Card draw simulator
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None. Self-made deck here. |
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drchook · 275
If you like my decks, bookmark my profile. I delete lists all the time because I publish them to test changes easily in TTS (use the mod to build the deck from the published number). But I will always leave behind the last version of the deck that I was on before moving on to the next hero.
Suggested Changes -- Not going to post a new list for it, but -1 Second Wind +1 Nova for Single Player / 2 Player games. The cards seem roughly equal in 3 / 4 player games.
Invest in Green Technology to get Iron Man's hand size increased early! It's not unusual to have 7 card hand sizes with Iron Man by the end of round 2 / to start round 3.
Mulligan Strat:
You are trying to put as many tech upgrades in play as you can round 1 and 2. Arc Reactor is king, the Mark V Helmet is next best, then its a toss off for the rest (Energy Barrier is great if you draw the Power of Protection to go with it, the Gauntlets will help you clear minions, getting a boots into play early turns on Aerial, etc.).
Overall Strat:
Once you have your tech developed (you need 6 in play to have an Iron Man hand size of 7) you can start putting allies and healing supports in play, and use healing events as well if needed. Eventually you will have so much resource generation and healing and hand size that you will never need to switch back to Tony for the rest of the game.
Also, with a fully developed board you can and should just be Thwarting as Iron Man with Arc Reactor to keep threat in check, while using your gadgets + allies + supersonic punch to start whacking the boss.
A big advantage of putting so many cards face up on the table (4 allies, 5 supports, 16 upgrades) is it will thin your deck out a lot, meaning you'll draw into your late game Supersonic Punches / Second Wind / Expert Defenses / Momentum Shifts faster.
Economy:
With big hand sizes and so many resource cards, you matt will soon be covered in upgrades and supports.
1x Energy + Genius + Strength
2X The Power of Protection
1X Pepper Potts (make sure to sequence your plays correctly so Energy/Genius/Strength land on top before you use Pepper)
1x Stark Tower (don't forget you can use this to pick up a tech while Tony, then instead of playing that tech just use it to pay for a different card)
1x Quincarrier
3x Enhanced Awareness (Quin + E:Awareness so you can always turn on Aerial if needed every round)
Allies:
We are going skimpy here, but each ally fills a vital role. Also you really don't want to develop allies to start the game, with the exception of maybe Iron Fist just because of how much pressure he can relieve from you and your team.
Brother Voodoo: Iron Man can have trouble keeping threat in check and a 2 thwart helps a lot with that. Also getting a card back for playing him means sometimes you can get him in play while still developing your board elsewhere.
Iron Fist: Easily the best green ally. 2 turns of stunning the boss will really take the pressure off, then he can jump in and defend the third hit to stop even more damage.
Luke Cage: Another great defender, make sure you don't attack or thwart with him the turn he comes in to play, otherwise the consequential damage will knock off his tough token. That tough token is like a stun on the boss, blocking sometimes 7 or more damage.
Other Notes:
Watch your sequencing with Futurist: If you are not careful you'll end up putting the wrong card on top of your discard which messes up Pepper, or putting the wrong tech on top of your discard (which could stop you from getting the tech you wanted back with Stark Tower). Also you may want to pass on Futurist if it means you will get an Extra Encounter Card dealt this round (or worse during the villains round). Keep in mind you will be drawing up to a big hand size too, so keep an eye on your deck's cards left.
The Night Nurse removes positive status cards if there are no negative ones to get rid of, so don't use it when you have something like a tough status.
You don't get to choose if you use the Energy Barrier tokens, if you're about to take damage they just block it and reflect, so adjust your sequencing if needed.
This is not a Repulsor Blast deck -- you will very rarely actually want to play this card. It's good fodder to pay for other cards though (when determining cards to mulligan, etc.).
Expert Defense Costing Zero can really save you in a pinch. And it makes a Science for turning on Aerial.
I used to have a Mansion in here, but extra card draw just didn't seem necessary.