War Machine - Flying solo

Card draw simulator

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neothechosen · 10709

Been a long time since I wrote anything here. The delays in NA have been most frustrating (just got Mad Titan's Shadow last week), and I admit that I wasn't all that excited about the latest heroes. War Machine and Valkyrie were the two heroes I was most looking forward to.

So... Grey / Justice War Machine.


WHY?

First, this is a TRUE SOLO deck, and with a 1 THW and next to nothing in his kit to make up for it, you kinda need help keeping the threaths from piling up.

Second, War Machine obviously benefits from flipping from AE to Hero on a regular basis to resupply his ammo and get tough. That means having access to confuse is a good idea.

Third, why grey? I'm using a few low-cost justice cards, but I'm counting on the big cards and allies from basic to really push WM to the limit! (those include Avengers Mansion, Quincarrier, Helicarrier, Nick Fury... etc)


War tactic

War Machine has A LOT of firepower but needs to build a few upgrades to truly become a powerhouse.

I usually play expert, this means starting side schemes. Get rid of them using your THW, Clear the Area, Multitasking, allies.

After a few turns you'll want to flip to AE: that's where Sonic Rifle comes in, preventing a crisis as the villain cannot scheme. This card is so good it almost feels like cheating!

Refuel, build your ammo stock, get back into the fight. Rinse and repeat. This buys you time to build your board, thinning your deck a lot, and make the most out of Munitions Bunker and Upgraded Chassis. By the end you get to see your attack events more often and just destroy everything!


Card choices

I included Sense of Justice to play Clear the Area / Multitasking for "free", lots of value here. Clear the Area just cycles itself a lot of the time, helping you dig for your big cards.

Under Surveillance, incredible for solo games.

I've grown fond of Crew Quarters, which doesn't need for you to exhaust.

I've decided NOT to include One Way or Another. Great card, but I prefer using it with a character who has 2 THW / 3 with an upgrade, so you can more easily get rid of the side scheme with just a use of your basic power. With 1 THW, you need to exhaust AND play a card such as Clear the Area for the same result... less enticing.

Have fun!

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