The Director's Buyin' a Flyin' Ion

Card draw simulator

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NewfieLad · 1569

Here's a video of the deck being played by Web Warrior Fanatic against Expert Thunderbolts:

https://www.youtube.com/watch?v=yrbMnr0UlqI

This is a protection Wonder Man deck that focuses on a good enconomy, excellent flexibility, efficient energy events, and useful allies.

To start with the economy, Wonder Man already has 2 resource generators. We have also added Avengers Mansion, Helicarrier (I mostly play mutltiplayer, feel frre to use Quincarrier instead), and Team-Building Exercise. Team-Building will affect 4/6 of his allies and 7 of his aerial events. Since his kist has such good economy (2 resource generators and 2 resource cards), we're going to skip Stength and Genius for the Protection doubles. the Protection doubles affect 8 of your cards but can also be counted as an energy in a pinch. Finally, we have Face the Past as a one-time enconony boost. The nemesis will quickstrike you, but you can play this when you want to have damage on your hero so you can actually tuck cards. I don't believe you're allowed to when he's at max health. Plus, the nemesis is a piddly 3-health minion.

Wonder Mans kits is innately flexible based on how much you want to overpay for his Active Altruism and his Ionic Blast. His own resource card Energy Siphon is also flexible in how many resources it produces. To add to his flexibility, we've added Soaring Acrobatics for his stats and Ever Vigilant for a ready. Readying, will allow you to be flexible with your hero activations plus get some threat removal. The ready can also be important, when you consider 4 of his events (Yaw and Roll + Bombs Away) require to exhaust your hero to be used or if you happened to get confused/stunned. There are essentially 8 threat removal cards and 9 damaging cards which is a pretty even split for flexibility.

In terms of his energy events, Yaw and Roll is 1 resource for 3 threat removal which is a good value. You do have to thwart to use it, but have three readying cards, as well as three 0-cost thwart events. So, it shouldbt be overly onerous to use. We have a couple of copies of Bombs Away. When there are multiple minions out, this is a highly efficient card. Finally, we have Turn the Tide. Wonder Man will be able to thwart highly efficiently between his thwart stat, all of his threat removal events and allies making the 0 for 3 damage easily achievable.

As for allies, Brother Voodoo, Nick Fury, and Yellowjacket are all about helping you find the right cards at the right time. Patriot and Polaris are defensive staples. You'll probably want to keep Patriot out the entire game against minion heavy scenarios. Being that Wonder Man is naturally so tanky, its it's likely that you can just leave him out all game even if the scenario only has an average amount of minions. Also with Wonder Man being so tanky with the healing and up to 4 defense in this deck, you or your allies should be able to help defend teammates. Finally, we have Starhawk. if your economy can support it, he's 2 attack and 1 thwart every turn for 2 resources, but can be thrown in front of the villain if needs be. It can also be nice to have Starhawk out all game because if your hero gets stunned/confused or your hero defended without having Ever Vigilant, Soaring Acrobatics can still provide value by boosting him instead Wonder Man.

You can definitely consider adding the basic Iron Lad ally to this deck to make use of Wonder Man's high attack. I have not as there are already 4 cards that want me to exhaust to play them (Yaw and Roll + Bombs Away) and this is more of a defense/thwarting deck to be paired with a more aggressive partner. If you want more offense, I would probably add him as a 41st card and replace both Yaw and Roll with two Energy Shield's

Miscellaneous things: Defensive Conditioning will help bring up you max health, making it a better buffer between tanking attacks vs. dying between your healing. It will also allow you to get up to 4 defense with Soaring Acrobatics. It can be useful to defend if you find yourself with a Ever Vigilant to ready in the player phase. Evaluate Threat is also flexible. It can allow you to play a discounted Mansion, Helicarrier, or if you already have a good enough economy, you can play a cheap Nick Fury.

Hope you like the deck! If you try it, let me know what you think. Please feel free to leave any questions or comments.

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