Sky Force One

Card draw simulator

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Idirian · 120

1. Who I am in this team

“Cable, Domino – you two worry about the plan and the probabilities. I’ll make sure nothing on the ground survives long enough to matter.”

Mechanically:

  • Angel side – 2 THW / 1 ATK / 2 DEF.

    • Angel of Life: after you play an Aerial event, draw 1 card (once per phase).
    • This is your thwart / setup form.
  • Archangel side – 0 THW / 2 ATK / 3 DEF, acceleration icon.

    • Angel of Death: after you play an Aerial event, deal damage to an enemy equal to that event’s printed cost (once per phase).
    • This is your damage form (but it speeds up the main scheme).

The deck is built to:

  • Keep 3–4 Aerial allies in play (Flight Squadron, Team Training, Triskelion).
  • Sling Aerial hero events every turn (Natural Flight, Razor Dive, Adaptive Plumage, Metamorphosis, Aerial Agility).
  • Use X-Gene, Band Together, Avian Anatomy as your economy.
  • Finish games with Mass Attack once the board is thick.

2. Mulligan priorities & opening turns

Mulligan priorities (rough order)

  1. Techno-Organic Wings

    • Aerial trait baked in and extra HP → core part of your game.
  2. X-Gene

    • 1-cost support that exhausts to pay for your identity-specific events (all your hero events).
  3. Economy / board pieces

    • Team Training, Team-Building Exercise, Worthington Industries, Flight Squadron, Triskelion.
  4. A cheap Aerial ally

    • Cloud 9, Vivian, Aero, etc. (you want an ally down early for Band Together and Strength In Numbers later).
  5. Any strong Aerial event

    • Natural Flight, Razor Dive, Adaptive Plumage, Metamorphosis. If you kept X-Gene or have enough money, keeping one is fine.

Things I happily throw back:

  • Band Together in an opening hand with no allies.
  • Mass Attack (you’re nowhere near ready).
  • Psylocke, unless you’re sure you need the body.

Turn 1–2 game plan

“Turn one, we get altitude. Turn two, we bring friends.”

Typical pattern:

  1. Start in Angel (hero) not Warren, unless you absolutely need to heal.

  2. Play a cheap ally + any one of:

    • X-Gene
    • Team Training
    • TBE / Worthington
  3. If you see Flight Squadron, you can already play it—your hero is Aerial, so it’s online, and as long as all allies you control are Aerial it:

    • Gives you +1 ally limit, and
    • Lets you ready one ally each time you play an Aerial card (once per phase).
  4. Try to play one Aerial event each player phase:

    • In Angel form, that’s +1 card (hero response).
    • If it’s an attack / thwart (Razor Dive / Natural Flight), it also pushes the board in your favor.

Don’t stress about flipping to Archangel yet; early game is about getting supports/allies down and not letting the main scheme blow up.


3. Mid-game loop – how a typical “good” turn looks

Once you have:

  • 3–4 Aerial allies in play
  • Flight Squadron, Team Training, maybe Triskelion
  • X-Gene and one of Band Together / Avian Anatomy

Your “baseline” Angel turn:

  1. Decide your form for the round

    • If threat is high or Cable needs help → start in Angel (thwart mode).
    • If threat is handled and damage is needed → start in Archangel.
  2. Play at least one Aerial event in the player phase

    • Use X-Gene + regular resources to fund it.
    • If Angel: draw 1 from the hero ability.
    • If Archangel: ping extra damage equal to the event’s cost.
    • Exhaust Flight Squadron to ready an Aerial ally.
  3. Use allies for the opposite role

    • If you’re Angel, Natural Flight / Adaptive Plumage etc handle thwart, let allies attack.
    • If you’re Archangel, Razor Dive / Adaptive Plumage handle attack, allies do the thwarting.
  4. Strength In Numbers once your board is big

    • Exhaust 2–4 allies you don’t need this round to draw that many cards.
    • Then spend those cards on another Aerial event, more allies, or setting up supports.
  5. Manage Archangel’s acceleration

    • Ideally spend about half your turns in Angel to offset the extra threat from Archangel.
    • Natural Flight ignoring crisis and patrol in Angel form lets you clean up bad board states quickly.

4. Big turns – Mass Attack & Metamorphosis tricks

Mass Attack turns

“Everyone in the air. Focus fire.”

Mass Attack: cost 3, Exhaust 3 allies that share a trait with your hero → deal damage equal to the total ATK of those allies + your hero.

In your deck:

  • Angel and all your non-Psylocke allies share Aerial.
  • So once you have 3 Aerial allies + Archangel:

    • Example: three 2-ATK allies + Archangel at 2 ATK
    • Mass Attack = 8 damage, with zero consequential damage because the event deals the damage, not the allies.
  • They’ll be exhausted, but still at full HP (kept alive by Team Training and careful use).

Ideal Mass Attack turn:

  1. Start as Archangel.
  2. Maybe attack once with Archangel or an ally if you don’t mind them exhausting.
  3. Play Mass Attack for a big hit.
  4. If you still have an Aerial event + resources:

    • Play it to trigger Angel of Death for even more damage and a Flight Squadron ready.

This is how you close out stages or punish a villain who just flipped.

Metamorphosis – form flipping value

Metamorphosis: Aerial, cost 2. Change form, then:

  • Warren – draw 1
  • Angel – remove 2 threat
  • Archangel – deal 3 damage to an enemy.

Because it’s Aerial, it also triggers:

  • Angel’s card draw or Archangel’s damage (once per phase) depending on when you play it.

So a nice flow looks like:

  • Start in Angel, play some Aerial event → draw 1.
  • Later that phase, play Metamorphosis → flip to Archangel + remove 2 threat.
  • Next player phase (or villain phase with Aerial Agility) you can trigger Archangel’s response.

Lean on Metamorphosis when:

  • You need to shift from “save the main scheme” to “kill the villain” mid-turn.
  • You want to set up Archangel’s ability for the next phase.

5. Defense & “meta-control” – Aerial Agility and Soaring Acrobatics

You do have some real control tools; they’re just baked into your hero kit.

Aerial Agility – your anti-boost tech

Aerial Agility (cost 1, Aerial, Defense event):

  • Hero Interrupt – when an enemy attacks:

    • If Angel: ignore all boost icons and all “Boost:” abilities on that attack.
    • If Archangel: give your hero tough and retaliate 1 for that attack.

Timing-wise you play it before boost cards are flipped, so in Angel form this literally blanks the entire boost step.

So:

  • Against swingy villains, Aerial Agility is a big piece of “meta-control”.
  • In Archangel form, it’s more about turning a bad attack into no damage (tough) while still pinging back 1.

It’s also an Aerial event, so it will:

  • Trigger Angel or Archangel’s hero response (card draw / damage), and
  • Ready an ally via Flight Squadron if you’re in the right board state.

Soaring Acrobatics – stat buff for whoever needs it

Soaring Acrobatics: 2-cost basic upgrade.

  • Play under any player’s control, max 1 per player.
  • When an Aerial character you control uses a basic power, exhaust it → +1 to that power for that use.

Uses:

  • Buff Angel’s THW when you’re in threat-control mode.
  • Buff Archangel’s DEF when you want to defend and still keep your HP safe.
  • Buff an ally’s ATK/THW as needed—everyone relevant is Aerial.

It’s just quiet efficiency every turn.


6. Allies & Psylocke – how aggressive to be

Your allies break down loosely as:

  • Control / utility – Cloud 9, Vivian, Hugin & Munin.
  • Beatsticks – Cannonball, Sunspot, Captain Marvel, Spectrum.
  • Glue – Aero (push damage), Vivian (blank bad attachments / side schemes).

Team Training makes all of them +1 HP, meaning you should:

  • Use their basic activations freely (thwart or attack each round).
  • Avoid chump-blocking with them unless:

    • The incoming attack is huge, or
    • You need one to die to clear board space for a better ally.

Psylocke

  • She’s X-Force Psionic, not Aerial, so while she’s out:

    • She does not get Flight Squadron’s “all allies are Aerial” bonus,
    • And she doesn’t count for Mass Attack’s “3 allies that share a trait with your hero” (Aerial).

So in this deck:

  • 80% of the time she’s a wild-ish resource (pitch her to pay for big Aerial events).
  • You only play her when:

    • Flight Squadron isn’t down yet, or
    • You’re in a bind and desperately need another body/thwart.

Once she’s done her job, let her block an attack or die to consequential so your board goes back to “all Aerial.”


7. Role at the table with Cable + ??? Domino

Even without knowing Domino’s aspect, your role is clear:

  • You: board bully.

    • Clear side schemes and minions with Aerial events + ally actions.
    • Use Aerial Agility to shut down spiky villain attacks when needed.
    • Provide big finish turns via Mass Attack.
  • Cable: plot doctor.

    • Keeps the main scheme under control, manipulates the victory display, and hands out powerful side-scheme rewards.
  • Domino: whatever she brings, she loves you having:

    • Flight Squadron’d allies to share the work,
    • Team Training so any ally of hers that’s Aerial/X-Force sticks around longer.

If you keep roughly 3–4 allies out and fire at least one Aerial event every player phase, Angel will absolutely feel like he’s doing “too much” – which is exactly where you want him.

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