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  • July 30th Featured Location - Danger Room

July 30th Featured Location - Danger Room

July 29, 2023 Location

July 30th Featured Location - Danger Room

Danger Room

Danger Room
Danger Room
Cards played here have a 25% chance to be destroyed.

Ah...the location we love to hate. When you WANT it to destroy the card you want, it never seems to do so. Yet, when you NEED it to let a card survive...well...yeah. So... Between the mix of RNG and destruction, how can you use the Danger Room to your advantage?

The Featured Location from July 29th, 2023 at 11pm EST to July 30th, 2023 at 11pm EST is Danger Room. As a featured location, it will have a 50% chance to appear in any ladder match. Now you must make a choice:

  • Build INTO It
  • Build AROUND It
  • Ignore it

How to Build INTO it

The Hood
The Hood
On Reveal: Add a Demon to your hand.
Nova
Nova
When Destroyed: Give your cards +1 Power.
Brood
Brood
On Reveal: Add 2 Broodlings here with the same Power.
Phoenix Force
Phoenix Force
On Reveal: Revive one of your destroyed cards and merge this into it. It gains Moveable.

  • The Hood makes sense here as a sacrificial lamb to toss the Hood, hope Danger Room destroys it, and then leave you with only solid profit via a 1/6 Demon.
  • Nova could also be a smart call here on turn 4 or 5 if you're playing destroy in general as it could save you valuable resources by having the location potenitally destroy Nova rather than spend mana on Killmonger.
  • Brood is a Surfer's dream card for this location as well as the lazer will only target the original Brood and leave the Broodlings behind, guaranteeing two cards to be played in the lane.
  • Lastly the Phoenix Force, our current Season Pass card, allows us the insurance back up of knowing you can revive one of your cards that may have been crucial to your gameplan. Plus, you can slide it into the Danger Room afterwards for a guaranteed point swing without risk. Speaking of move cards...

How to Build AROUND it

Armor
Armor
Ongoing: Cards here can't be destroyed.
Ghost-Spider
Ghost-Spider
On Reveal: The last card you played moves here.
Doctor Strange
Doctor Strange
On Reveal: Move your highest-Power card(s) to this location.
Professor X
Professor X
Ongoing: Moving is the only way to add or remove a character from here.

  • Ghost-Spider and Doctor Strange seem like solid options for some late point swings with this location. Even if they are destroyed, they will swing in guaranteed power and give more security to such an unsecure location.
  • Armor and Professor X are two cards to be careful of those specifically. Many players don't want to risk the RNG. So, they remove it entirely with cards that will guarantee their survival. One could just as easily argue Colossus, but given all of the other stronger mechanics available to play both in & around the location, his power is a little weak for my liking.

When all else fails, destroy it.

Scarlet Witch
Scarlet Witch
On Reveal: Replace this location with a new one.
Magik
Magik
On Reveal: Replace this location with 'Limbo'. Doesn't work after turn 5.
Storm
Storm
On Reveal: Flood this location. Next turn is the last turn cards can be played here.
Rhino
Rhino
On Reveal: Add a Rock to your side of this location.
Legion
Legion
On Reveal: Replace each other location with this one.

  • Running either Scarlet Witch, Magik, Storm, Rhino or Legion will switch the location, therefore eliminating the ability entirely.


Featured Deck - BIRDMEN (by Drewberry)

Ghost-Spider
Heimdall
Hulkbuster
Iron Fist
Multiple Man
Carnage
Cloak
Doctor Strange
Forge
Phoenix Force
Venom
Vulture

  • Nearly a month ago, our of our writers, Drewberry, theory-crafted this deck in preparation for the Season Pass card, Phoenix Force, in this article here. And needless to say, it fits perfectly for this location on Sunday.
    • With multiple 'fodder' cards built into the deck (Ghost-Spider, Iron Fist, Forge, Cloak, Doctor Strange), there are loads of ways of successfully moving power into the Danger Room without sacrficing too much cost. This leads to the destroy cards, Carnage & Venom, being a stable backup plan to removing the core revival target (Multiple Man) or be a space saver prior to a Heimdall on turn 6. While the deck is solidly based around the successful draw of Multiple Man before turn 4, it still has rampability and scalability with the comibation of Move & Destroy. With a prior average cube rate of +0.55/game, it's worth a shot! (Plus, you'll actually get that Gold achievement in the weekend missions!)

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