Protection Iron Man - Earth's Best Defender

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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Facfac5000 · 10

I'm testing this deck using villains and modular sets from the Core Set. First of all, sorry for my bad english, I'm going to do my best writing this post.

Why Iron Man?


I've been playing Marvel Champions for about a year and a half now. I have all packs previous Galaxy's Most Wanted (as it's hard being updated with ffg products in Argentina) and usually everytime that I played a match I was building my deck from scratch using heros and aspects as I feel like or randomly. Now I want to build decks and test them in various scenarios to make a sort of guide about them. I decide to start with the core heroes and [Iron Man](/card/01029a) being my favourite one is going to be the first.

Allies:

I started playing this as a solo deck, so for Protection Iron Man solo I recommend having just between 4 and 6 allies (including [War Machine](/card/01030)), but in Multiplayer you can use 3 to 5. Iron Man don't fully depend on them, but is always useful in solo to have some chump blocks and allies that can do 2 damage every turn (hello Luke) to finish the villain sooner or to help handling minions. [Nova](/card/05012) is not bad but it's not really a must; your deck has energy resources to spend in his ability of course but minions can be easily managed with just the [Powered Gauntlets](/card/01038) or the [Energy Barrier](/card/05017). Maybe in a mass minions scenario he could take the place of [Luke Cage](/card/01076) but right now I prefer the last one because you can use him to take up 3 attacks from the villain or to deal 2 damage over 6 turns. [Iron Fist](/card/09014) is amazing for solo; stunning 2 turns in a row the villain is amazing for Iron Man as he wants to stay in hero form once your armor is complete. In multiplayer it's more likely to be replaced with another cards because stun it's not as effective for Iron Man if it's not him the one who is going to prevent the attack. [Mockingbird](/card/01083) is also in this deck for the same reason that Iron Fist, is a good staple for solo decks and Iron Man with all his upgrades and supports out and drawing 7 cards each turn means you can frequently stun the villain 3 turns in a row using just this two. Also, this two provides enough stun in the game so we can afford not consider to use [Tackle](/card/05015) or [Never Back Down](/card/14014) in our deck (cards that I feel not gives us the best performance in this deck. They are not bad, but we want our deck to be the most effective possible). Finally, [Clea](/card/09013) and [Ironheart](/card/13018) are just chump blocks, both are really useful in Solo, in Multiplayer we can cut one or both. IronHeart > Clea because of her draw and the mental resource she provides, so Clea is the one that can be replaced for Dauntless when I have it or for another tech card if just one of the two is going to be cut. Another allies to consider are [Nick Fury](/card/01084) if you have enough space and you don't know what else to include. He gets better in Multiplayer or agains scenarios with big minions as [MODOK](/card/01184) in it for his 4 damage (the draw and the treat removal are not particularly useful when we are talking about Iron Man). Another one is [Black Widow](/card/01075), but I think that a stable board to play her is reached so late in the game and by that time you don't really need her. But is you are going to use her I recomend using one or two [Honorary Avenger](/card/03025) to make her a 3 hit-point ally and using [Med Team](/card/01080) in her at the same time you use her to control threat.

Events:

Iron Man has some of the best attack events in my opinion on his hero cards (8 for 2 and the repulsors that are going to do at least 5 damage almost every time), so events that we looking for to use are defense events that help us prevent Iron Man from taking damage so he can stay in hero form longer. I strongly recommend using 3 of each: [Side Step](/card/14015) and [Preemptive Strike](/card/05014). Both are good resources that Iron Man can use for his [Repulsor Blast](/card/01031) and his [Rocket Boots](/card/01039) and prevents so much damage at the same time that deals ping damage to the villain, specially with [Electrostatic Armor](/card/10031) out. Also I use just one copy of [Desperate Defense](/card/09015); this is a 3 def agains an attack that prepares Iron Man if he doesn't take damage but this is mostly possible only if you use another defensive cards in most of the times. As said before, you could consider using [Never Back Down](/card/14014) but I don't feel that is good for the deck. Or maybe you could try to use some attacks events like [Tackle](/card/05015) or [Momentum Shift](/card/09016), but Iron Man don't really needs them as they are a little bit expensive and the resources don't help us a lot.

Resources:

Iron Man decks in late game does not suffer from lack of resources because all his events are cheap, but these 5 doubles resources are important in early game to help us building the suit as faster as possible; [The Power of Protection](/card/01079) is great to pay for [Energy Barrier](/card/05017)s and later it's help to pay for [Luke Cage](/card/01076) or [Iron Fist](/card/09014); and eventually for the [Med Team](/card/01080)s.

Support:

[Quincarrier](/card/08023) is a must in every Iron Man deck in my opinion, by itself enables Iron Man to use his boots every turn and gives us more freedom as we are not going to need include many mental resources or [Enhanced Awareness](/card/03034). [Med Team](/card/01080) is useful to keep Iron Man in hero form as his recovery points are not great and in our deck they are energy resources for our repulsors beams. I don't use [The Night Nurse](/card/09019) because we don't need more mental resources as said before and because status effects are not a deal for Iron Man as he can use his basic attack and prepare himself or use the gauntless to take off stuns and the helmet to get rid of the confuse status. [Helicarrier](/card/01092) and [Avengers Mansion](/card/01091) could be great for Multiplayer but expensive and unnecesarily for solo; you can cut [Desperate Defense](/card/09015), [Clea](/card/09013), [Ironheart](/card/13018), [Iron Fist](/card/09014), [Mockingbird](/card/01083) or even one copy of [Side Step](/card/14015) if you want to include one of these supports or both when you are playing with a bigger team.

Upgrades:

Protection shines as an aspect for Iron Man primarly for his tech upgrades that makes us reach the 7-hand size faster. Not just that, [Energy Barrier](/card/05017) is one of the better cards that Protection gave us. That means that using 3 EB is a must at least at the point this deck is being created, [Electrostatic Armor](/card/10031) is better now with the new defense rules so it will trigger with our [Side Step](/card/14015), [Preemptive Strike](/card/05014) and [Desperate Defense](/card/09015). [Endurance](/card/05023) is good as it gives our hero form more time and because Iron Man starting health is too low, but it's not a card that you prioritize to use in the first cycle of the deck. Also is good for make [Dauntless](/card/16016) active. Another upgrades that you could try but I don't feel good/necesarily are [Armored Vest](/card/01081), if you are willing to play defending more often at the same time that you could be using more copies [Desperate Defense](/card/09015) or cards like [Never Back Down](/card/14014), maybe you could also add an [Unflappable](/card/09020); [Defensive Stance](/card/08032) can be consider too as it is an energy resource and could help you to survive some indirect damages from treacheries (but remember, your energies barriers can help you with that too). Finally, [Enhanced Awareness](/card/03034) can be include to assure having access to mental resources, but [Quincarrier](/card/08023) was always enough for me in my testings so far. Oh, I almost forgot [Nerves of Steel](/card/14017), this could be super useful if you are going to use 7-9 defense events but the problem here is that so many defense events and [Nerves of Steel](/card/14017) are dead cards in early game; and when you reach late game you don't really need that many defensive events in your hand or the extra resource that NoS provides. There are going to be so dead in the first cycle and maybe even in the second one too.

Log:

Expert Rhino - Scare Bomb; Wins: 3/3.
Expert Rhino - Masters of Evil: Wins 3/3.
Expert Rhino - Under Attack: Wins 2/3.
1 comments

Jun 10, 2021 Synisill · 1

Hey! I think you did a great job here. It is a great idea to write a guide!