Card draw simulator
|None. Self-made deck here.|
|Ultra Instinct Scarlet Witch||0||0||0||1.0|
|Scarlet Witch Turbo Draw but a good deck||0||0||0||1.0|
|Scarlet Witch Lots of draw and threat removal||1||1||0||1.0|
|Scarlet Witch: Justice Draw!||0||0||0||1.0|
|Scarlet Witch Turbo Draw but a good deck||0||0||0||2.0|
|Scarlet Witch copycat||0||0||0||1.0|
|Scarlet Witch TD||0||0||0||1.0|
|Scarlet Witch Turbo Draw and Build HEROIC clearing||0||0||0||1.0|
|Scarlet Witch Defeats all the Villains||0||1||0||1.0|
|Scarlet Witch - Justice||0||0||0||1.0|
|Scarlet Witch turbo draw 2.0||0||0||0||1.0|
|Scarlet Witch Draw||0||0||0||1.0|
L3w15 7 · 3235
I've been really excited to share this very powerful deck as I've been playing Scarlet Witch for a while. Initially I was going through scenarios on Expert, but this deck was having no issues so I stepped it up to Heroic. This deck has so far cleared the following scenarios solo:
EXPERT Rhino/Bomb Scare (1st attempt) EXPERT Klaw/Masters of Evil(1st attempt) EXPERT Ultro/Under Attack (1st attempt) HEROIC 2 Risky Business/A Mess of Things (1st attempt) HEROIC 1 Mutagen Formula/Goblin Gimmicks (2nd attempt) HEROIC 1 Kang/Anachronauts (1st attempt)
Full Red Skull Campaign: HEROIC 1 Crossbones (2nd attempt) HEROIC 1 Absorbing Man (1st attempt) HEROIC 1 Taskmaster (1st attempt) HEROIC 1 Zola (1st attempt) HEROIC 1 Red Skull (1st attempt)
Deck Concept As always, I start deckbuilding by looking at a heroes strengths and weaknesses. Scarlet Witch's Strengths: Card Draw Low cost powerful events Very powerful first turns when compared to other heroes
Scarlet Witch's weaknesses Low permanent upgrades/resource generation Acceleration tokens
So, the idea with the deck was to develop something which really took advantage of her high card draw and big first turns to allow her to quickly and safely transition into a built up setup using non hero aspect/basic permanents. Double resources (and Chaos Magic) are key here - and Scarlet Witch will see them a LOT.
Once Set up the aim is to very quickly cycle through your deck taking advantage of her powerful events to win swiftly. By the midgame you should be playing at least 2 (often 3) Hex Bolt every turn.
The Draw and Build Spiritual Meditation, The Sorcerer Supreme and her alter ego ability give Scarlet Witch an incredible amount of draw that allow her to see so much of her deck so quickly. This means it is very easy to find specific card combinations. This deck is designed to be VERY aggressive when using that draw. You should be mulliganing away anything that isn't an extra resource/Chaos Magic or a key support/upgrade. Occasionally Nick Fury Fury can be kept - playing him off of Chaos Magic lets you draw 3 cards whilst only spending 2.
Turn 1 you should be able to develop MULTIPLE permanent upgrades/resources. I have had games where turn 1 I have brought out Quincarrier, Helicarrier AND Nick Fury. This is because you are drawing so many ways to draw that you WILL find your permanents, and you should have enough extra resource cards to pay for them easily.
Allies Early builds of this deck ran more allies. I initially played Lockjaw, Spider-Man and even War Machine to make sure The Power in All of Us was always live. However, that just turned out not to be necessary thanks to all of the card draw. I chose to only play what I believed were the strongest allies.
Justice First and foremost this deck is actually really just a basic deck with a justice splash. I once hoped to be able to include The Power of Justice as well, but there isn't enough room or good 2+ cost Justice cards to warrant it.
I chose justice because I believe it has the 2 strongest aspect event cards: Clear the Area and Turn the Tide. Clear the Area is like a mini Hex Bolt that only discarded 2 cards but hit 1 and 2 boost icons. The draw synergises with the deck's gameplan as well. Turn the Tide deals 3 damage for 1 card, with a token requirement - the card is BUSTED. Since the gameplan is to play lots of Hex Bolt which can be unpredictable and might not fully deal with a problem, having cheap ways to clean up afterwards is really nice.
Conclusion This deck is very powerful, and it also asks you to think a lot. It won't be uncommon for you to look at a 8+ card hand and wonder if you can kill the villain that turn. The deck is good enough to win even if you do make mistakes, but if you play it perfectly it's just crazy!