The Mutant Genesis | Wolverine, Feral Rage

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Cappster_ · 145

The Mutant Genesis

This is a set of eight hero decks from Mutant Genesis / Wave 6. These eight decks only require one Core Set, the Mutant Genesis Expansion box, and the six Wave 6 Hero packs. All eight can be built at once, and can be mixed and matched for multi-player games.

I learned a very valuable lesson from Sentinels of the Multiverse. Well, two lessons, if you include that I absolutely love superhero-themed, card-based, cooperative games that can also be played solo. The main lesson was this: Do not try to haul the entire collection to game night. More relevant to Marvel Champions - Never do deck building at game night.

Marvel Champions had just hooked me; I enjoyed playing it two-handed solo and wanted to try it out with my weekly gaming group. With these lessons in mind, I approached deckbuilding a little differently with Mutant Genesis and the accompanying wave of mutants. Armed with only a Core Set, Mutant Genesis, and the Wave 6 Hero packs, I constructed a series of grab-and-play decks that could be used interchangeably for 2-4 players (Probably solo, too, but I never tested them). These decks were tested against the Mutant Genesis Campaign, and all of the decks were successful in their pairings.

Wolverine

Wolverine, Feral Rage

This deck sticks with Wolverine's precon-suggested Aggression aspect and makes a few tweaks to his preconstructed deck. It specializes in unrelenting, yet efficient attacks by layering attack boosts with overkill potential, and keeping the pressure on with constant card-free Attack Event payments by judicious use of Wolverine's Claws. Wolverine's self-healing, high recovery stat, and damage-to-pay mechanism will keep the feral rage rolling!

*snikt!*

Mulligan hard for Adamantium Skeleton and/or Combat Training. Getting Wolverine's Basic Attack up to 3 or 4 will allow him to take out most minions with just the basic attack. Stack Warrior Skill to take out the tougher minions, or Marked to spill over excess damage to the Villain. Triggering Battle Fury for additional readies will continue the frenzy.

Wolverine's Claws will primarily be used to pay for Wolverine's Hero Attack Events, Lunging Strike, Slice and Dice, and to a lesser extent, Berserker Barrage. Mean Swing is your back-up plan, in case you didn't otherwise draw an attack event.

Remember, Wolverine's Health Points are a resource to be spent with Wolverine's Claws. Ending a turn with full HP means you're not efficiently utilizing that resource. Wolverine's Healing Factor, Regenerative Healing, and Precision Strike will keep you healthy, despite utilizing this resource. "I Got Better" is your safety net, just in case you use his HP too efficiently.

When you do have to flip down, Down Time and Endurance will help you make those Recovery turns more efficient. Logan's Cabin and Weapon X are there to help reset your hand so you can go right back into your frenzy when you flip back up.

Wolverine's allies aren't necessarily included for board presence. Each of them has a specific use for which they should ideally be utilized. Colossus is your Attack Training target, and he should be saved, if possible, for Fastball Special. Psylocke needs to be saved for turns when Wolverine needs to flip down to Recover. Sunfire cancels those nasty Villain attachments that get in the way of Wolverine being able to do Wolverine things.

*snikt snikt!*

With this deck, you'll be playing out your favorite Wolverine battles: taking hits, healing through it, and mowing down your enemies and a fury of claws and adamantium. You'll even get tossed by your buddy Colossus to do major damage to the bad guys. Permanent Attack boosts, and Claw powered attack events will keep the damage flowing, turn after turn.

The Mutant Genesis Deck Lists

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