Uhh, This is actually an Iron Man Deck..

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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xTHExSANCHEZx · 1

Initial Notes: This build centers around the ally Iron Man. This is my first time publishing a deck I think is fun, (though fair warning) not as practical as it does take some rounds to get up and running with the bare necessities. In theory, the main Identity you use can be changed, but to varying degrees of success. Gamora just happened to be the one I picked (due to doing a themed run of the Guardians campaign box) and helps contribute to an overall low card cost deck and I did what I could using the decks I had access to. I did not bother to check for a similar deck, so there may be some floating around.

Focusing order/ Play Style:

  • Get Iron Man and Ant-Man into play using [Call for Aid(/card/12015) or by drawn hands.
  • Buff Iron Man and Ant-Man with Sky Cycle
  • Provide Ant-Man with Wingman.

    (Note: The above steps are the absolutely critical to the build. We expand on these effects starting with the next step)

Next:

So, we expand these capabilities further!

  • Soaring Acrobatics provides a +1 on a single activation, as long as Sky Cycle is equipped.
  • Leadership Skill and Lead from the Front gives a additional +1/+1 when you see fit
  • Command Team and Get Ready, allows you to further push the limits for one more consequential damage-free activation. Though the extra HP from Honorary Guardian and Comms Implant gives some room to use him without requiring Ant-Man to be in play or readied.

    All this together, in addition to any other cards and Identity activations, allows Iron Man the flexibility to do anywhere from 4 - 15 THW/ 3 - 12 ATK and 3 instances of separate damage for the rest of your turns, the middle of the range being the more likely and consistent scenario, if you activated the same action only twice. (Ex: x2 THW or ATK).

    (Note: Under the perfect circumstances, you could have a couple turns where you get 4 consequential damage-free activations instead of 3, but this requires all Command Teams to be out and at least one Get Ready in your hand. It would put the potential up to a 19 THW or 15 ATK max, which is highly unlikely and probably unnecessary at that point, so I did not include it in the above range.)

Extras

  • The 3rd Call for Aid card can really just serve as a deck reset so long as you have Iron Man and Ant-Man in play. Especially so if you needed to spend some crucial upgrades to get other things out or if you were forced to discard by your own means or the villains. After that, they're basically resource cards unless you had to sacrifice Ant-Man (the preferred of the two, if Nebula isn't in play, since he has fewer upgrades to play and costs less).
  • Every other card not mentioned in this description can be changed and it wont have much effect on the rest of the deck. Ideally you get at least Gamora's Keen Instincts cards out to help with any events you may want to play, but it just depends on the situation.

    Hopefully it fares you well!

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