The Ultimate Vibranium Suit

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
The Ultimate Vibranium Suit Danimal version 0 0 0 1.0

JRise33 · 3983

This deck is built to be the ultimate vibranium suit that is also very thematic. It is packed full of resources to help you get your black panther upgrades out extremely quickly, while giving you options to quickly load up on energy barriers and momentum shifts by turn ~ 2 or 3.

I've tested this deck multiple times on several expert villains and it has yet to miss. Once you're up and rolling, you should rarely have to flip down to alter-ego because any damage you take, you can either redirect back or heal quickly while in hero form using momentum shifts and/or activating "vibranium suit" as the final stage of Wakanda forever.

Keys to Success:

  • Get Vibranium Suit or Tactical Genius (solo play )out turn one using Setup.
  • Don't chump block with Starhawk.
  • Don't forget to shuffle Clea into your deck after defeating.
  • Keep Nova out the entire game using his ability to do 3 damage on attacks. Try to get out early in minion heavy scenarios.
  • Try to only flip to alter-ego after you have The Golden City in play

**If you happen to play the collector1 - remember Clea and Starhawk do not go into the collection using their abilities :)

Unless you're playing against a heavy hitter like Ronin, trust the deck and you should draw the cards you need to heal. It may just mean you need to defend once if you're down to 3 or 4 health.

Wakanda forever!

13 comments

Jan 01, 2022 takabrash · 1

RIP all villains. This deck is murda

Jan 02, 2022 wehehe · 89

Since you don't want to normally defend, is really good to have Electrostatic Armor in the deck? Also, what about Get Behind Me!? It is a card I always consider for defense heavy decks, but, for me, it never makes the cut.

Jan 02, 2022 JRise33 · 3983

@wehehe I like electrostatic armor because it gives you more options because it boosts your retaliate to two which is nice for chipping away damage on 3 HP minions. It means you can kill them in one shot with Panther Claws and still use Vibranium Suit as the final stage to heal back 2 HP as the final stage of Wakanda Forever. In regards to Get Behind Me - in testing I found they slotted in nicely once you have energy barriers set up (mid-late game) to negate nasty Treachery cards, while dealing damage out on the defensive end without defending. Try it out and let me know what you think.

Jan 02, 2022 teamcanadahockey2002 · 2295

@wehehe @JRise33 I had the same question about electrostatic armor, but for the armored vest. Why is it being included? Even when you do defend, you always want to take a little bit of damage (ideally, 2) so that you can actually use the Vibranium Suit on your turn.

I would have thought Dauntless would be more effective, especially because you don't need to defend to trigger it, and you have Endurance and Barriers down to keep your HP up. If you're including Electrostatic Armor for the occasional retaliate, then Dauntless would be worth a consideration too?

Jan 02, 2022 teamcanadahockey2002 · 2295

Different discussion topic, so I started a new post... Personally, I've found that as much as I want to include Get Behind Me, I find they just aren't worth it. Maybe it's just me, but I find that many of the Treachery cards involve an attack anyways (Mob Mentality, Total Annihilation, Gang Up, Assault) and the new Expert II cards are Peril so they can't be used to help teammates. I find it makes more sense to play the Black Widow ally at that point as she can skip past the worst cards, and of any type.

Maybe its just because everytime I have Get Behind Me in my hand, I always seem to draw an Assault, so there's no point in paying to cancel it at that point anyways. Curious how everyone else has found it to be useful, especially with Standard/Expert II?

Jan 02, 2022 JRise33 · 3983

@teamcanadahockey2002 good question. I did try a few rounds with dauntless but didn't feel like it was triggering enough for it to be worth it as I found my health would usually hover around ~9 HP most games in solo. Could definitely see it being super valuable in a multiplayer game though when you have more opportunity to flip down and heal up. Great suggestion and worth experimenting with in the future. In regards to armored vest - I was testing mostly in solo play and liked having the extra defense buffer as I died too many times on unlucky draws before I was setup (Villain attacks with 2-3 boosts + draws into Villain attacks again with 2-3 boosts) and didn't want to chump block with StarHawk or Nova because keeping them in the game was too valuable. What major changes would you make for a multiplayer game as it was tested mainly solo, but was tested A LOT?

Jan 02, 2022 teamcanadahockey2002 · 2295

@JRise33 Personally, I think that sometimes the deck list is less important than the strategy behind it. I have a deck that's nearly the same as this, with just a few cosmetic changes, but I use a different strategy here than what I think you're proposing. If it were me, I think my strategy here would be to always defend with the 2 so it triggers the Electrostatic Armour. Most villains will attack at around 2, which means that the only damage you'll take is the boost card. (If you play a villain with an attack of 3, then bring the Vest). Even with a big boost card of 3, then if you have your Endurance down, you'll still have enough HP to trigger Dauntless which means you're now retaliating at 3. If something wonky happens, you have Energy Barriers to make sure you don't take too much damage from the villain attack.

Add that to the 2 you're getting from Nova and you've now hit the villain for 5 on their turn and haven't use a single card (other than the Quincarrier exhaust). Then you use Vibranium Armor and/or Momentum Shift to heal back up to 14 again for the next round. It also gives your Indomitables some use too.

Jan 02, 2022 JRise33 · 3983

@teamcanadahockey2002 great points here. I'm going to do more tinkering here based on your suggestions to see how it plays. Thanks for the feedback :)

Jan 02, 2022 neothechosen · 4861

Hi! Me again. I've been following the thread. If you don't intend to defend, maybe the armors or indomitables aren't too useful.

I played such a deck a while back and had included Defensive Stance. Now, I know that card is generally considered bad for its cost, but BP can easily afford it with its Vibranium. Or maybe Nerves of Steel with Side Step for some damage too?

Jan 02, 2022 JRise33 · 3983

@neothechosen I think that's where the miscommunication in this thread is coming from. There were definitely turns I was defending when I didn't pull the cards I needed but had an indomitable in play with electrostatic to still do some damage and not let my health drain too hard. Agreed on Nerves of Steel - I just wanted to shift away from being a deck that was super dependent on defending. From playing it, I find it's a nice middle ground with lots of options.

Jan 04, 2022 Zanhammer · 1

Being playing this deck and loving it! You definitely need to defend in some situations but the recovery suite in this deck means you're not down for long. In the games I've played with it so for, I've only had to flip alter ego once to heal. A most excellent build

Jan 04, 2022 JRise33 · 3983

Wow thanks for sharing @Zanhammer! So happy to hear the build is working for you and you're enjoying it. I absolutely cruised through all the campaigns but still got stumped by Ronan.

Jan 11, 2022 turtles04 · 209

BP is my main. This deck looks dope!