Card draw simulator
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Web-Warrior Fanatic · 27103
Cable on the Wall
Do you think Cable is boring? "He just wants to thwart side schemes." Well this deck adds minions into the mix...
Deck Showcase versus Expert Zola with a 50+ Damage Turn Finish!
Man on the Wall, the new upgrade that came from Winter Soldier's hero pack is a great economy booster for heroes in the minion slaying archetype but can only be played by identities who have the soldier trait. My first thought was "Thor would love this" but he's not a soldier. My second thought was with my favorite soldier in Marvel Champions--Cable, but he already has enough to deal with because of all the side schemes he wants to get into the victory display... but how fun would it be to turn Cable into a minion slayer?
50 Damage in One Turn
The biggest advantages of playing an aggression minion deck is access to Hall of Heroes, Bring It!, and Man on the Wall. Having all that economy lets us have huge damage turns--in my playthrough against Zola I was able to play 3 Telekinetic Blasts in 1 turn by recycling 1 copy with Generation X and Keep Up the Pressure (I had the economy to play a 4th Telekinetic Blast but didn't end up drawing the copy still in the deck).
Why Cable is GREAT at Minion Slaying
Plasma Rifle. This is one of the strongest weapon upgrades in the game, able to deal up to 4 damage at the cost of an energy resource. Having this on demand damage gives Cable so much flexibility to deal with minions. The attack is also ranged, bypassing retaliate from minions and it's a separate instance of damage, so if there's a 4 hit point minion with toughness, Cable could clear a side scheme, ready up, basic attack the minion to ping off tough, then still use the Plasma Rifle to take it out. Graymalkin is perfect for generating the energy resource required for Plasma Rifle, but just in case it's unavailable we loaded this deck with tons of energy resources as well.
Spoiling for a Fight
When I build a Cable deck, one of the most important things to include are as many ways as possible to help him clear off a player side scheme on turn 1. Most player side schemes in true solo are 3 threat, Cable has a printed thwart stat of 2, so we need a way to get that 1 extra threat removal (it could be in the form of Heroic Intuition or Surveillance Team in justice or just allies who can thwart). In this deck, we have 8 allies who can thwart for 1 or more, and 3 copies of Spoiling for a Fight to give Cable a ready so he can thwart again. Spoiling for a Fight allows us to get minions on the table to reap the benefits of Man on the Wall and Hall of Heroes. If Cable has Technovirus Purge in the victory display, the readies from Spoiling for a Fight get even more value.
Player Side Scheme Selection
Take out the Guards is noticeably missing from this deck because we don't have any trouble defeating the minions, we just want ways to get them in play. Going Undercover is perfect for this--ideally putting a side scheme in the victory display, ensuring we can reveal a minion in the villain phase, and allowing us to flip down to alter-ego by ensuring the boost card is low. Show of Empathy is another fun card to turn a powerful non-elite minion into an ally.
Alter-Ego
Another key facet to this deck is flipping down to alter-ego to get breathing room from minion attacks and draw cards from Hall of Heroes. The best card for this is Cable's Precognition to scry and manipulate the encounter deck to get a minion and flip down safely. The scrying from Gambit and Going Undercover also facilitate this. Allies like Professor X and Psylocke can confuse the villain and give us more breathing room to flip.
No Traditional Buildout
One of the few heroes that I don't run Avengers Mansion/Helicarrier with is Cable because Graymalkin can ready up and generate multiple resources per turn allowing him to play with higher tempo. This deck leans into that tempo with Man on the Wall increasing Cable's economy and Hall of Heroes allowing us to go for a big push once we get side schemes in the victory display.