Card draw simulator
Derived from |
---|
None. Self-made deck here. |
Inspiration for | ||||
---|---|---|---|---|
War Machine Justice (S.H.I.E.L.D.) LMDT campaƱa | 1 | 0 | 0 | 1.0 |
War Machine Justice (S.H.I.E.L.D.) - INFINITE AMMO! | 0 | 0 | 0 | 1.0 |
War Machine Justice (S.H.I.E.L.D.) - INFINITE AMMO! | 0 | 0 | 0 | 2.0 |
WarMachine Justicia | 0 | 0 | 0 | 1.0 |
Lt. Col. James Rhodes, Agent of S.H.I.E.L.D. | 4 | 4 | 0 | 1.0 |
war machine smackdown | 0 | 0 | 0 | 1.0 |
War Machine Justice of S.H.I.E.L.D. | 2 | 1 | 1 | 1.0 |
War Machin | 0 | 0 | 0 | 1.0 |
War Machine Justice (S.H.I.E.L.D.) - INFINITE AMMO! | 0 | 0 | 0 | 1.0 |
War Machine Justice (S.H.I.E.L.D.) - INFINITE AMMO! | 0 | 0 | 0 | 2.0 |
War Machine Justice (S.H.I.E.L.D.) - INFINITE AMMO! | 1 | 1 | 0 | 3.0 |
Thwar-T Machine | 0 | 0 | 0 | 1.0 |
VillainTheory · 28241
Agent 13 + Munitions Bunker = INFINITE AMMO! Agent 13 readies a SHIELD Support card when she uses her ATK or THW - and Munitions Bunker is a SHIELD Support card.
That's 4 ammo per turn on Munitions Bunker if you constantly flip to Alter-Ego and back, plus the 5 you get immediately on War Machine for flipping. Control the board with that initial 5 on War Machine, build up a big stash of ammo, and potentially defeat both stages of the villain in one epic turn. Once Agent 13 is out, 6 counters on Munitions Bunker becomes 12.
Focus on surviving long enough to setup the combo, which is where the Clear the Area and For Justice! come into play for the early game. Once your SHIELD cards are setup for Homeland Intervention to run off of (and you use Vigilante Training to keep Homeland Intervention circulating), the threat will be under control - War Machine himself can clean up minions easily and things will come together to let you farm ammo counters.
Agent 13 can't benefit from Field Agent while Alter-Ego, but still provides 6 extra ammo counters through Munitions Bunker. If you really want to go wild, swap out some cards for First Aid or find a buddy in Leadership to keep her healthy.
Sonic Rifle covers you flipping to Alter-Ego to farm ammo and means Iron Man never runs out of targets, even if you've played every single upgrade.
If you need to, you can feed the extra ammo counters to War Machine bit by bit - that is more reliable, it just lessens the novelty OTK potential. But it's still great fun!
Good luck!
8 comments |
---|
Apr 09, 2022 |
Apr 10, 2022Yeah! Go for it. Agent 13 is great with all the SHIELD supports - Black Widow can draw two preparations a turn, etc. Often better on Helicarrier, but when Shoulder Cannon converts 2 ammo into 2 damage? That's competitive and way more fun. You can go crazier with Agent 13 + Munitions bunker in Leadership with its ways to ready allies, but it takes way more investment. I've yet to find a way to make it anywhere near viable. |
Apr 10, 2022Cool idea. However Field Agent is a hero interrupt while Munitions Bunker is an alter-ego action (given that you want to load up on ammo). So, while it's not infinite, you'll at least be able to stuck up on ammo fairly fast. This is also true for Black Widow. Neat concept anyhow :) |
Apr 10, 2022Huh, how did I never notice that? Great point, thanks for letting me know. Time to sub out a Field Agent and the Sonic Rifle for 2x First Aid. |
Apr 19, 2022
|
Dec 31, 2022Just finished playing this through Rino, Klaw, Ultron, GG Mutagen Formula and Crossbones! It is incredibly satisfying to mow down multiple minions with the Shoulder Cannon! I've been trying to come up with a fun build for a S.H.I.E.L.D. deck for a while now. I cant believe it took me this long to look for a Warmachine one. |
Jan 04, 2023
This deck would love new-ish card Professor X. |
Feb 07, 2023What would you take out for Prof. X.? Thanks. |
That Agent 13 + Field Agent + Munitions Bunker combo is brilliant. Makes me want to play him!