No Consequences

Card draw simulator

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

Theberg123 · 1891

At a Glance

Player Counts: Intended for 2+

Play style: Classic Ally Combo.

Strengths: Great Damage and Sustainability.

Weaknesses: Weak Threat management that sometimes conflicts with combo.

Gotta' lot of Energy Wonder Man is out! The few games I've had with this very flexible hero have been great. Aspect cheating is always exciting to see on a new identity. Though it definitely feels like he should have more gimmicks to play with with how broad his condition is and how old the game is at this point, there is still some fun strategies he can get from it, on top of how solid his kit is on it's own.

All Together Now! So the combo here is very simple, probably one of the obvious looks people had when seeing what aspect Cheats WM had. Teamwork, Unified Strike, and Stronger Together can both help with ignoring the consequential damage on stacked allies. This works great with the Aggression She-Hulk ally, and classic Aggression cope Enraged. If we're already protecting these high ATK activations, let's go ahead and double down with Sidearm and Boot Camp.

In that vein, Iron Lad also plays into this strategy super well, but also is a very valuable threat management too with throwing down a big THW, or letting us still push damage from our setup if our hero gets stuck exhausted. Honestly he's just insane lol.

Blade Battery Package is still good in the year 2026, while also feeding Ionic Physiology. EMH can also be important to let use two Teamworks/USs in the same turn with two different targets.

Another Jolt Onto the loose ends. Throg is cool being able to still use his activation while also preserving his tough with are blue events. Wasp is ludicrously flexible, also loves energy resources, and can definitely be a base platform for the cheap to buff before cashing out events. Mr. Holly word also letting her get out for zero is so smooth.

The supports have our previously mentioned Boot Camp, Quincarrier, and Avengers Compound. I actually think AC is most fun in Aggression. Here is lets us keep She-Hulk when she feels too expensive, saves Throg for when he'll proc, Wasp for when we have more resources, or Iron Lad+Blade if we want to wait till they have other combo pieces. But there is just so much more it can do in Red, maybe one of the coolest cards for the aspect in a while.

For alternatives, this deck, like most, definitely appreciates Build Support and Super Power Training. I didn't have them in the post to keep things to 40, and you often have a hard time Thwarting enough in true solo, or can let your team bring it in multi. Feel free to flex them in and play with some other counts if you want to stick to 40.. Sunfire is one of the long list of allies that is super fun with AC, so you could definitely check him out. Yellow Jacket is also a fun drop if you have an ally you already want to start buffing out.

Genius and Strength should100% be run if you care about efficacy, because even if you're energy obsessed, were still playing way too many 2+ costs to not justify. That is just the nature of 99% of ally strategies. But to keep flavor and appease the 40 crowd we "excluded" them here.

Close Out Thanks for reading! This deck is not entirely innovative, but at least hits on one of the big notes WM can play with right now. Plus compared to SpW trying the strat, you sacrifice the flexibility and control tools she has by letting you fit in more Red cards that feel "authentic" to what you're doing. Happy gaming!

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