Card draw simulator
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marktry · 318
Ready for a Fight: Part III: Ready for a Repulsor Blast!
Part of my Ready for a Fight series of heroes, which is the best way to reframe old heroes.
This may be the most powerful Ready For a Fight hero deck I made. Iron Man's kit in Alter-Ego plus the cards you will add, will make him INVINCIBLE. (See what I did there).
This will kick-start getting tech cards on the board, and still go back to Alter-Ego, even mid-game to ensure setting yourself up for the next hero phase, and brining even more tech upgrades on the board, and controlling the board from threat which by utilizing the Ready for a Fight archetype, you hardly every have the villain scheme.
You are going to try to get as much tech out as possible early, but you if you get a Ready for a Fight upgrade on your board, play it, go into hero and then change back into Alter-Ego, even early game.
Once you start getting a bunch of upgrades out, since you have so few Events; you will likely be able to consistently rotate a Ready for a Fight and use Repurpose on each hero turn, to defend for 2 (including Armored Vest + 2 or 3; (For a total of 4 or 5) repurposing Energy Barrier or Forcefield Generator; you will be able to trigger both Electrostatic Armor and Dauntless (because of your upgraded health), and go into more card draw Change of Fortune]. You are going to use the minions leaving them on the board to go back down to Alter-ego, and setting them up again.
Key cards:
- list text hereIngenuity and Quincarrier. You will need both out so that you can always generate mental resources to trigger Aerial every turn, and also use another mental to trigger Dr. Sinclair.
Here's your Alter-Ego turn upgrades:
Use your futurist ability to get an extra card to best set you up. Even with one card in your hand, with your other cards below you can pay for yet another tech card.
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list text hereDr. Sinclair, use mental resource. Either Quincarrier or Ingenuity. You use Dr. Sinclair like a battery, and once you have Down Time, you are consistently healing 5 health. Pretty much guaranteeing you are above starting 9 HP, to trigger Dauntless on the next turn. You can wait to mid-game to get this out.
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list text hereJemma Simmons will help pay for your tech cards, in case you need another resource. You can wait to mid-game to get this out.
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list text hereLeo Fitz in a combo with
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list text hereStark Tower will ensure that you can get two tech cards out to cycle at the end of your turn. You will always be able to get the tech card you need, likely a Energy Barrier or Forcefield Generator to set up the next turn.
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list text herePepper Potts, this is a key card, and use it to pay for your end of turn Alter-Ego resources.
Here's how all the upgrade cards interact:
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list text hereArc Reactor to refresh to either thwart, or heal on your way down. Early game and mid-game. This is a key card.
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list text hereArmored Vest: Combos with your Repurpose and Dauntless and Electrostatic Armor to channel Change of Fortune.
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list text hereChange of Fortune. Key card. Try to get this out as early as possible for even more card draw and setting up minion kills.
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list text hereDauntless. With all of Iron Man health upgrades, you will easily trigger for additional damage, since you are set up at above health and not taking (much) damage.
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list text hereElectrostatic Armor, combo for even more damage against minions and villains.
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list text hereEnergy Barrier use to ensure that you don't take damage, to trigger Dauntless, to ping damage onto minions to trigger Change of Fortune, and then use as Repurpose for your defense or attacks or thwarts.
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list text hereForcefield Generator; to save off damage to trigger Dauntless, and then use as Repurpose for your defense or attacks or thwarts.
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list text hereMark V Armor, to help get to Dauntless.
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list text hereMark V Helmet combo with Aerial to mitigate any threat.
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list text herePowered Gauntlets combo with Aerial to set up minions for the next turn to get your Change of Fortune card draw, and of course hit villain at end of game.
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list text herePracticed Plan to ensure that Ready for Action can come back into your hand if you don't start with a Ready for a Fight in your opening hand. Mostly used early game.
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list text hereRocket Boots, use one the other will be an extra tech resource to be used with either Stark Tower or Leo Fitz.
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list text hereUnflappable, just in case you want extra card draw.
You will be able to control the board state and since Iron Man has great thwarting, you really won't have to worry about bumping a scheme. You will control the board until really have almost all the cards on the board and then finish the game
Of course Spider-Byte is a no-brainer because it will be free fairly soon in game play. War Machine can be useful to set up the next turn for Change of Fortune.
This will be lots of fun!
My other Ready for A Fight cards are:
Other decks in this series: Ready for a Fight: Part I: Ready for A One-Two Punch!** https://marvelcdb.com/decklist/view/50416/ready-for-a-one-two-punch-2.0 Allowing you to be in Alter-Ego and get 10 cards to start your hero turn.
Ready for a Fight: Part II: Ready for a Preparation! https://marvelcdb.com/decklist/view/50440/rfaf-ready-for-a-preparation-1.0 You will have total control on the board and all your cards played.
Ready for a Fight: Part IV: Ready for a Hulk Smash! https://marvelcdb.com/decklist/view/50535/rfaf-ready-for-a-hulk-smash-1.0 Finally, a solo hulk deck that uses the Ready for a Fight to ensure you don't have discard all your cards each turn.