ChocoboBai · 1213
This is based MiguelCantillo's deck, so uses the same principle to get tech upgrades out as quickly as possible, which is great! Even though it is fast to set up though, there are many scenarios that start so quickly that you sometimes need to be able to act from turn 1 (particularly in solo) and I was struggling. So, I took a bit of the idea from a Justice build by neothechosen, which can stay in alter-ego a bit.
With protection the only real way to have more safety staying in alter-ego is via allies. In particular, Professor X can buy time with a confuse and Black Widow can help avoid hitting a treachery that lets the villain scheme. Both have a good thwart stat to help clear threat that you start with. The other allies are Starhawk, who is generally useful and Brother Voodoo. The latter brings a decent thwart stat and effectively grabs a resource that you can spend on a tech upgrade. Machine Man is there as he is cheap and gives you a way to make use of single cards left in your hand.
The other key addition is Meditation, which really helps to set up quickly. It can pay for allies and resource generators like Pepper Potts or Helicarrier. I actually include Helicarrier over Quincarrier because it can played while in alter-ego.
I had to take out a few tech upgrades to fit in the other cards, but I think it is worth it. I was finding that I was not able to play all that I drew anyway. You still have 14 tech upgrades - should be plenty!
So you want to stay in alter-ego for 2-3 turns at the start if you can while setting up. Try to get out something for a bit of extra resources (Pepper Potts is a great card) and at least 3 tech upgrades. By that point you should manage fine in hero form.
Late game Iron Man's own kit should be able to deal with pretty much everything. Repurpose then rounds this out nicely, as it can be used for either thwart or attack.