Superpower trained Iron Man

Card draw simulator

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Snaidi · 1

The only Tech Upgrade in the Justice aspect is Sonic Rifle, so they definitely belong in Iron Man's deck. I would probably rather play two of them, but you won't make a mistake if there are all three. It's just that they are relatively expensive and their activation is only in the hero form, so they won't bring you the main advantage right away. I played the game with the Standard II deck on Expert mode and all enemy characters are Steady (require 2x Confuse or 2x Stun). Of course, Plasma Pistol must not be missing so that we have other Tech Upgrades in addition to Identity-specific cards.

For Alter-Ego, in which Iron Man is initially longer, we have Meditation to help us play more expensive cards, which for example can Confuse the Villain such as Professor X or Dazzler. Cards that can Confuse the Villain support Float Like a Butterfly very well. However, we also have other super allies to thwart, which will not be lost even in dealing damage Quake and Quasar. For dealing damage, we also have Turn the Tide, which is stronger in solo mode than in multiplayer, as you're usually forced to clean up Main Scheme in your turn because you'll get it in Stage III of Villain it can get out of hand very quickly.

Under Surveillance is an essential card in solo play, when it is definitely the most powerful and has saved my game several times. For games with more minions, we definitely have Interrogation Room and if we play with more Side Schemes, we can try Followed and Chance Encounter, which are supported by Superpower Training, which works really well on Iron Man. Heroic Intuition is quite a card to consider, as Iron Man doesn't have a complete problem with disruption in the base.

I beat Expert Klaw with Standar II, Expert I, Master of Evil and Power Drain.

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