Deck is based on some good grounds, but there are some questionable choices here:
-The 1x Second Wind feels odd. You could easily swap it for an ally like Polaris, who can survive 2 attacks from a villain, therefore preventing way more damage than SW can heal. Preventing damage is usually better than healing it.
-Why 2x Energy Barriers but 3x Forcefield Generators? Forcefield is a "only 1 per player" card, so I strongly feel like 2 of them are more than enough. Energy Barrier, on the other hand, can stack, and can be removed once it reaches its last counter through Tinkerer or Repurpose. I think it should be the other way around, with 3 Barriers and 2 Generators.
-Ever Vigilant is a dead card until you get your Thruster Boots. It's not a bad card, but it's something to consider when deckbuilding (I think What Doesn't Kill me would be more efficient, but it's a matter of preference).
-Hangar Bay seems unnecessary. Why would you want to ready Groot, if his job is to take hits? You don't want to attack or thwart with him, since his maximum value is only achieved when defending, and you only have 1 of the card in your deck, so I'd say maximizing its ability to defend you for 2 or more turns means Hangar Bay is a completely unnecessary card.
-Finally, only 2 Repurpose? When the whole deck is built around that card? And with no card draw with Gamora or Brother Voodoo to fish them out? It feels like you're not going to be repurposing a lot with this setup.
Overall, the deck seems too unfocused. It's trying to operate on the Repurpose + Tech combo but has a lot of odd choices that seem more detrimental than anything else and drive the focus away from its main gimmick.
Deck is based on some good grounds, but there are some questionable choices here: -The 1x Second Wind feels odd. You could easily swap it for an ally like Polaris, who can survive 2 attacks from a villain, therefore preventing way more damage than SW can heal. Preventing damage is usually better than healing it.
-Why 2x Energy Barriers but 3x Forcefield Generators? Forcefield is a "only 1 per player" card, so I strongly feel like 2 of them are more than enough. Energy Barrier, on the other hand, can stack, and can be removed once it reaches its last counter through Tinkerer or Repurpose. I think it should be the other way around, with 3 Barriers and 2 Generators.
-Ever Vigilant is a dead card until you get your Thruster Boots. It's not a bad card, but it's something to consider when deckbuilding (I think What Doesn't Kill me would be more efficient, but it's a matter of preference).
-Hangar Bay seems unnecessary. Why would you want to ready Groot, if his job is to take hits? You don't want to attack or thwart with him, since his maximum value is only achieved when defending, and you only have 1 of the card in your deck, so I'd say maximizing its ability to defend you for 2 or more turns means Hangar Bay is a completely unnecessary card.
-Finally, only 2 Repurpose? When the whole deck is built around that card? And with no card draw with Gamora or Brother Voodoo to fish them out? It feels like you're not going to be repurposing a lot with this setup.
Overall, the deck seems too unfocused. It's trying to operate on the Repurpose + Tech combo but has a lot of odd choices that seem more detrimental than anything else and drive the focus away from its main gimmick.