Welcome to Marvel’s Midnight Suns best Scarlet Witch guide. In this guide you will find the best cards of the Scarlet Witch, the best decks and how to play. If you want to be a Scarlet Witch in Marvel’s Midnight Suns, our guide is waiting for you.
Many of the effects in Midnight Suns calculate damage as a percentage of a hero’s Offence stat, commonly 50% or 100%. As a shorthand, I will write this as [X%]. Note that all modifiers to this stat apply, such as from Strengthened or mission cards.
Marvel’s Midnight Suns Best Scarlet Witch Builds & Cards
My analysis of each character follows. I have applied the following template to each:
Name: The character’s name. If you needed me to explain this to you, you may be beyond help as far as the guide goes.
TL;DR: A simple summary of the hero’s effectiveness. For those of you who don’t want to read my endless text, and yet are still willing to take my word as gold for some reason.
Passive: The hero’s passive effect. Note that I’ll only be including the max friendship effect, as I have been reliably informed that friendship is magic.
Combo: The character’s effect when they lead a combo.
Cards: The character’s cards listed in order Attacks-Skills-Heroics, then in alphabetical order. Note that every character bar Hunter has ten cards total – four common cards available from the start, three rares, two epics, and one legendary unlockable through their challenge once they hit max friendship. I will only be running analysis of the upgraded version of each card, because really, who cares what the un-upgraded version does? Note that I have described the card in each entry – this isn’t because I assume people can’t read cards, but rather because damage is usually based on a hero’s Offence stat, so their actual damage isn’t necessarily obvious from a screenshot.
Recommended Builds: The set of cards I recommend you run as standard in a character’s deck. If you really want to be sweaty about it you can tailor each character’s deck for each mission – drafting in Stun effects for missions you need to bypass Protect and so on – but realistically this is far from necessary. Most characters have clear winners and losers as far as cards go, and the game really isn’t hard enough to need this amount of min/maxing. That said, if it makes you feel good, go for it.
Where appropriate I’ve provided multiple sets of options for heroes (because I’m nice like that), but this isn’t possible for every hero, either because they’re very one-dimensional in what they do or just because a lot of their cards are kinda bad. For heroes with only one build listed, their alternate build should be considered to be the ‘Hardcore’ build. This entails opening the deck-builder, closing your eyes, and clicking cards at random while screaming at the top of your lungs.
Scarlet Witch Guide
After the success of WandaVision, Scarlet Witch’s agent fought hard to secure a larger part for her in this game. Unfortunately for her, this negotiation fell apart when it was pointed out that she is wholly fictional and the entire premise of this joke didn’t actually make sense.
TL;DR – A lot of potential but lacks strong follow-up to really make her excel. Still winds up being strong on the back of some exceptional support cards.
Passive – Has a 25% chance to debuff each nearby enemy at the start of your turn. The debuff is hard random and so is the chance for it to be applied, so this is of limited use – but it’s free, and occasionally it’ll hit something like Marked, so can’t complain.
Combo – Both heroes gain +1 Resist. The only really good Combo effect, no-selling hits is always useful. It’s not worth bringing Scarlet Witch just for this, but it’s definitely a nice bonus.
Scarlet Witch Cards
Deals [50%] damage with Chain 2, then gives all subsequently played Hex Bolt cards +1 Chain.
When I first saw this I was excited at the prospect of some brand new cheese – infinitely stacking Chain! – but as it turns out it’s limited to a maximum of Chain 5. This is highly disappointing, particularly because higher Chain values are clearly possible with Surgical Strike. The result is a fairly unimpressive card which requires multiple card plays to reach any substantial damage numbers. It is, however, extremely strong when paired with ‘Draw Last Attack’ effects and bonus damage. Sadly as it’s a Chain card it’s not possible to get Quick on it.
Deals [100%] damage in an AoE centred on Scarlet Witch.
While having a source of non-Heroic AoE is nice in theory, in practice the damage on this is just too low to be worth bringing along. [100%] damage isn’t going to kill much other than minions, and those are cleaned up much more efficiently with Hex Bolt. Sad, but leave this at home.
Deals [50%] damage and knocks back in any direction with Quick.
Contrasting heavily with Hex Field, this card is fantastic. It has damage, it has free knockback, and it’s Quick. If you can find a copy with some kind of card draw on it, it might just be the perfect Attack card. Alternatively, if you’re a sucker for debuffs, this is one of the better options to give them to – the free knockback makes it much easier to ensure a kill than most Quick cards, so effects like Marked and Vulnerable can be triggered without expending a precious card play.
For the next two turns, Scarlet Witch and any allies near her gain a stack of Resist and heal for [200%] health at the end of your turn.
An extremely potent support card. It does admittedly depend on positioning and will soak up your Moves if you want to get the maximum value out of it, but in return it hands out protection like a Durex rep. The biggest selling point of this is that it lasts for two turns – you can burn a card play on it one turn for a budget Darkchylde effect, then get it again for free on the following one.
Applies three stacks of Marked to all enemies in an AoE.
A very, very good skill. Marked is a fantastic debuff for all the same reasons Quick cards are so valuable, but it falls down when only applied to a single target. This card hits multiple targets, netting you card plays and allowing you to clear up large groups of enemies with no issues. It even applies multiple stacks, so even if you can’t clear them all that turn you can still do so for free on a later one. The only reason to not bring this would be if you found a Marked Air Superiority and you always bring Iron Man (and even then you’ll probably want this because you can’t guarantee you’ll draw it).
Increases the size of Scarlet Witch’s AoE abilities by 40% for two turns.
If Scarlet Witch had better payoff cards this could be pretty useful, but as it is it just feels a bit… meh. Chaos Field will usually require you to expect your Move(s) regardless, so this is mostly just benefitting Hex Mark (unless you’re suicidal enough to use No More) – and while more Marked is good, spending an additional card play applying it is rather self-defeating. It’s hard to tell for certain, but this also seems to scale linearly with Power rather than multiplicatively, making it even less appetising.
All enemies in an area attack each other, with each having a 50% chance to make two attacks.
A rare case of a playable enemy-attack card, this makes up for forced enemy attacks being lacklustre by supplying them in bulk. It is, of course, plagued by randomness – you can’t choose which targets attack what, and it’s possible for lower health enemies to be killed before they get to swing – but it can still put out some solid numbers if you hit a decent-sized group. Unfortunately as any kills made are the enemy’s, not yours, it does not work with Marked.
Triggers an Environmental explosive, but with 100% increased damage and AoE size. Heroes are immune. On redraw, gives +1 Heroism.
When you first get it, this card can seem pretty fantastic – the size of the AoE is very large, and it can combo nicely with other heroes’ cards like Hunter’s Dangerous Ground and Magik’s Gather. As you progress through the game, though, you’ll notice that Environmental damage just doesn’t scale very well – sooner or later this winds up just being chip damage that you can hopefully apply for free via a Marked minion. What’s more, as soon as you run out of Environmental explosives (or the enemies move far enough away from the ones that are left) this becomes useless as anything but Redraw fodder. Avoid.
Deals [100%] damage to a target, which then explodes for [100%] damage at the start of its turn. If the explosion kills it, another explosion is triggered for [200%] damage.
A very weird and awkward card, not least because it’s possibly the only card in the game you don’t want to kill things with – if its damage kills the target you get no explosions at all. You then need the first explosion to deal lethal damage (to your target, not nearby enemies) in order to get the value from the second explosion. On top of all of this, you also need there to be enemies nearby to receive the explosion damage, and those enemies need to be injured enough that the second explosion kills them (because otherwise you’re just leaving enemies alive for no good reason). It’s a cool card, but it’s got too many requirements to want to use.
Consumes all of Scarlet Witch’s health to deal the same amount as damage to all nearby enemies, then draws a card for each kill and Exhausts.
This is either a decent card or a terrible one depending on whether you care about your end-of-mission star rating. If you do, you will never, ever play this because I guarantees you a 2* rating or worse (unless you’re fighting a supervillain). If you don’t, it can deal some pretty impressive damage to a large group of enemies, making it fairly useful (although comically it still usually deals less damage than Annihilation). Either way, unless you’re playing on a low enough difficulty to get Revive cards, make sure you’ve played all the Scarlet Witch cards you want to play before using this.
Best Scarlet Witch Builds
Scarlet Witch she has a lot of bad cards; it would probably be fair to say her deck is bad and being carried to an A rank by Hex Mark and Chaos Field. I wouldn’t recommend trying to make her into a carry, but I’ll provide a build for doing so just in case you’re feeling adventurous or particularly like her – otherwise you’re mostly going to be using her to apply Hex Mark to enemies when Iron Man is otherwise engaged.
Recommended Teammates: I’m getting tired of saying this, but she very much appreciates Doctor Strange’s assistance – even more so than other heroes, in fact, because he not only boosts the damage of her Hex Bolt, but can also re-draw it via Agamotto’s Gaze to get it stacked quickly. A Chain 5 Hex Bolt with a couple of Blessings of the Vishanti on it can get a lot of work done. Additionally, while Magik might seem like a good teammate for Scarlet Witch due to her Gather setting up for AoEs, I would generally recommend avoiding the pairing because Magik will use up your Move on most turns for the knockback, and Scarlet Witch wants a lot of Moves to apply her Passive and Chaos Field.
Scarlet Witch Utility Build
With the bad cards removed, this is what you wind up with. It’s slightly ironic that despite being the cards that carry the deck, I only include one copy each of Chaos Field and Hex Mark – they’re both cards which are great on their own, but get much worse when you have multiple copies in hand. Two Hex Bolts are necessary to be able to draw it regularly enough to juice up; if you drop one, you should drop both. I include No More mostly because I like Legendary cards, but you can probably tell from the fact that it’s not upgraded or modded just how rarely I actually play it – if you don’t use it either, consider dropping it for a second copy of Hex Mark or a one-of Detonate.
For card mods, you should be looking for utility – card draw, Heroism generation, and perhaps an additional Move or two. Debuffs can actually be usable on Hex Bolt so long as they’re aggressive ones (Vulnerable and Marked, really) because Hex Mark can let you spread them onto new targets without expending a card play. Meanwhile, if you can land a copy of No More with Lifesteal then it suddenly becomes extremely usable.