Red Stun Rising

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Yellow Stun Rising 0 0 0 1.0
Bue Stun Rising 3 1 0 1.0
Green Stun Rising 0 0 0 1.0

adsarf · 334

I'm certainly not the first person to notice that Gamora benefits a lot from being in Alter-Ego, particularly once Conditioning Room is down. Conditioning Room is a fantastic card. In the turn you play it it heals one for an effective cost of one. Each turn you go into Alter Ego after that it heals two, filters your deck, and increases your hand size so with Skilled Tactician you can have a hand of 8.

It follows that Gamora will get a lot of value out of Concussive Blow when playing true solo, so that she can go into Alter Ego safely.

So I set out to build a Gamora stunlock deck with Concussive Blow, Drop Kick and Tackle. You'd think with all those cards (and two Keen Instincts to make sure of the ) you would be able to lock the villain out of the game completely, just as the classic Captain America stunlock deck does.

When I tested this deck I found that I simply wasn't drawing enough cards to find one of my nine stun/confuse events consistently. There are always events in hand to play, but little cards like Acrobatic Move don't have the impact on the game which those six stuns and three confuse cards do, and they don't give you anything like the same tempo advantage. So I started to look for more card draw. Knowhere can help (and the Guardian allies are pretty much all fantastic, and affordable too with Team-Building Exercise). I dropped Looking for Trouble for Press the Advantage, and Hall of Heroes can set up a really strong turn from mid-game onwards.

But I still wasn't completely happy. Gamora's Keen Instincts are fantastic for the price, but the limitation to events only means they can't be used to help pay for big cards like Avengers Mansion that can permanently increase hand size (in addition to it not being very thematic for Gamora). Because Gamora's deck tends to be so event-heavy, it doesn't thin as well as others do. I was left with a deck that almost worked.

So then it occurred to me that I can build this deck in all four of the Marvel Champions flavours, and started looking at how different aspects could give me different tools for thinning my deck and card draw. The red and yellow decks are practically identical, the green and blue ones have rather different approaches to improving card draw. I don't expect any of them to set the world on fire but they were an interesting little project and can handle most scenarios on Expert. I'm publishing all of them in case they are of interest to anyone.

The yellow one at https://marvelcdb.com/decklist/view/9806/yellow-stun-rising-1.0 is hardly different to this red one.

The blue one at https://marvelcdb.com/decklist/view/9807/bue-stun-rising-1.0 aims to maximise card draw.

The green one at https://marvelcdb.com/decklist/view/9808/green-stun-rising-1.0 tries to thin the deck more effectively.

6 comments

May 18, 2021 Spliff · 629

Nice build too! I’m thinking about taking it to Justice when Venom is released to leverage the Sonic Gun or whatever it’s called. More Confuse, but since it’s a upgrade you have to be in Justice for Gamora to use it.

May 18, 2021 adsarf · 334

Thanks @Spliff. Sonic Rifle is cost-3 for 2 confuses per Hall of Heroes. Keen Instincts can't help so I don't think it will work as well for Gamora as Concussive Blow. Fantastic card otherwise, though, because that second confuse will go off exactly when you want it to. There are times when you want to confuse the villain without causing damage to give yourself an extra turn before he flips.

May 19, 2021 neothechosen · 10051

hey cool deck! I built something among those lines too, but I dropped Tackle to make room for Clear the Area, just because it gives you more draw. But then you get less stuns. I used more 2 costed allies to bene fit from blocks but, indeed, it's thematically less interesting...

May 19, 2021 adsarf · 334

Thanks @neothechosen. I looked at your deck. Clear the Area is good and I used it in the yellow version of this deck (https://marvelcdb.com/decklist/view/9806/yellow-stun-rising-1.0), but I couldn't get by on just three stuns - that's not a stunlock deck. You are probably right that the red 2-cost allies are the more pragmatic route though.

May 19, 2021 neothechosen · 10051

I see! you made four versions! Got it now! Unsure that the 2 cost allies make it so much better, but there's always the option to cut on Concussive Blow to put in 3 copies of Clear the Area for draw if you want to keep Tackle.

Or maybe go "halfway" : 2 Concussive Blow, 2 Tackle, 2 Clear the Area? fits the requirement for 6 thw/atk events outside of aggro without losing too many confused / stunned.

Of course at this point it becomes a comparison game between two fairly close builds...

May 19, 2021 adsarf · 334

Thanks `@neothechosen. I've edited the description on this deck to make the links to the others more prominent. The blue deck is the one which really aims to maximise card draw so that you can hit the six key events (in that deck) every turn. I had to drop my all-Guardians approach to make it work, though.