HE’S THE BEST AT WHAT HE DOES. TODAY, WHAT HE DOES IS STEAL ACTIONS.
RETRO DECK LAB • WOLVERINE: RELENTLESS WEAPON LOCK
He’s short, angry, nearly impossible to kill—and he’s about to steal your opponent’s next action. Wolverine turns the humble Punch into a Weapon, then uses compact two- and three-card combos to keep the rival watching while Logan keeps swinging.
DECK AT A GLANCE
Speed: 8/10 • Control: 9/10 • Staying Power: 9/10 • Difficulty: 6/10
Game plan: Build energy with free Weapons, trigger Wolverine’s action lock, then finish with Fatal Claw.
Best feature: Nearly every attack in the deck activates Wolverine.
Weak point: The deck is High-attack heavy and its biggest finishers need setup.
THE DECK FILE — 60 CARDS
CHARACTER — 1
1 Wolverine
ATTACKS — 36
4 Wolverine’s Beserker Barrage
4 Wolverine’s Tornado Claw
2 Wolverine’s Fatal Claw
4 Drill Claw
4 Face Crush
4 Backstab
4 Sparring
4 Foot Slice
2 Head Crush
4 Sword Stab
BLOCKS — 16
4 Sensational Dodge
4 Slide Aside
4 Back Bend
4 Lunge
EVENTS — 7
4 Shadaloo Warrior
1 Busted
1 Determined
1 A Hero’s Legacy
WHY THIS PILE HAS CLAWS
Wolverine’s text does the heavy lifting: your Punches count as Weapons, your rival skips their next action after you play two or more Weapons in a combo, and you Heal 2 at the end of every Battle step. Every attack above is either a printed Weapon or a Punch that Wolverine converts into one. That makes the deck’s core plan brutally consistent.
Twenty-four attacks cost zero. Those cards are not filler—they are the fuel. Drill Claw, Sword Stab, Face Crush, Backstab, Sparring and Foot Slice start combos without draining your energy pile. Once the first two Weapons are chained, Wolverine’s lock is online. Extra attacks are profit.
COMBO CORNER
THE QUICK CUT
Drill Claw → Wolverine’s Beserker Barrage
Two Weapons, one energy, and the rival’s next action disappears. Barrage links to another Weapon and can remain in the arena after a hit, so the pressure may keep going.
THE LOW-HIGH SWITCH
Foot Slice → Face Crush → Wolverine’s Tornado Claw
Foot Slice links to the Punch on Face Crush. Face Crush counts as a Weapon and links into Tornado Claw. If Foot Slice hits, the next attack costs 1 less. Tornado Claw then threatens 10 damage if the rival has already blocked this turn.
THE THREE-STROKE SPECIAL
Sparring → Face Crush → Sword Stab
All three attacks count as Weapons. Sparring finds the Punch, Face Crush finds the Weapon, and Sword Stab may demand two blocks while the rival has no Weapon in their energy pile.
THE BIG FINISH
Wolverine’s Tornado Claw → Head Crush → Wolverine’s Fatal Claw
Tornado Claw links to the Punch on Head Crush; Head Crush links to Fatal Claw’s Weapon trait. It is expensive, but it converts a developed energy pile into 18 finishing damage, recursion and healing.
THE SECRET WEAPON
Shadaloo Warrior is the deck’s combo repair kit. Flip it when you attack and you may link a Punch from that attack. It can give Fatal Claw—normally a dead end—a route back into Face Crush, Backstab, Sparring or Head Crush. Four copies are mandatory because it turns awkward hands into Wolverine hands.
Busted is the surprise one-of. When the rival blocks one of your Punches, it adds chipping equal to your energy. Since Wolverine’s Punches are also Weapons, opponents have to choose between taking a hit and feeding your attrition plan.
Determined rewards the long combo, while A Hero’s Legacy draws a card and shuffles three cards back into the deck. That single event, Fatal Claw and Wolverine’s automatic Heal 2 give the deck a nasty late-round reset button.
HOW TO PILOT IT
EARLY BATTLE
Lead with zero-cost attacks. Prioritize Drill Claw, Backstab, Sparring and Foot Slice because their links keep the chain alive. Do not rush Fatal Claw into an empty energy pile.
MIDGAME
Once you have two to four energy, force the rival to make bad blocking decisions. Tornado Claw punishes someone who has already blocked; Back Bend makes your attacks chip harder after it blocks a Weapon; Busted turns a blocked Punch into a pile of damage.
ENDGAME
Count the rival’s deck before spending four energy. Fatal Claw is strongest when 18 damage can end the round or when its HIT effect retrieves two critical cards. Always choose at least one Weapon when possible to gain the extra Heal 2.
WHAT CAN GO WRONG?
This list carries more High attacks than Low attacks, so a rival with abundant High Blocks can slow the assault. Use Backstab, Sparring and Foot Slice early to test the Low lane. The deck also prefers several short combos over one reckless all-in chain. If the rival survives your giant turn, an empty energy pile can leave Wolverine clawing at air.
THE VERDICT
Wolverine is a pressure-control deck disguised as straightforward aggression. The damage is respectable, but the real prize is time: every two-Weapon combo can erase an opposing action, and every Battle step restores Wolverine’s deck. Play tight, build energy, and make the rival fight on Logan’s schedule.
RATING: 8.5 / 10
Best for players who like relentless attacks, compact combos and winning wars of attrition.
2 COST • 7 DAMAGE • WEAPON • LINKS TO PUNCH
1 COST • 5 DAMAGE • WEAPON • LINKS TO WEAPON
4 COST • 18 DAMAGE • WEAPON • FINISHER
WOLVERINE’S BESERKER BARRAGE
WOLVERINE’S TORNADO CLAW
WOLVERINE’S BESERKER BARRAGE
WOLVERINE’S FATAL CLAW