War Machine: Mission Adaptability

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
War Machine AI Test #1 (Repurpose/Tackle/Energy Barrier) 7 5 4 1.0
Inspiration for
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RhetoricalMelody · 13

This deck is designed to be flexible and adaptable, able to manage most threats, whether solo or multiplayer, just getting done what needs to be done.

When built up, War Machine can do massive amounts of damage, but these turns can be swingy unless you have the right pieces in place. Therefore, the most important part of this deck is keeping your enemies relatively unable to damage you before you can build up War Machine's board. To do this, you have:

In general, you want to stay in hero mode as long as you can, using up every bit of War Machine's ammo possible. Munitions Bunker and Gauntlet Gun are incredibly important to get out early, to let you stay in hero mode longer by increasing your ammo. Shoulder Cannon gives you a free damage every turn (without spending ammo), and can be used with ammo to provide heavy-hitting turns even when you don't get any event cards. You can also use it to squeeze every bit of usefulness out of ammo right before you switch to alter-ego.

When you do have to switch to alter-ego, Upgraded Chassis lets you come back with a free Tough card. To keep threat mitigated in the times you do flip to alter-ego, Spider-Man can help, alongside War Machine's Targeted Strike.

There are also some cards in here for general flexibility:

You can also use your switches to alter-ego to get very particular War Machine events to deal with current or upcoming threats, particularly if your deck is running low, using James Rhodes' ability to shuffle a card from the discard into your deck.

Note: This deck is loosely based on the War Machine AI Test #1 Deck, but I have made multiple changes and edits to make it fit my playstyle better.

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