Iron Man Strives for Justice

Card draw simulator

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

Meathook · 1

This deck is centered around maximizing the effectiveness of Repulsor Blast as well as mitigating threats on schemes. This buys you time to build up Tech Upgrades to allow for multiple turns as Iron Man to finish off the game. An 8 damage Supersonic Punch coupled with a 7 or 9 damage Repulsor Blast is nothing to sneeze at (especially when you add 2 damage each from the Powered Gauntlets). Tony Stark is a slow starter, but a very strong finisher. A first turn Pepper Potts / Stark tower opening is very strong as it allows you to basically generate 2 resources a turn. Conversely, a first turn Daredevil is hard to beat as he mitigates early threats on schemes as well as damaging an enemy. I use all 3 of the double energy cards as Pepper Potts gets double use out of them... that helps fuel the large amount of upgrades that Iron Man needs to be fully functional. Use all of your cards in hand every turn to maximize the amount of upgrades on Iron Man. Only change to Iron Man if you absolutely must thwart and stop threats being placed on the objective. Iron Man with a hand size of 4 is ok as long as you have 2 resource generators in play (Potts, Stark Tower, Helicarrier, Avengers Mansion). This will ensure that you have enough economy going to keep playing upgrades on Iron Man. Dont forget to use tech upgrades as resources early in the turn and bring them back with Stark Tower on the same turn so you can still play them. Allies are your friends here. They do the early heavy lifting while you build up Iron Man. Prioritize Daredevil then Jessica Jones and lastly War Machine. Fury always wants to come out firing when he shows up in your hand. His ability is very utilitarian, but is almost usually card draw unless you are really swarmed or high on threat. 20 cards have the Energy Icon to trigger large damage bonuses from using Repulsor Blasts, 9 have Mental Energy Icons to trigger the Aerial trait via the rocket boots, and 3 are wilds. If you can weather the first few turns, this deck is tough to beat!

0 comments