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Galactus

The document is a comprehensive guide on using Galactus in a card game, detailing a specific deck that allows players to climb from rank 85 to 100 quickly. It includes card choices, strategies for playing the deck, and tips for maximizing cube gains by understanding lane dynamics. The author emphasizes the importance of card synergy and strategic plays to achieve consistent wins.

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Gaetano Vitrano
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0% found this document useful (0 votes)
16 views5 pages

Galactus

The document is a comprehensive guide on using Galactus in a card game, detailing a specific deck that allows players to climb from rank 85 to 100 quickly. It includes card choices, strategies for playing the deck, and tips for maximizing cube gains by understanding lane dynamics. The author emphasizes the importance of card synergy and strategic plays to achieve consistent wins.

Uploaded by

Gaetano Vitrano
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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An Easy Mode Guide to Infinite with Galactus. Went 85 to 100 in less than an hour.

Discussion

Galactus Infinite Guide.


https://imgur.com/a/VQhylr0

I see a lot of people talking about how Galactus is a "fun card" but not a "good
card" And while I understand that I can say that after playing close to 2000 games
with him I dont agree. Its actually quite a consistent cube farmer. While maybe not
gaining as many 8 cube wins as some flashy turn 6 decks the gains are consistent
when you know what to watch for and when to retreat. This deck took me to infinite
2 season in a row with only 1 card change this season. So I am going to lay out
everything I know about my deck and explain my card choices and how they work with
the deck. This deck let me climb from 85 to 100 in less than an hour.

Card Choices:

Galactus
Does the thing.

Psylocke
This is just standard Ramp. You only want to play this on turn 2 or turn 3. You
play it on turn 2 if you have Wave or electro in hand. But you prioritize it 3rd
after Wolverine and then Cloak.

Wolverine
This is top priority turn 2. He is garanteed to be minimum 4 power when you play
Galactus and potentially more if the zones and RNG are in your favor. The synergy
with Galactus is huge here and while its not a lot of power you are not really
playing a lot of cards after Galactus anyway so he helps you with a little
additional power jump on the Galactus turn

Cloak
With this deck some really dumb zones will screw you over. Like Central Park. You
run cloak specifically to counter Central Park. Its best played on turn 2 when you
can see 2 zones but you dont know what the 3rd zone is yet. It will allow you to
move squirrels out of your way. But wolverine still takes top priority. When Cloak
is not used on turn 2 it can become a useful card later when combined with Spider-
Man on turn 5 so you can clear out a lane for Galactus that your opponent can no
longer play in on turn 6. This is just a better Killmonger because your turn 3 is
important in this deck and destroying your opponents 1 drops is not.

Green Goblin & Hobgoblin


These 2 cards are standard pre-Galactus gains. Since you cant play cards on your
side before galactus it makes sense to play cards with negative power on their
side.

Electro
Electro is great in this deck. You are not playing more than one card per turn at
any time until turn 6. And then hes already gone and his ongoing ability is no
longer in play. Bonus points if you can throw him on an Oscorp Tower, Also Electro
just sets you up for earlier Hobgoblin which makes a turn 5 Galactus more viable.

Wave
Wave has multiple functions in the deck. You always want to play wave on turn 3 or
4. If you have Galactus in hand on turn 3 then its a sure thing to just play wave
turn 3. If you dont have Galactus in hand throw it anyway in the hopes that you
draw him. If you dont have Galactus and you have a Hobgoblin then remember that
Wave has most likely made it so they can only play 1 card and if they already have
2 cards in a lane and you can put a hobgoblin there there is a chance you can fill
a lane with this play and have a set lane that you can Galactus into. Also a turn 4
Magik is not bad either.

Gamora
Fairly straight forward here. The on reveal usually works great when there is only
one lane your opponent can play in. Combine this with a cheap Death and you can get
them both out on turn 6. Theres been games where on turn 6 I have dropped Death,
Gamora, And Cloak for 28 power that your opponent just wont see coming.

Death
So much synergy here. Especially since death will often times end up costing
nothing. This will almost exclusively depend on your opponents deck makup though.
You will generally not be playing enough cards to make death super low cost. At
worst you are going to get her to 6 which just makes her a viable turn 6 drop. Even
if you can only get her down to 5 mana and you played an electro earlier you can
play a Cloak and Death on the same turn for 16 power.

Spider-Man
This is a powerhouse in this deck. Turn 4 Galactus followed by Turn 5 Spiderman
just makes people walk away. Its almost too good in fact as there have been many
games where I probably could have won even more cubes by not playing him but often
times thats a little bit more risky and locking your opponent out of a turn 6 play
is just too strong. This also gives you an additional finisher with Hobgoblin
because you know they wont be able to play there.

Magik
I used to think this card was lame. I was wrong. This is one of the most broken
cards in the game. Its broken because when limbo is removed your opponent LOSES and
oppertunity to RETREAT. So when you are sitting with both players having snapped on
turn 6 and you play galactus and DESTROY the limbo lane then the game ends.. and
that 4 at the top turns into an 8. It honestly feels so grimey. Its a solid benifit
to a deck that has a hard time with people conceding, but it can also give you an
extra turn to draw Galactus if you have a lane already locked out in negative for
your opponent.

~~~~

How to Farm Cubes:


Zones:

Bad Lanes
The biggest thing about this deck is choosing the right lane to play in. While it
can help to feel out what deck your opponent is playing this isnt necessary. Paying
attention to what zones you have available and understanding what zones people like
to play in on early turns can help you not be at as much of a disadvantage on later
turns. Zones like Nexus - Asgard - Kamar-Taj - Gamma Lab - Shuri's Lab - Nidavellir
- Baxter Building - The Raft - Mojoworld. People love to play early drops in these
lanes so you should also be playing your early drops in these lanes. You want to
have a "Trash Lane" that you throw stuff in. This will give you two lanes as
options when you are about to play galactus but that telegraphs what you are doing
kinda hard. However if more than one lane is not friendly for Galactus like if your
three lanes are Baxter Building, Mojoworld and The Big House then you can use the
big house and mojoworld as trash lanes.

Good Lanes
Some lanes people dont want to play in can be great for sneaking goblins into
without the risk of them not making it. Like Superflow - The Space Throne -
Jotunheim. While other lanes Provide some extra protection while having no adverse
effects on you like Wakanda or Isle of Silence (which you may be tempted to play
Electro there but its a trap. Its much better that their ongoings dont work turn 6
then your ongoing didnt work for turn 4 and 5.)

The Best Lanes


These lanes are great to play with. Altar of Death - Deaths Domain - Rickety
Bridge. Most decks dont have an answer for this. or if they do they wait for turn
6. Which is why you play spiderman on these lanes on turn 5. Wolverine at any point
followed by spiderman on turn 5 and Galactus turn 6 is very consistent. If you are
on Rickety bridge it is worth trying to get spiderman on rickety at the same time
you play something else in case they dont play anything there. So if you play
Electro on turn 3. Then turn 5 play Psylocke + Spiderman you can garantee that lane
will be empty going into turn 6. Which will only lose to a Zola, Hela, Doctor Doom
style play.
Strange Academy is one of the best lanes for this deck. If you can spiderman on
turn 5 thats usually a game winner. Spiderman moves away and you get a free lane.
This is one of the few times that playing ONLY Galactus on turn 6 with nothing
backing him up is viable.

~~~~

~ Infinite Galactus ~
Psylocke
Wolverine
Cloak
Green Goblin
Electro
Wave
Spider-Man
Hobgoblin
Magik
Gamora
Galactus
Death

~~~~

How to play the deck:


That was a lot of information for an "easy mode deck" but the deck only becomes
easy mode once you understand how to utilize it. After you get all the nuts and
bolts and understand what cards you should be playing when and when yo retreat the
deck is brain dead and it plays itself.

Here are some basic guidelines to follow.

Setting up Turn 1 - 3

There isnt a 1 cost in the deck so usually nothing. Some zones can give you an
advantage on turn 1 and make it so you can play cards but its usually up to you. A
turn 1 Galactus isnt as good as you think so maybe just let your opponent play his
big cards so you can know which lanes not to play in.

Turn 2 is a priority system like mentioned earlier. Wolverine always top priority.
playing him in the far right lane is worse than the other 2 lanes. At most if you
Galactus and destroy lanes the lanes die from left to right so he will only get 1
possible jump. playing him in the middle or left lane can give gim more options to
jump increasing his power depending on where you end up playing Galactus. After
wolverine the priority is Cloak. This will help you move squirrels but also is just
additional cost reduction for death once Galactus kills it. If you dont have
Wolverine or Cloak and you have psylocke... check and see if you have any other
ramp in hand. If you do then play Psylocke as a trash card which will just reduce
the cost of death later. your other ramp is better used later than psylocke.

Turn 3 is generally going to be Wave or Electro. If you dont have either and you
have psylocke then play psylocke here for the potential turn 4 Hobgoblin or Magik,
Psylocke takes priority over wolverine in turn 3 as a 5 drop on turn 4 is better in
the long run than Wolverine. Play whatever you play on turn 3 in the same lane as
turn 2. With the only exception being Electro on Oscorp Tower. You dont care about
playing 1 card a turn. But your opponent might.

Galactus on Turn 4

Turn 4 Galactus is the strongest play. It gives you more time to accomplish what
you want. Following up a turn 4 Galactus with a turn 5 Spiderman usually leads to
your opponent walking away. So make sure to Snap prior to playing spiderman.
Playing Galactus on turn 4 can allow you to play hobgoblin turn 5, however, I
wouldnt do this If there was already a snap on board unless their lane is just
empty going into turn 5. If you dont have Spiderman and you didnt play Wolverine
then your turn 5 Can just be a cloak or even a Magik turn 5 and a potential
spiderman turn 6 locking them out of turn 7. Although this is not as strong because
they probably wont wait until turn 7 to play their big cards. End with Death /
Gamora / As much power as you can.

Galactus on Turn 5

This is a little risky as it only gives you one turn to work with and spiderman is
useless now. There will generally be more cards destroyed though so Death + Gamora
turn 6. Or just as much power as you can muster. If you previously played goblins
into this lane then you my feel more comfortable snapping here.

Galactus on turn 6

This is only a good idea when you have already locked the lane out with goblins and
you know that your power will exceed theirs once played. Wolverine + Galactus is at
a minimum 6 power and at the best 8 power. So if you locked them at negative 2 or
so this can be solid. Watch out for Spectrum or silver surver buffs. Depending on
who reveals first on turn 6 they could sneak in some power you were not ready for.

When you dont have Galactus on turn 4 or 5

This is when you just run setup. Play without Galactus when there is only 1 cube
sitting at the top. When your opponent snaps and you dont have Galactus, just
Retreat. Simple as that. Otherwise use that "1 cube time" to attempt some wild
plays. You can only lose 1 cube so you might as well take it as far as it goes. Try
to fit both goblins into a lane. This can make your opponent retreat or better yet
you draw Galactus turn 6 and they are at negative 4 that lane. Then you snap and
play for the win. Wave on turn 5 can also make your death cost nothing if it was
reduced by 4. Leaving you the ability to play 2 cards but them only 1. (unless they
are also running death. Then Rip.

Drawing Galactus late game means you were given other cards to help set up for a
turn 6 Galactus play. Which works out great because if you do draw Galactus early
there is enough ramp to play him early. You always have a line of play with this
deck which I think is what makes it so consistent. The games where you dont draw
Galactus at all are there but its 1 cube if you retreat. You are going to win a lot
of games with people conceding and people not seeing Galactus coming. Destroying
their Patriot pile leaving only 4 unbuffed cards in a lane is hilarious. Or playing
Galactus and then wave on turn 5 only to toss a hobgobin and a death on turn 6
knowing they cant fill their lane.

Generally speaking... if you lose 8 points with this deck then 98% of the time its
your fault for hoping RNG wins you the game. Dont do that. The little red button in
the bottom left corner never moves. IF they snap...a nd you dont already have
Galactus and a plan. Then walk away with 1 cube loss. You will climb with this
deck. It may take time to learn when to snap but after that its easy cubes. The
first time you sneak in an 8 point win after destroying Limbo from Magik you will
be hooked.

Good Luck.

~~~~

Deck Code:
eyJDYXJkcyI6W3siQ2FyZERlZklkIjoiV29sdmVyaW5lIn0seyJDYXJkRGVmSWQiOiJIb2Jnb2JsaW4ifSx
7IkNhcmREZWZJZCI6IlBzeWxvY2tlIn0seyJDYXJkRGVmSWQiOiJHYWxhY3R1cyJ9LHsiQ2FyZERlZklkIj
oiTWFnaWsifSx7IkNhcmREZWZJZCI6IlNwaWRlck1hbiJ9LHsiQ2FyZERlZklkIjoiR3JlZW5Hb2JsaW4if
Sx7IkNhcmREZWZJZCI6IkRlYXRoIn0seyJDYXJkRGVmSWQiOiJHYW1vcmEifSx7IkNhcmREZWZJZCI6IkNs
b2FrIn0seyJDYXJkRGVmSWQiOiJXYXZlIn0seyJDYXJkRGVmSWQiOiJFbGVjdHJvIn1dfQ==

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