Absolutely Stunning

Card draw simulator

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Derived from
None. Self-made deck here.
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Ronald_McGonagall · 44

This is the 3rd scenario in my tutorial series, intended to teach new players the ropes with 4 games. The first was Spidey (https://marvelcdb.com/decklist/view/36599/learning-to-crawl-1.0) vs Rhino and the second was Spidey again (https://marvelcdb.com/decklist/view/36644/spider-man-s-league-of-justice-1.0) vs Tower Defense. This scenario will pit Iron Man up against Klaw.

To help Justice Spider-Man in the last scenario, we demonstrated a perfect defense build of Captain America (https://marvelcdb.com/decklist/view/36643/shield-and-protect-1.0) to our new player, showing them that a good offense truly can come from a good defense. This introduced them to the idea of an archetype, and this deck will show them how drastically different an archetype in the same aspect can be with a stunlock build. At the same time it will show them how to handle heroes that require building out, with protection covering Tony's weaker beginning state, and Tony's built out damage making up for a lack of damage in protection.

Our basic cards once again change very little, with the notable inclusion of Mockingbird to drop a stun and Plasma Pistols to give Tony some extra Tech to boost his hand size.

The Protection cards start with a couple that help him be a bit more robust, especially early on: Armored Vest for some higher defense, Electrostatic Armor for some retaliation, and Dauntless and Fighting Fit because he will likely spend most of the game above his printed hit points. 2 copies of Energy Barrier are included because they're Tech upgrades and can help Tony have a bigger hand size earlier while also giving him some protection, but all these extra Tech cards can be removed with Repurpose when they run out of counters. Hopefully by then the new player will have enough of Iron Man's kit out that they're not killing their hand size.

The remainder of the cards all focus on stunning enemies and should hopefully come up frequently after the player is set up, especially with Iron Man's bigger hand size. Siryn and Iceman both only stun minions, but this will be very helpful in this scenario because Klaw's bread and butter is beefy minions. Iron Fist can be used to stun Klaw himself as well, but all these allies are a bit expensive. This shouldn't be an issue with Iron Man once he's built out, particularly if they've put Avengers Mansion into play earlier. Finally, Never Back Down should work well with Armored Vest to stun Klaw and Tackle can be used to throw out a stun whenever you need.

The new player should focus first on building out Iron Man, as the extra protection cards and your support with Spider-Ham (https://marvelcdb.com/decklist/view/36919/spider-ham-does-whatever-a-spider-ham-does-1.0) should be more than enough to cover them. You might even suggest to them the unconventional approach of not flipping up for a couple turns because a hand size smaller than 4 is debilitating. Once they get built up, you should hopefully see a never-ending blast of stuns and damage from the new player.

This deck pair has been tested on Standard Klaw (plus an additional Shadow of the Past from Standard II and Seek and Destroy from Expert) with an extra module (Crossfire's Crew). Spider-Ham and Iron man were able to handle Klaw pretty well even when Spider-Ham's nemesis entered play. There were a lot of side schemes in my game and they managed well enough. If you'd prefer the newer player to focus more on stunning, you could always remove both copies of Fighting Fit and replace them with a single copy of Professor X; I went for the extra damage because that's still something newer players are going to gravitate toward.

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