Iron Man Ramp to Big Leadership (solo expert)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

SC0E · 476

Did you notice that Earth's Mightiest Heroes has an energy resource? I did!

Did this deck evolve into one that makes good use of Repulsor Blast at all?

No, no it did not. But it's fun!

This is a fun new style of both Leadership and Iron Man, if you've gotten sick of playing one or the other (like I had) I encourage you to give this variant a spin for something fun. It's not on track to break the game or anything, but it was (eventually) able to beat all of the Red Skull baddies in expert solo.

The key to the deck is a late game using ready effects (Get Ready and Earth's Mightiest Heroes) on some big-ATK allies (Vision and Goliath) for massive burst damage. Ideally you'll activate one of them three times in a turn for 12 or 15 damage, and at your peak you'll build up to massive Avengers Assemble! turns.

The deck:

R&R: Resources (Energy, Genius, Strength, The Power of Leadership) and Ramp (Quincarrier, Avengers Tower, Pepper Potts, and to a lesser extent Stark Tower).

"Ramp" is a common card game concept in which, by placing resource-generating permanents in the early game, you can make bigger and more expensive plays as the game goes on. This deck is about as resource-greedy as it gets, so your early game is devoted to staying alive whilst you play as many of your ramp tools as possible. Your tech pieces, besides being something you spend ramped-up resources on, are also a form of ramp themselves, as they increase your hero hand size.

Allies: Big (Vision, Goliath) and small (Squirrel Girl, Wonder Man, Hawkeye, Hawkeye), all Avengers for maximum Earth's Mightiest Heroes, Avengers Assemble!, and Avengers Tower synergy.

The small guys are mostly there to help you survive and thwart during early turns, as well as Earth's Mightiest Heroes batteries for your big guys.

Ready effects: Get Ready and Earth's Mightiest Heroes, use these if it's ever efficient to but they're really there for use on your biggest and burst-iest turns. In this deck, you'll use Earth's Mightiest Heroes to tap Iron Man and untap a big ally instead of the other way around.

Useful permanents: Endurance and Down Time help our squishy selves become less squishy (at least until we get our armor on!) and Team Training keeps all of your avengers alive for approximately 1 more activation. Very relevantly, +1 health allows Goliath to activate 3 times in the same turn (instead of only 2).

If you survive your early game (which is, of course, the hard part), then late game you'll be an unstoppable powerhouse with an army of humongous avengers, a hand full of resources and Supersonic Punches, and no villain will be able to withstand you for long!

0 comments