Professor Xavier is a jerk! But he’s also a hero, a powerful telepath with the vision to create a school for mutants, giving them a home in a world that hates them and a place to learn how to control their powers. Usually confined to a wheel chair, he is nonetheless incredibly dangerous thanks to his unmatched psychic powers. This deck pulls ideas from several different places: Maloney’s Yarael Poof deck, Sherlock Holmes from Unmatched, my 20YA Kylo Ren deck, and a classic Pokemon TCG card. Hopefully, he’ll make a fun and interesting addition to any X-Men games… or maybe even the Illuminati!
Charles Xavier PDF
Charles Xavier: 16 Hit Points, Melee, Green Deck
3x Professor X: Choose an opponent and name a value. That opponent must discard a card from their hand with an attack or defend value matching the chosen number or reveal a hand containing none.
2x MIND READING: A5/D7 If you deal damage with this card, look at the defending character’s hand. If you block all damage with this card, look at the attacking character’s hand.
2x PSYCHIC SHIELDS: D3 Play face-up when defending. Predict the printed attack value of the card this defends against. If you predicted correctly, that card has no attack value or effects, and is discarded.
2x MUTANT VISIONARY: Until the end of Charles Xavier’s next turn, whenever any enemy character takes damage, they take 1 additional damage.
2x ELIMINATION OF DOUBT: Choose Charles Xavier or an allied character. That character gets 1 additional action on their next turn. Playing this card does not count as an action.
2x MOMENT OF CLARITY: Choose Charles Xavier or an allied character. That character may discard their entire hand and draw an equal number of cards from their draw pile.
1x CEREBRO: Attach this card to Charles Xavier’s Life Card. As long as this card is on Xavier’s Life Card, any time an opponent is forced to discard a card due to his card effects, they take damage equal to the lowest value on the card.
1x ASTRAL PLANE: Choose an enemy character. For the rest of the game, Charles Xavier and this character are considered adjacent to each other and may only attack each other. Increase Xavier’s attack values by 2. If Xavier takes damage from any other character, end this effect.
Theme: The psychic general of the X-Men
Strengths: Forces discarding, direct damage, potential to cancel card effects and damage, adds actions and card draw to himself or his teammates, adds damage to enemies
Weaknesses: Lacks direct attack power, situational card drawing, complete lack of extra movement, low hit points, weaker against decks with mostly Special cards
Complexity – Advanced: Indirect damage and support effects make this a better fit for players already familiar with the game.
Path to Victory: CEREBRO + MUTANT VISIONARY + PROFESSOR X/PSYCHIC SHIELDS
Playing as Professor X: Xavier is one of the most passive decks in the game, with little in the way of directing attacking power. The only way he’ll be directly engaging in combat most games is with ASTRAL PLANE, which lets him treat an opponent as adjacent and prevents them from attacking other characters. Instead, you’ll be aiding your teammates with his support cards to give them extra actions, more damage, or a much needed mulligan. PSYCHIC SHIELDS and MIND READING can make Xavier effective at defense, while CEREBRO can turn the forced discarding into a nasty direct damage engine.
Playing Against Professor X: Xavier has many tools in his kit. He makes his teammates tougher with his support cards, and has a powerful disruption game with the ability to cancel the effects of your attack cards and discard your best cards. Your best bet is to play a deck with fewer attack cards (or big defense cards) so you don’t take as much damage from CEREBRO. Xavier is less effective against decks with more Special Cards. While ASTRAL PLANE is an annoyance, it isn’t a trick he’s likely to use more than once, and any damage from a different character ends the effect.