Card draw simulator
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Tony Starks A.I-ronheart (turbo deck) | 421 | 345 | 24 | 1.0 |
Inspiration for |
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None yet |
blackcoin · 8
Deck: Ironheart Suit up
Game mode: Multi player
The deck can draw 5 cards each turn. Getting to you process counters very fast. All cards are low cost and Mental resource (some exceptions)
Goal Early:
Drawing Thwarting until You have your upgrades and your 12 Progress counters.
Goal Mid:
Clearing minions, Thwarting side and main scheme. use your ally's to protect the other players
Goal Late: Damage Damage Damage All of your Damage to kill
Draw power:
Stroke of Genius (this card is BS broken free draw and process counter)
Champions Mobile Bunker, (this makes all your hands good)
Tony Stark A.I. (this makes all your hands good)
One Way or Another (Don't use it if there is side scheme)
Clear the Area (draw and clear power)
Skilled Investigator (free draw)
Moon Girl (a meat shield and draw 3 lovin it)
Nick Fury (a meat shield and draw 3 lovin it)
Assess the Situation (this is for when you switch to hero form now you have more then 4 cards in hand)
Clearing Schemes:
Clear the Area (draw and clear power)
Multitasking (clears side and main very helpful)
For Justice! (this with clear the area clears a side scheme)
Fly Over (love the 2 tokens you get from this)
Propulsion Jets ( late game)
Ally's:
Brawn (Mental type resource and 3 Damage every turn)
Moon Girl (draw power, meat shield, 2 free thwart)
Nick Fury (draw power, meat shield, 2 free thwart)
Vivian (Problem solving ally. Love the effect)
Wasp (cheap meat shield and 2 thwart)
Wraith (expensive love the defense she gives 3 turns of no Damage if you defend)
Damage:
The Damage is about 10 to 14 every turn
Ironheart Basic attack (2 Damage)
Ironheart Effect level 3 Ironheart (2 Damage )
Photon Blasters (3 Damage )
Photon Beam (4 Damage )
New and Improved (if you attack 2 Damage)
Ally's can also attack.
Resource:
Energy (default resource)
Genius (default resource)
Strength (default resource)
Stroke of Genius (get a process counter and a draw love this broken card)
Ingenuity (A cheap mental type resource)
Sense of Justice (extra Resource this make s your clear the area free) STILL TESTING THIS ONE
Brawn (mental type resource and 3 Damage every turn)
Cool combos:
Main combo One Way or Another + For Justice! + Clear the Area + Skilled Investigator a 5 draw for the cost of 3. it also very nice to clear side schemes before they hit
Brawn + First Aid Free Resources
New and Improved + Meditation 1 card search. and late game free Tough.
Wraith + First Aid more protection fro damage
Cards not used:
Spider-Man (the one turn 5 attack or 3 thwart is nice. it is to expensive for early game and is only one turn)
Endurance (more health ) not tested
First Aid (Heal ally friends or your self) not tested
Machine Man (drop resource for extra thwart) not tested
Sonic Rifle (confuse nice if you want to recover in single player)
Crisis Averted (mega thwart but expensive)
Plan B (does not enough damage )
Target Acquired (control very good with Agent Coulson ) not tested
Sense of Justice (more resources for thwart)
Meditation (Very good if you don't have to defend) it is a win more card
Quake (love the minion kill) not tested
The Power in All of Us (it bricks your deck you cant thwart)
Snowguard (to expensive) pGo for Champions! (Only good in multi player if all are champions)
Team-Building Exercise ( as far as I know there are not enough card in the deck that work with this)
Helicarrier (this slows your deck so mutch)
Avengers Mansion (nice in multi player way to expensive it take 5 turns to benefit from it and I find myself more ginning it away than using it)
Justice Served (fun card Ironheart early does not benefit from this so it slow your deck down because it is death rather draw a Clear the Area)
Crew Quarters (very good card don't want to run it in this deck. wen you are in version 3 of Ironheart you don't go back to your alter-ego you don't draw more or have a effects in alter-ego (except for your Ronnie Williams heal 2.)
Enhanced Awareness (you have Ingenuity)
Monica Chang + Counterintelligence (fun combo in is a 3 cost for a 2 thwart "this turn" Wasp cost 2 and is a 2 thwart)
Shield Combos Agent 13 + Field Agent and shield upgrades and support (Fun to play does not add to my goal to get the process counters early
Surveillance Team (to slow)
Beat Cop (to slow)
Turn the Tide (I think this will be more death draw) not tested
Yaw and Roll (early you don't have the aerial trait)
Heroic Intuition (you have so much Thwart that you don't need this waist of 2 resources)
Blade ( don't have that specific resource in the deck)
Overwatch (can be very good with For Justice! for a extra 4 thwart. I do think that the combo is to situational and it will be 2 thwart.) not tested
Vigilante Training (don't need recycling you will go trough this deck 6 to 10 times in a game
Agile Flight (early you don't have the aerial trait)
Passion for Justice (this deck is cheap you don't need this
Quasar (the effect is to situational)
Jessica Jones (the effect is to situational)
Wiccan (I don't like discard the top card of the encounter due to villains befitting)
Cards that you can swap out and the deck still functions
You can Change Assess the Situation for Meditation.
If you need less defense switch Wraith
If you need less resources swap Sense of Justice
if you need less defense Wasp
if you have any questions, suggestions, feedback please let me know in a positive way.