Analyze whether the points are all well distributed and use your control card to deal with any problems. The sixth or seventh turn is the time to deal with loose ends in the game. I usually choose to extend games, so I can put more power on the field and draw some control tool, like Shang-Chi, Killmonger and Shadow King.īy the way, Shadow King has been a big surprise in this deck and handles Bounce and Movement lists very well, so it's good to save it for the last turn. Either you extend the game to the seventh turn, with Magik, or you play Valkyrie at Invisible Woman's location, especially if Cerebro and Mystique weren't hit by Bast. On turns 3 and 4, ideally, you should play Cerebro and Mystique at the location of the Invisible Woman, and on the fifth there are two paths. For Invisible Woman it is better to play her in locations that aren't restrictive, as your main plays will take place in her location. If there is only one or none, it is better to hold this move and wait for the next turns.įor turn 2, it is possible to play Invisible Woman or Jeff. If you have at least 2 cards without 3 power, you can play Bast. However, it's good to be aware of its targets. There are a lot of good 3 power cards out there, so it's possible to adapt the list and make it your own.ĭepending on how your starting hand is, Bast is a good turn 1 play. While almost everyone on this list is accessible, there's Jeff who's from Pool 5, so if you don't have him you can put the Sentinel in its place. The other cards with 3 power are very flexible. One of Invisible Woman's advantages is protecting Mystique and Cerebro from Enchantress or Rogue, as the allied cards of Invisible Woman's location will always be revealed last. Still on the main pieces of the deck, we have the Invisible Woman, who recently received a buff and now has 3 power, so now it becomes part of the version and adds a lot of value. For cards that don't have 3 power, as is the case with Mystique and Cerebro as well as Luke Cage and Wasp, there is Bast and Valkyrie to help to leave them with 3 power. The second most important piece on the list is the Mystique, which doubles the Cerebro's ability and leaves all your cards that have 3 power at 7 power. This deck starring the Cerebro focuses on distributing +2 power to all your highest power cards, which in this version the focus is 3 power. EyJOYW1lIjoiQ2VyZWJybyAzIHcvIEludmlzaWJsZSBXb21hbiIsIkNhcmRzIjpbeyJDYXJkRGVmSWQiOiJXYXNwIn0seyJDYXJkRGVmSWQiOiJCYXN0In0seyJDYXJkRGVmSWQiOiJMdWtlQ 2FnZSJ9LHsiQ2FyZERlZklkIjoiSW52aXNpYmxlV29tYW4ifSx7IkNhcmREZWZJZCI6IkplZmZUaGVCYWJ5TGFuZFNoYXJrIn0seyJDYXJkRGVmSWQiOiJDZXJlYnJvIn0seyJDYXJkRGVmSWQi OiJNeXN0aXF1ZSJ9LHsiQ2FyZERlZklkIjoiS2lsbG1vbmdlciJ9LHsiQ2FyZERlZklkIjoiU2hhZG93S2luZyJ9LHsiQ2FyZERlZklkIjoiU2hhbmdDaGkifSx7IkNhcmREZWZJZCI6Ik1hZ2l rIn0seyJDYXJkRGVmSWQiOiJWYWxreXJpZSJ9XX0=
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