Here are the two I was think of using but haven't tested the deck yet. Artie can evade each turn to keep from being a problem. Considering characters keep their trait when stunned its probably best if you do evade him on your opponents turn. You could boost Destiny and get some extra cards.
[font=Verdana,Arial,Helvetica,sans-serif]Artieâ„¢ (MXM-045)[/font][font=Verdana,Arial,Helvetica,sans-serif]
Team: Morlocks
Rarity: C
Trait: Mutant "” Mental
Illustrator: Gene Ha [/font][font=Verdana,Arial,Helvetica,sans-serif]Cost: 1
ATK: 1
DEF: 2
[/font][font=Verdana,Arial,Helvetica,sans-serif]Card Text:
Evasion (Stun this character >>> Recover this character at the start of the recovery phase this turn.) Whenever Artie becomes stunned, target character gets -1 ATK this turn.
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[font=Verdana,Arial,Helvetica,sans-serif]Destinyâ„¢ (MXM-090)[/font][font=Verdana,Arial,Helvetica,sans-serif]
Team: Brotherhood
Rarity: C
Trait: Mutant "” Mental
Illustrator: Alex Garner [/font][font=Verdana,Arial,Helvetica,sans-serif]Cost: 2
ATK: 3
DEF: 1
[/font] [font=Verdana,Arial,Helvetica,sans-serif]Card Text:
Discard a Mental card >>> Target attacker or defender gets -3 DEF this attack. Use this power only once per turn. Boost 1: When Destiny comes into play, draw two cards.
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