Marvel Hero Rush Deck Building Guide

Marvel Hero Rush is easy to learn and pretty hard to build well. A lot of new decks have a good idea behind them. They just can't actually pay for their big cards, or they can't reach anything past the Front. This is how we build our decks, and what we look at before calling a list done. Quick rules first Your deck is exactly 50 characters. You can play up to 2 colors (Red, Yellow, Blue or Green), and up to 3 copies of any card name. Alt arts and reprints count toward the same 3, so you can't sneak in a fourth with a different art. You also bring a Rush Deck of 9 Rush Point cards. You never draw these. They just keep score, so pick whatever looks cool. 1. Start with a character you love Seriously, start here. You're going to play this deck a lot, so build around a hero or villain you actually like. Look up every card for that character on a deck builder like rushdee.app and read through their effects, levels and ranges. 2. Figure out what they want to do Put all their cards side by side. You'll usually notice they're all trying to do the same thing, like filling your Base, bringing characters back from your Retreat Zone or hitting Openings. That's your plan. 3. Find their friends Now look for other characters that want the same thing. Ultron works with Vision cards. Captain America works with other S.H.I.E.L.D. cards. Filter by trait or effect on the deck builder and it goes way faster. 4. Add your color's staples Every color has a handful of cards that are just good in almost any deck. You'll see them in a lot of lists at locals. Fill your open slots with these so your deck still works on the games your main plan doesn't show up. 5. Fix your curve (this is where most decks go wrong) There's no mana in this game. Lv 1 to 3 characters are free. For anything Lv 4 or higher, you have to retreat your own characters whose levels add up to exactly that card's level. Face-down cards in your Base count as Lv 1. So say you want to drop a Lv 6. You need Lv 6 worth of your own stuff to retreat, like a Lv 3, a Lv 2 and one face-down card in Base. If you only have two small characters out that turn, it's not happening, and your Lv 6 just sits in your hand. When we look at a list, we check three things: Is there enough Lv 1 to 3? These fight early and pay for everything else. Are there too many Lv 4 to 6? Only run as many as you can realistically pay for. Can it reach? R1 only hits the Front. R2 also hits both Wings. R3 hits all the way to the Back. We try to keep at least half the deck at R2 or higher. A simple test: think about the turn you want to play your biggest card, and count how many low-level cards you'd realistically have by then. If it only works with a perfect draw, cut one big card. Know what your cards do The keywords are basically job descriptions. Try to have a mix: Counter: can be summoned during a Counter step, even on your opponent's turn Blocker: once per turn, pulls an attack onto itself Double Strike: attacks twice Assault: beating a character in battle also scores you a Rush Point Air Raid: can attack a filled zone like it's empty Unique: you can only have one of it on your field If your whole deck is attackers with nothing like Blocker or Counter, you have no way to slow your opponent down. Pick how you want to win Rush decks go wide with cheap attackers and good range. You want to make Openings early and get to 9 points before your opponent sets up. Control decks use Blocker, Counter and removal to stop attacks, plus cards that bring characters back. You win the long game. If you need a starting point, this is the split we'd use. It's just our suggestion, not a rule, so change it once you've played a few games. Rush Control Lv 1 to 3 27 24 Lv 4 to 6 15 18 Tech (answers and staples) 8 8 Mistakes we see a lot Too many big cards. We get it, your Secret Rare Iron Man looks amazing. But if you can't pay for it, it's not doing anything in your hand. Too much R1. If all your attackers can only hit the Front, your opponent just keeps one strong card in front and you're stuck. Leaving zones empty. Every empty zone is a free point for your opponent. Keep enough cheap characters to refill. Adding a second color for one card. Only add a second color if it actually fixes something your deck is missing. Just starting out? Honestly, grab one of the starter decks (SD01 to SD04) and play it a bunch before changing anything. You'll learn more from five games than from reading another guide. When you're ready to upgrade it, we've got Marvel Hero Rush singles at Hobby Collect.