War Machine, Agent of S.H.I.E.L.D.

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
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Inspiration for
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PortalShifter · 46

WAR MACHINE, AGENT OF S.H.I.E.L.D.

Command the entire gauntlet of S.H.I.E.L.D. weaponry and defense, guided by the intelligence data of a global surveillance network.

War_Machine_1.jpg

OVERVIEW

War Machine Justice provides a nice balance between thwarting and damage, using our S.H.I.E.L.D. cards for thwart and our War Machine cards for damage. We utilize the combo of Agent 13 and Munitions Bunker to provide War Machine with double the ammo counters he would usually get. This leads to really fun burst damage turns where we can easily top 20 damage, which is more damage than Justice decks usually get to play with.


STRATEGY

Mulligan for either piece of our key combo: Agent 13 and Munitions Bunker. In alter-ego form, use Munitions Bunker to add 2 ammo counters, then thwart with Agent 13, ready the Bunker and do it again. You can be in hero form, use all your ammo counters, flip, thwart with Agent 13 to use Munitions Bunker twice, then next turn do the same, flip back to hero and now you have 13 ammo counters! Build these up for big burst damage with Shoulder Cannon.

Once Agent 13 is out she can begin thwarting 2 every turn and can stay out on the table most of the game with Field Agent support. Dum Dum Dugan can reliably thwart 6 per turn since you'll have many S.H.I.E.L.D. cards available to always boost his stats.

Command Center has good synergy with our strong thwarting allies. Sky-Destroyer also provides some targeted damage and is an alternate target for Agent 13's ready ability.

The Monica Chang / Surveillance Team synergy is fun. We can recur her with Chance Encounter if needed.

Homeland Intervention is an insanely good value 6 thwart for zero cost in mid-late game. The Surveillance Teams are a great target to exhaust for this.


CONCLUSION

War Machine, Agent of S.H.I.E.L.D. feels awesomely thematic and gives you a strong board presence with many cards that you get to utilize each turn. With double ammo counters he can do great burst damage turns while also consistently thwarting all game. Playing this deck feels like you are the personal mobile weapons platform of S.H.I.E.L.D., flying around and blowing stuff up, while an entire network of spy agents and surveillance equipment triangulate the data guiding your targeting systems.

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