Card draw simulator
Derived from | ||||
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The God-King In Yellow of Cost-Efficiency | 32 | 23 | 6 | 1.0 |
Inspiration for |
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None yet |
CaptnSpandex · 70
Suiting Up for success
After numerous simulations in the Danger Room under Bishop's leadership, Randall and Malcolm are ready to go in the field and kick ass!

Damage: | ★★★★★ |
Thwarting: | ★★★★☆ |
Survivability: | ★★★★★ |
Economy: | ★★★★★ |
Reliability: | ★★★★1/2 |
Early Game: | ★★★1/2☆ |
Difficulty to play: | ★★☆☆☆ |
The strategy is mostly straight forward:
- do big damage with Bishop's Rifle and Super-Charged. Do further damage with an Inspired & Danger Room Trained Malcolm.
- remove threat with an Inspired & Danger Room TrainedRandall.
- stay alive with Bishop's Uniform.
Context: why did I build this deck?
I heard Bishop was powerful, so I looked through MarvelCDB to find the most popular decks. This deck from Levati caught my attention for two reasons:
- It leans hard into Bishop's kit cards, and that's how I like to play my heroes in Marvel Champions.
- It was different than most hero decks, even in comparison with other Bishop decks. 15+ resource cards – wow!
I loved it! Bishop's survivability is SO GOOD. He's able to deal significant amounts of burst damage, and allies can be played to help thwart (or deal more damage). I found myself anxious of losing my allies once they were defeated, so I was trying to keep them alive.
From my desire to have high impact allies in play throughout the entire scenario, I remembered two things about Randall and Malcolm:
- They have the Temporal trait, which Bishop can return to hand when he flips to alter-ego (AE).
- They have the X-Men trait, which means they can be automatically equipped with Danger Room Training via Danger Room.
So I kept the shell from Levati's deck and added cards to allow me to easily and reliably get Randall and Malcolm into play with Danger Room Training attached to them as soon as possible. When they die, I flip into AE to return an ally to my hand, then play them again – with Danger Room Training attached again – for another activation.

Your first priority is to get Bishop's Uniform into play.
This card allows you to stay alive while digging through your deck for your key cards. It's important enough to merit including Superpower Training into your deck.
You also want to get Bishop's Rifle and Danger Room into play.
Super-Charged is a great card too, so play it when you get it.
Randall and Malcolm can do some serious work!
Suit Up helps you get them out of your deck, as well as a copy of Inspired.
Once you have your core board in play, each round typically goes like this...
- Take a hit from the Villain (don't block). Activate Bishop's hero form ability, Energy Absorption, to discard cards and draw those resources. Then, activate Bishop's Uniform to heal most (oftentimes all) of the damage.
- During your turn, deal damage to Villain (or to a disruptive minion) using Bishop's Rifle. It's not uncommon to do 4-6 damage due to all the resource cards in your hand.
- Activate Randall and Malcolm. Use resource cards with a and to ready and heal them. Their output can be very good.
- If one of the allies is in the discard pile, flip down to AE to get them. Play them and attach a Danger Room Training via Danger Room.
Sidekick:
- If you want a guaranteed way to keep one of the allies in play all game long, you can include Sidekick. So far, I've not found it to be necessary.