War Machine's Flight Club!

Card draw simulator

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

Warmachine · 59

Gentlemen, Welcome to War Machine's (AERIAL) Flight Club.

First rule of Flight Club is you do not talk about Flight Club.

Second rule of Flight Club is you do NOT talk about Flight Club!

Third rule of Flight Club is you when the Villain's Health drops to 0 the Flight's Over.

Fourth rule of Flight Club is only three (sometimes four) allies can Fly with War Machine at any given time.

Fifth rule of Flight Club is everyone flies (Aerial Allies ONLY)

Sixth rule of Flight Club is no Aerial means no Flight! (See rule five)

Seventh rule of Flight Club is you will our flights will last as long as they have to.

Eighth rule of Flight Club if this is your first time here, you have to FLY.


This is a fun deck based on the idea of Aerial Allies only. I'm thinking of doing a "winged" or "flying" ally version of this as well as that might be better... but for now AERIAL means FLIGHT!

Let's see if War Machine's Flight Club can rule with Air Supremacy.

Notes: Sky Cycle is to add Aerial to Iron Man Quin-carrier and Heli-carrier were picked for the aerial theme and owning the skies.

Disclaimer: This deck is for fun - not for trying to beat every villain in heroic difficulty... But with Air supremacy, you can make it a lot of fun with co-op play.

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