Zen Iron Man with No Allies

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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ManNtheArena · 16

I wanted to play around with the new basic card called Meditation from the Vision Hero Pack. When I saw it, I immediately thought about an Iron Man build.

Since the Vision cards aren't yet selectable, I used the Spiritual Meditation to represent it as they have similar characteristics.

Meditation is a 0 Cost Basic Mental Resource Card. Meditation is basically a 3 resource card that can only be used as an alter-ego action. Very versatile card that has the following text:

Alter-Ego Action: Exhaust your alter-ego -> play a card from your hand, reducing its resource cost by 3.

Meditation combos with Tony Starks ability to 3 card draw and keep 1. I frequently get Meditation on Turn 1 or at least Turn 2 and can then get out early high cost cards like War Machine, Helicarrier, Sonic Rifle, Pepper Potts, Beat Cop, etc.

Originally, I tested with Expert Klaw and won most of my games with allies like Nick Fury and a few others. I found that I rarely used them (except for Nick Fury), so I decided to try out a deck with no allies (required to include War Machine).

It still performs really well, but the early game can be is a little rougher. Klaw can scheme me out or kill me in turn 1 or 2 every once in a while. Its still a lot of fun.

The key cards are Meditation, Arc Reactor, and Sonic Rifle. The idea is to flip every turn with Iron Man either Thwarting, Meditating, or Recovering. Arc Reactor really helps you take full advantage of this. Every time you flip to Iron Man, you want to fire the Sonic Rifle. Flipping every turn will allow you to take advantage of Iron Man's draw hand every other turn and Tony Starks alter-ego abilities every turn. You will mill through your deck very quickly finding what you need.

The biggest challenge is late game when I have two many resources to spend and not enough energy resources left to take full advantage of Repulsor Blast. I've been testing to see if I should remove Genius and/or Strength to compensate. Later in the game Meditation becomes a liability as these cards are mental resources (good for powering up the boots). However, by this time in the game you are a turn or two away from winning.

This could also be a cool Leadership deck, with Meditation paying for the allies and letting them do all the work. Without Sonic Rifle and Under Surveillance though, flipping every turn would be difficult (Klaw is capable of scheming for the win on one turn with an empty board). There are cards that can cancel booster cards so it is still possible.

Play Against Expert Klaw

Klaw starts out with two side schemes and a minion on turn one. Optimally, you want to take out the Accelerator side scheme and the minion on turn one. There is a chance for game over if you can't take out the minion and Klaw gets lucky. Klaw gets two boost cards and an encounter card where he may attack you again.

Most important tech to start with is the Arc Reactor and Sonic Rifle. Arc Reactor will allow you to play Meditation and Recover or Thwart on the same turn. You want to have Meditation pay for the Sonic Rifle, if not then you may want to choose other armor upgrades because of the extra cards it will bring.

If you get Heroic Intuition or the Helmet, you can wipe out both side schemes before flipping back to Tony.

The first couple of turns will be the most interesting, but there are several ways to get through them with this deck. After 2 or 3 turns, you should be set up, have control of the board, and coasting to victory.

This is my first deck build, so would be curious if there are ways to improve it.

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