ally, let's say Nick Fury, if you have him activate, you get 2 damage, then he is exhausted. If you use Go Down Swinging you can get 4 damage. If you use Psychic Kicker on it's own, you are also getting 4 damage for the same cost of using 1 zero cost event. If you use Last Stand you get an extra 3 damage on top of either of those. So it's either equivalent or better to have Last Stand. You also have to consider comparing it to a block. If you don't have Last Stand you are looking at 4 damage or blocking roughly 4 or more damage from the villain attack. Unless it is a final push, I would prefer to block 4 than do 4. But with Last Stand available, now it is considering if you want to block 4 damage or do 7 damage, which is much more likely for me to choose damage than before. I still likely would choose to block instead of do damage unless I'm about to win, but now it is at least a consideration for me and gives me an extra option.

The final thing to consider is that for the 3 cost allies I think last stand is just better. Power Man has 4 ATK, so I would never want to discard him for 3 damage when I could ready him with Psychic Kicker for 6 damage and get 9 if I also have Last Stand. Same thing for Miles. He has 4 ATK.

I hope that explains my thought process! If you see anything that I missed I'd love to hear it. I don't think Go Down Swinging is bad, I do prefer Last Stand for this deck though because I'm trying to ready the ally and use their last hp for extra value.

May 21, 2025 CANAS1AN · 1

i think i didn't read Psychic Kicker close enough and missed the Ready an Ally.

let me do the Nick Fury math. Summon and 2 damage. Psychic Kicker for 4 damage. Go Down Swinging for 4 damage. 10 damage total.

or

Summon and 2 damage. Psychic Kicker for 4 damage. Last Stand for 3 damage. 9 damage total.

not sure if i missed something. i will re-evaluate Last Stand

I also swapped out M and Spider-Man for Colossus and Vision since they seemed to work better with Make the Call

May 21, 2025 CANAS1AN · 1

just to clarify, I was still including Psychic Kicker. so Goliath would do 5, Psychic Kicker for 7, then Go Down Swinging for 4 (vs 3 with Last Stand.

note: i misread Goliath's consequential damage which makes a big difference obviously xD

That isn't considering potentially more Psychic Kickers in hand.

Maybe the use case of Last Stand is better since it is not limited to one per activation?

May 21, 2025 Daring Lime · 6787

@CANAS1AN I had a jump in logic on my Nick Fury example that your example points out. I was using Goliath as an example to show why I prefer last stand to go down swinging, but then for Nick Fury I was considering a deck with Go Down Swinging, and a deck with Psychic Kicker and Last Stand. I should have been comparing a deck with Go Down Swinging and Psychic Kicker though, so your evaluation of Nick is fair. I still don't use Nick for the combo most of the time though, he is a early/midgame stability card in the deck, and the main allies for the combo are Goliath, Miles, and Power Man.

I think you're still missing something about Goliath though and it may sway you to the last stand team lol. You can't forget about Goliath's consequential damage. He takes 2 for attacking. In your example you have Goliath attacking twice then playing Go Down Swinging. That isn't a legal play. Go Down Swinging is an action not a response, so Goliath would attack for 5, then take 2 consequential damage leaving him with 2 health left. Then you use Psychic Kicker to ready him up and attack again. The consequential damage defeats him at the end of that attack so you never get the chance to play Go Down Swinging. So the comparison isn't 4 vs 3 last stand, it's 4 damage from Go Down Swinging vs his entire second activation. That means that if you just have Psychic Kicker, then you are comparing 4 damage to 7, and if you have Psychic Kicker and Last Stand, you are comparing the 4 damage from Go Down Swinging to 10 damage. I hope that makes sense and I haven't made any errors.

Vision actually was in the first version of the deck. I liked that he could use the X-Jet resource to get his ability. I ultimately cut him because I thought he was too slow, and Miles and Power Man both get to 4 ATK while being cheaper and not needing to spend an extra resource. If threat was an issue I would include Vision as a thwarting ally, but Phoenix has 3 THW so I don't find that necessary. You're right that Miles doesn't get his ability with Make The Call, but he is never my Make The Call Target. M does work with Make The Call, so if there are minions I would grab her. In the early/mid game I'm grabbing Nick/Professor X and at the end game I'm grabbing Goliath.

I encourage you to try the deck with that variation though and let me know how it goes! I'm always open to feedback and changing my decks.