Iron Man - Repulsor Justice V2!

Card draw simulator

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

joevanacore124 · 21

This Iron Man Deck provides high resources for late game Repulsor Blast action!

EARLY GAME:

The idea is to get Iron Man upgrades out as fast as possible! Use Tony Stark "futurist" ability to cycle through deck quickly. Pepper Potts and Stark Tower and very help cards to get upgrades out. Pepper Potts can generate 2 resources from the discard pile if Energy, Genius, or Strength are the top card. Stark Tower will allow you to pay for a cost with an upgrade then tapping the tower to add that Iron Man upgrade back to your hand. You will also want to get Ingenuity out to allow you to go ARIAL every time with Rocket Boots. Lastly, cards like Foiled! and Counterintelligence will help you minimize the scheme added while in Alter Ego early game.

MID-GAME:

This is where I focus on getting other supports and upgrades out like Helicarrier, Avengers Mansion, Heroic Intuition, Down Time, and Endurance.

Once Ironman is fully upgraded including supports you'll want to focus on putting allies out due to Iron Man's low defense. Here is a list of Allies I focus on in multiplayer with difference situations:

  • Jessica Jones when there are multiple side scheme allowing her Thwart power to be high
  • Quasar to remove 1 thwart from every scheme just like Mark V Helmet.
  • Dazzler to confuse the villain when someone is planning on healing
  • Quake to deal damage to minion without consequential while someone is in alter ego form.

EVENTS:

For Justice! will allow for +4 Thwart each turn you pay with The Power of Justice. Since you'll be in Arial each turn, Yaw and Roll does +3 thwart at a low cost of 1.

DAMAGE/THWART per Turn:

I have had turns where I played 2x Repulsor Blast and 1x Supersonic Punch for an easy +20-30 Damage not including the +4 Damage from Powered Gauntlets.

LATE GAME:

Focus on thwarting the main scheme down to single digits while cycling through allies to help defend attacks. Once main scheme is low and the game is control, go all out with attacks for +20-30 damage in single turns.

FLAWS:

  • Iron Man has low defense so getting allies out is important
  • Iron Man hand size is 1 so you'll NEED to get his Tech Upgrades out ASAP. It takes 3 rounds on average to turn to Iron Man with 4+ upgrades out. This cause the main scheme to go up quickly.
  • Hard to pay for and resources to get rid of Villain Attachments

MULTIPLAYER ADVICE:

Play with someone who is Leadership or Protection. Iron Man deals a ton of damage and thwarting in this deck. Protection Aspect will help with his low defense. Leadership Aspect will help get allies out who can defend attacks for you MID GAME when you may have trouble getting your own allies out.

0 comments