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XNights; Rough Draft of an XNights Deck
Topic Started: Mar 6 2013, 01:52 AM (179 Views)
Xnights
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Alright guys here's my rough draft, I need your honest opinion and what would you change about this deck. I'm a rookie at this so...

Characters:
2 Iron Fist, Secret Avenger
2 Brent Jackson, Agent of Sheild
1 Punisher, Judge
2 Captain America, Weapon 1
1 Blade, Eric Brooks
2 Iron Fist, DareDevil
2 Deadpool, Earth 5021
2 Ironman Earth-2020
2 Maverick, Christopher Nord
2 Punisher, Jury
1 Sublime, The Beast Almighty
2 Captain America, Loyal Patriot
1 Sabretooth, Spirit of Vengeance
1 Ghost Rider, Spirit of Vengeance
1 Deadpool, Party Pooper

Locations:
2 Weapon Plus Satellite
1 Hells Kitchen
1 Dark Alley
1 Quentin Carnival

Plot Twists:
2 Marvel Team up
2 Crime and Punishment
2 King Hyperion
1 Memory Implants
2 Nasty Suprise
3 Flying Kick
3 Acrobatic Dodge

Equipment
1 Ttitanium Sword
1 Katana
3 Dual Sidearms
3 Jetpack
3 Kevlar Body Armor
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SuperAzn
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Are you on a budget/restricted to what you have? Or are you willing to buy/trade up a little?

Quick notes

NEEDS MOAR WILD RIDE.
having only 2 team ups makes it a 1 in 30 chance of getting the team up, this would leave your characters unable to reinforce, team attack, and possibly be affected by team stamp cards you play.
Kevlar body armor is ass. Most of your equip choices seem budget, if you're able to get other cards there is a wealth of quality equipment out there.
There are alot of different ways to go with marvel knights. They KO well and have a decent size of cards dedicated to equipment.
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Xnights
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Yeah I'm pretty much on a budget. I'll have 4 teamup cards then
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kariggi
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One of the beauties of Marvel Knights MK is Dagger and her ability to search Midnight Sons team-up.

I'd either run 4 Memory Implants to make sure they come up or none.
If you have another W-X Satellite I'd go up to 3, it is very important to the hunter strategy.

I'd try to avoid running Iron fist at 1 and 2 in general unless the deck is focused around power-ups I try to avoid drops closer than 3 or 4 turns apart to avoid having to KO one to uniqueness when I play the other.

Kevlar body armor tends to be hard to make work the way you want it to.

Those are my random thoughts.
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unclechawie
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There doesn't seem to be much focus to the decklist. You mentioned you were new at this, so that is understandable. My biggest recommendation would be to figure out exactly what it is you would like the deck to do and concentrate on that. Weapon X and Marvel Knights can both KO opposing characters well, so I would probably start there. So, the key here is going to be being able to stun you opposing characters both on and off initiative and then use your various KO effects to clear as much of their board as possible each turn. I know its not much in the way of card suggestion, but I've never really played Marvel Knights that much so I'm not familiar with a ton of their cards.
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Xnights
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kariggi
Mar 6 2013, 03:04 AM
One of the beauties of Marvel Knights MK is Dagger and her ability to search Midnight Sons team-up.

I'd either run 4 Memory Implants to make sure they come up or none.
If you have another W-X Satellite I'd go up to 3, it is very important to the hunter strategy.

I'd try to avoid running Iron fist at 1 and 2 in general unless the deck is focused around power-ups I try to avoid drops closer than 3 or 4 turns apart to avoid having to KO one to uniqueness when I play the other.

Kevlar body armor tends to be hard to make work the way you want it to.

Those are my random thoughts.
Thanks for your honest opinions and suggestions. Dagger is actually my honorable mention since I thought that Iron Fist would be better because I can rally for a character card or something like that. So Kevlar is scrapped. This deck is basically about gaining atk power and KOing characters pretty much. I don't know about defense powers, what should I do about it?
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Xnights
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unclechawie
Mar 6 2013, 03:14 AM
There doesn't seem to be much focus to the decklist. You mentioned you were new at this, so that is understandable. My biggest recommendation would be to figure out exactly what it is you would like the deck to do and concentrate on that. Weapon X and Marvel Knights can both KO opposing characters well, so I would probably start there. So, the key here is going to be being able to stun you opposing characters both on and off initiative and then use your various KO effects to clear as much of their board as possible each turn. I know its not much in the way of card suggestion, but I've never really played Marvel Knights that much so I'm not familiar with a ton of their cards.
I guess what I am trying to do is KOing characters all the while gaining atk and defense power and recovering. That would be the overall theme.
Edited by Xnights, Mar 6 2013, 03:21 AM.
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Xnights
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Here's my second rough draft, as always give me your honest opinion and what I should change in my deck.

4 Dagger, Child of Light
2 Captain America, Weapon 1
2 Caretaker, Nomadic Mentor
2 Marrow, Sarah Rushman
3 Ironman, Earth 2020
1 Maverick Agent 0
1 Moon Knight, Marc Spector
1 Punisher, Guns Blazing
1 Yelena Black, Black Widow
1 Deadpool, Chatty Cathy

Locations
3 Weapon X Satellite
2 Quentin Carnival
1 Department X

Plot Twists
4 Midnight Sons
4 Memory Implants
3 Wild Ride
2 Judge Jury and Executioner
? Quick Kill (don't know how much I should get)
3 Flying Kick
3 Acrobatic Dodge

Equipment
4 War Wagon
3 Twin Firearms
2 Tricked out Sports car
2 Steel Girder
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