The Legends format is a format in the VS System where you have at least 12 cards in your deck that share a character's name in there, whether it be 12 characters of that name, or 8 characters of that name as well as 4 other cards that have that character's name in them. This is the newest format, which hit Hobby Leagues' by storm. Once this format came out, I couldn't wait to start building deck ideas. I went from Punisher's KO'ing-specific cards, to Wolverine's recovery effects, and I even have a deck that contain all four Fantastic Four characters as legends. However, after testing this legend online, I found that he was the best idea. This deck won me a substantial amount of games with somewhere along the lines of 2-3 losses total. It is also one of the most consistent decks I've made in months.
I am, of course, talking about Magneto.
His auto-stun/KO effects called out to me. I knew that he would need support, though. So I looked to another would-be legend to help him out. Juggernaut was my first choice since he was also a Brotherhood character, and he was my final choice after realizing the synergy between the two. After putting on the final touches, I looked at cards that would fill in the gaps, and put in support to help search for, boost, and sustain the lead in battle. This is what came out:
4 Juggernaut, Champion of Cyttorak
1 Juggernaut, Walking Disaster
2 Juggernaut, Weapon of Mass Destruction
1 Magneto, Mutant Terrorist
4 Magneto, Mutant Supreme
1 Magneto, Master of Magnetism
3 Mammomax, Maximus Jensen
1 Mystique, Shapely Shifter
4 Nocturne, Talia Wagner
1 Quicksilver, Mercurial Speedster
3 Sentinel Mark VII, Repurposed
4 Toad, Court Jester
3 Avalanched!
4 Eviscerate
3 Insignificant Threat
4 Iron Extraction
4 Metallic Assault
4 Mobilize
3 Sibling Support
3 Unstoppable
1-Drop
I like Toad, because of his 2 ATK, which can stun a 1-drop and sometimes a 2-drop. Also, when it comes to turn 3, you want him stunned, so you can pop him back in your hand. This way, 4-drop Magneto doesn't have to worry about him, and also so you have bait for Underground Resistance and Mobilize.
2-Drop
Nocturne is your baby. Treat her nice and nurture her. It's not imperative that you get her on turn 2, however. In fact, if you know you are playing against a stall deck, you probably don't want to recruit her. You need her off the field by turn 4, also. She does self-KO, though, to gain a character they have. You can either keep that character, or choose not to. Quicksilver is the alternate, due to the fact that you can use Sibling Support with him for early damage.
3-Drop
Here comes a key drop, ESPECIALLY versus stall decks, like Doom and Spiderman legends. So if you are, then THIS is the turn to Mobilize, Underground Resistance, whatever. He is huge, and stalls well himself. Also, with the added ATK support, you could probably hit an Unstoppable off. Either way, he is rather important so that you may trigger 7-drop Juggernauts effect. Magneto is in there, but you would rarely use him.
4-Drop
Here comes the creme filling of this deck. Magneto himself. By this turn, you should have Juggernaut, so that Magneto can get past his ability's loyalty. At this point in the game, hopefully you mowed down their field to 2 characters as well. This will mean that you can stun their 3-drop with Magneto and have Juggernaut run into their 4-drop with an ATK pump. If you also have an Iron Extraction and a Metallic assault, feel free to reduce their field size to 0. If you happen to miss 4-drop Magneto, don't be afraid to recruit Mystique and give her the name Magneto. Although it is not as effective, it is still fun.
5-Drop
Mammomax is here because of his high attack, low defense (to tempt lower costs to run into you, so that you can Insignificant Threat them), and because of his built-in invulnerability. Whoo...Also, I threw 1 Juggernaut in here, in case you missed him on 3. Shame on you if you did, but it happens. Also, if your opponent stuns both your Magneto AND your Mammomax, KO Mammomax at the start of recovery. The reason is:
6-Drop
Sentinel Mark VII will be your clean-up. With him on the field, your opponent should cower. Flight, range, and the ability to stun 2 characters with one stone summons up this creature. There is no real reason to leave non-stunned characters on your opponent's field anyway. However, against those dreaded stall decks, you may have to wait this turn out. It's ok, so long as...
7-Drop
Juggernaut hits the field again (hopefully). Oh, I'm sorry, were you stalling for Jean Grey, Phoenix Force? Or perhaps Galactus? Sorry, not gonna happen. His brutal above-stats self will hurt either way. Along with Unstoppable, he can ruin things, hence his version.
DECK ANALYSIS
Your choice initiative for this deck is apparently evens. Your stall characters are on odd turns, and your choice attackers come in even turns.
With Mobilize and Underground Resistance, you are bound to get your turn 3-7 curve. Whenever Magneto stuns a character, use Iron Extraction. You don't get to do that too often. Also, it forces them to play recovery at that time, so you can sometimes waste their opportunity to recover later. The ATK pumps are 4 x Eviscerate, which works while attacking and defending, and 3 x Sibling Support, which you should be able to utilize more than you think. Avalanched! helps with that, also. Also, if you are worried, I have played hidden character decks. This still proves to be quite a challenge to them as well. But, if you are bent on hitting them, take out Sibling Support and throw in 4 SKREEEEEE!!, making it a 61-card deck. I've looked at all the hidden hate support, and found SKREEEEEE!! to be the best.
Well, I am looking forward to feedback. Thanks again for reading!