matchet · 20
The trio had already easily beaten Red Skull campaign.
(as a sidenote, general the strategy revolves at keeping one of the three heroes in Alter, while facing two villain's attacks).
(as a sidenote, Cyclops was considered as a natural Leadership, Jack of all trades, fourth teammate. Send me your candidate decks for him, in the comments section)
This deck is part of a READY-TO-PLAY X-MEN TEAM OF THREE, and should be used with these two, since crucial supports and some upgrades are spread across the decks to help them build your field faster:
[Protection] Nightcrawler (clic)
- Mancha + Hangar lets you delay at dealing with up to two 1ATK minions (and can hold 2ATK ones for some turns). Mancha is the target of Gambit deck's single Honorary card, turning him into an x-men that can be affected and (healed) by other x-mens)
- Except on an early pressure, you should spend your resources into Upgrading. The rewards. For defending.
- An early Angel's Aerie trivializes the damage that you usually Wont. Get. Anyway on Late. Port + Bamf to get the Aerie's heal and return to action in the same turn.
- YOUR MAIN ROLE IN THE TEAM is to defend the villain twice since the third should be on Alter-Ego. Plan with that in mind:
- Gene & Tail frees the cost of your Extra. Effect defenses. Your late game def is astronomical (and Safeguarded), so dont hesitate to burn them for upgrades, or cost-freely to add extra effects to your already defended hits. Also somewhat applies to Tally Ho! as well.
- is important to note that sometimes Gambit, a Stun or his Tough. Allies can handle the villain's second attack. Keep your Bamf unused for that turn and save a precious resource to keep building your playfield
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- Team Shareables
- The nurse is just an innecessary extra that you might use for other teammates instead. Same as with Endurance (usually go to Phoenix in combo with her Down Time).
- Carrier is very costly but helpful. Ask for Other's. Help to pay it, if necessary.
- Shouldn't not share Unflappable under any cirumstances, but if still wanting to, Gambit can trigger it with minions thanks to his exhaust free 3DEF (or with villains on mid-late with his Dodge
- The Plan is super impacful and you dont even need to Thwart it. Your blocks, Tough Allies Mancha's twice blocks per turn on 1ATK minions (once is promoted) and Gambit's free minion and villain's blocks triggers it.
[Justice] Phoenix (clic)
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Dont be afraid to swap identities, especially once you get two or three allies with Training. Defend or even eat hits, then swap and heal twice with Utopia , plus your personal free time buddy or your Oven room (dont choose to refill phoenix power until you dont reach your unleashed form)
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Cerebro + Danger Room requires you to be in alter ego (first one is low priority anyway).
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Utopia is great to have but not an extreme necessity.
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Your MAIN ROLE IN THE TEAM is to build a squad of 3-4 allies with 5HP/3-Thw. Easily Achievable with Training + Danger Room. This is top priority. You can also cycle the 4th ally who cant get a training but I do usually grind it for resources instead.
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Firebird and in less extent letting Cyclops die early are your passage to Unleashed, but the priority is behind building a durable Training team of 3 or 4 Thwarters with 5 uses (HP) each.
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Your endgame consists in Unleashed mode with 0-3 Phoenix charges, using Various. Great. Powers. FOR FREE (or Almost)
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- Team Shareables
- Avengers mansion is party wide
- Technnically Mission Training is party wide but your shouldnt be sharing to maximize your Mutant Peacekeepers turn
- Down Time can target Gambit if you got your Room earlier
[Agression] Gambit (clic)
- You can temporary cover Nightcrawler's role with your Agility. And should be using it whenever is avaiable (or even saving it for next turn) instead of resourcing it.
- Your MAIN ROLE IN THE TEAM is to inflict damage. You should be conservative at allways having at least 3-4 charge counters, but spend them specially to trigger overkill, to take down two minions at the same time.
- Go all out with Royal Flush on the boss and you'll be inflicting 3 times, 3-7 damage for a grand 9-21HP total. If a very big HP minion is in play that strategy is also usefull to take it down in one or two turns. Enhancers include: Throw de card, Warrior Skill charge and up to two Agressive Energy
- Most Gambit's allies have very low priority here and are mostly played in (very rare) emergencies where Nightcrawler is forced to leave and heal, to block villain mostly. Colossus and Rogue are great for that. Angel is not that good but his stats are decent. Forge TUTORS Jet and Mansion which are crucial. After that he is a regular chunk blocker. Sunfire however is better to have than not, for in case his response can trigger, he is a very powerful card (grind him for resources if not). PSYLOCKE WORTHS the cost, since you will allways have one teammate in Alter-Ego, therefore she guarantees to negate two powerful villain's activations (plus a last 2-Thw or a block). Psylocke is also a potential target for Phoenix's Trainings, yet thats inefficient for building Phoenix's team.
- Mutant education usually worths with the Mansion (or if your deck is mostly on the discard pile). Neat targets are Royal, Molecular, and my fav: The imba evader event.
- Sidenote: the staff can flush tough from one target each round, for free
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- Team Shareables
- The Mansion is deceptively more powerful than it may apear. This team will allways trigger it on every round, plus your mutant education will reward you a card. Same with Moira: free extra card each round.
- Honorary is for Nightcrawler's Mancha and nothing else.
- The Jet pays itself almost no matter the sacrifice, since it also flexibilize your whole team's economy
- Warrior skill is better used with Your. Deck. Attacks (adding Throw de Card). If you insist in sharing the second, instruct Phoenix to spend it asap so it goes back to your next discard pile to deck shuffle
- Triage's effect is here to healing others, mostly Phoenix Thwarting allies' team (or a promoted Nightcrawler's Mancha
Now go and gather your friends. Its time for a champions' gampaign adventure
These decks are ready for you
Closing notes
This is NOT REALLY a trio of decks made by me, just tweaked ones for a 3-Team play. Their original authors who are already sourced below each Hero's section are:
- Phoenix and the Danger Room + Cerebro Thwarting Machine By Andrahil
- No Allies No Problem Original deck/mazo original By Web-Warrior Fanatic
- The Ace of Spades by VillainTheory
Please go and pray for them. But be free to do here too if you feel my 3-deck joining efforts were of utility in your plays too.