Deadpool hosts a Pool Party!!!

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The Password is The Password · 256

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Deck Overview

I’ve been having an absolute blast with this Wonder Man Pool deck!!! It’s performed really well for me across multiple Expert matchups, including wins against Expert Venom Goblin and Expert Magneto. Ronan (Expert) has been tougher—I haven’t quite closed that one out yet—but I do feel like this deck can get a win on him!

The core idea here is simple: lean heavily into energy resources to unlock explosive turns with Wonder Man’s kit. When the deck gets rolling, it can output some absurd burst damage.


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Game Plan & Playstyle - Don't be afraid to spend time in the deep end!

This deck rewards smart sequencing and comfort with controlled chaos:

  • Build your board early (allies, upgrades, resource engine)
  • Use Ionic Physiology to store key cards
  • Flip between hero and alter-ego strategically:

    • Alter-ego for hand size and setup
    • Hero for explosive turns

You’ll often:

  • Set up a huge hand for combo turns
  • Take damage to the face
  • Bank cards in Ionic Physiology to heal and then put out big attacks

Do not be afraid to dump your Ionic Physiology, I initially struggled with this. I got caught in a thwarting cycle or waiting for the perfect opportunity. Attack and dump the cards, this will allow you to heal. You WILL get more cards; this deck has 17 Energy events, so don't worry.


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What kind of pool party would it be without a few friends?

This list runs a really flexible and synergistic set of allies:

  • Bob He’s cheap, doesn’t take consequential damage, and can chump block or chip in damage/thwart as needed. Yes, he adds acceleration—but this deck is built to absorb that downside. Between Yaw and Roll, Active Altruism, and Wonder Man’s solid base THW, you can usually stay ahead of the main scheme.

  • Dogpool I like him here for the retaliate and the toughness. He can usually survive up to 3 rounds. Again there are a lot of times you want the acceleration to add value to I Got This and Laser Swords

  • Deadpool I mean, common, its a pool deck! He is efficient, flexible, and just strong value overall. Feel free to have him chump block if you don't want the acceleration right now (early game), or let him come back and back and back, depending on the villain it will make sense to let him come back and add the acceleration onto the main scheme.

  • Ironheart One of the best utility allies in the game—card draw and filtering to find your key combo pieces.

  • Gambit Another energy card if you cannot play him. He shines against harder villains, being able to look at the next 3 encounter cards against tougher villains is huge and tucking away a pesky card you don't want to deal with or just want a card with 2/3 boost icons gives him HUGE value.

  • Legion Excellent in an energy-heavy build. Consistently hits for 3 or can pivot to thwarting 1 and putting out 2 damage. Also great for knocking off Tough. I really like to get him out early if I can and with the right mulligan you can. Don't get discouraged if you draw into a Red or Blue card, it happens once in awhile, but I would say around 90% of the time you hit damage.

  • Yellowjacket Strong early-game play. Helps dig for upgrades and accelerates your setup, which makes this deck hit even harder faster.


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Resource Engine - Hotdogs, Burgers, and Wings!

The resource package is tuned specifically for Wonder Man:

  • Only one Energy double resource—you don’t need more thanks to his kit.
  • Energy Siphon is almost always used for 3 resources and sometimes 4. That is 2-3 damage which you can heal from typically with the cards you are playing that will get tucked under Ionic Physiology
  • Pool Energy Resource Frequently generates 2–3 resources.

Opening with that Pool resource can enable a turn one Gambit, Legion, or Yellowjacket for minimal cost. Even mid-to-late game, it remains highly efficient.


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Events & Damage Output: Canon Ball!

This deck is built around burst damage turns, primarily through:

  • Starstruck
  • Ionic Blast

These scale incredibly well with all the energy resources in this deck and Wonder Man’s kit. There are 30 energy cards in this deck!!!

  • Desperate Defense More situational—better into lower ATK villains—but still valuable as a resource if the effect isn’t needed. Even if you can't get the benefit of the ready, sometimes you need more defense to survive a tough villain. It's a yellow resource if you need it.

  • Cutupper Solid inclusion: 5 damage + stun is great, and the physical resource helps enable ready effects for Stick-To-Itivness if needed. The 3-cost is manageable given the deck’s resource economy.

Yaw and Roll with Active Altruism can clear multiple schemes and don't forget that Turn the Tide combo which can be triggered by these!


Core Combo: Burst Damage Turns - Don't just tread water go have some fun!

The ceiling of this deck comes from combining:

  • Live Dangerously
  • Light Swords
  • Energy-fueled events

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Playing Live Dangerously - Yes diving in the shallow end!

This card is high risk, high reward, and timing is everything:

Play it when:

  • You’re set up for a big damage push
  • You can leverage multiple boosted activations
  • You’re planning to flip down for a large alter-ego hand (up to 8 cards)

Be mindful of:

  • Acceleration tokens
  • Extra encounter cards
  • Losing the ability to thwart the main scheme that turn

In most games, I only keep Live Dangerously in play for a single turn to maximize value and minimize risk.


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Key Synergies - Don't be afraid to wear a Hawaiian shirt with that speedo!

  • Turn the Tide Easy to trigger with Active Altruism or Yaw and Roll. Great for finishing minions or cleaning up after removing Tough.

  • Face the Past If you see this early, it’s a strong tempo play:

    • Take the hit
    • Heal back up
    • Remove your nemesis quickly
  • Quincarrier + Stick-To-Itiveness This combo is huge. Quincarrier helps pay for Stick-to-Itiveness, letting you:

    • Thwart → ready → attack
    • Attack → play events → ready → attack again

That extra activation can be game-changing in a burst turn.


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Do not sleep on these two cards - or you WILL get BURNED

  • What Are You If you get this early game, use it as a resource, but as the game goes on, especially if you are taking a lot of damage and healing back up and the villain is getting stronger going into their final phase, play this card! If you happen to have Signature Sunglasses out and a card is tucked, you can grab it on the way down, then load 3 more up into Ionic Physiology (picking 1 you will want) and when you go back up to hero form, and grab it.

  • Mr. Hollywood Please read this card carefully, I didn't my first time. This is an extra energy resource when overpaying, PER CARD, this card has insane value.


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Crazyness

Here is an example for you. You're in hero form and just did an attack and emptied your Ionic Physiology. You played Live Dangerously and let's assume by now you have your board built out. You go down to Alter Ego and tuck a card into your Ionic Physiology with Signature Sunglasses and tuck another card with Wonder Fans. You finish your turn and draw up to 8 now because of Live Dangerously. It's now your turn again and you draw a card from Wonder Fans, now you are up to 9 cards and you flip up and draw that card that you just put under Ionic Physiology; now you have 10 cards!! Imagine if that card was Ionic Blast.

  • Starstruck → ~9 damage
  • Ionic Blast → ~9 damage
  • Basic ATK → ~9 damage

➡️ That’s ~27 damage in a single turn

This kind of burst lets you push through villain stages or close games very quickly. Now let's assume you don't have laser swords out, that is still:

  • Starstruck → 4 damage
  • Ionic Blast → 9 damage
  • Basic ATK → 4 damage

➡️ That’s 17 damage in a single turn

Imagine if you had 2 StarStruck's in your hand?! If you had your board built out you could have played the Ionic Blast for 2 energy for 9 damage! How? Because you have Jet Belt for the payment and Mr. Hollywood for the first energy resource so you only need 2 more energy to max it. Next you played Starstruck for 1 resource and got the free stun from Mr. Hollywood. So you have 10 cards in your hand and only spent 3 cards?! Now you will have other events in your hand and you will want to use them before you use StarStruck for maximum damage!!!


Mulligan - Shallow end, deep end, whatever works for you.

Depending on the villain I might feel like I need to thwart and will try to aggressively look for Active Altruism, but for the most part I am looking for a double/triple resource and either Gambit, Yellow Jacket, or Legion and Face the Past along with any upgrades I can find.

You typically do not need Endurance early, so toss that or use it as a resource, I find I am using it mid/late game. It can help a lot if you need to stay in hero form and are taking a lot of damage.


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Final Thoughts - Best Pool Party I've ever been too!

This is one of the most fun decks I’ve ever played in Marvel Champions. It handles a wide range of scenarios and feels especially strong in Expert, once you’re comfortable with the risk management.

This deck also rewards you when those villains put out side schemes that add additional encounter cards or other status effects which only adds to what makes this deck so fun!!!

I only play Expert and if you are not playing it yet, you gotta try it with this deck!

It rewards:

  • Aggressive play
  • Smart resource management
  • Knowing when to push vs. stabilize

If you enjoy high burst damage, resource optimization, and a bit of Pool-aspect chaos, this deck absolutely delivers!!!!

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