Do It All Defense

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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denyingkyrie · 16

Designed for multiplayer.

Wonder Man is a hero that generates passive healing and does a pretty stellar job at managing threat in his hero deck. He also has a wider range of cards available to him across aspects. This deck is designed to maximize these strengths to shore up Protection's historical weakness at dealing damage and especially removing threat.

The deck is most effective at threat removal, first and foremost. Wonder Man's kit is already very efficient at this thanks to Active Altruism, but by including Everywhere All at Once and Yaw and Roll from the Justice aspect, you easily clean up schemes left and right for relatively little cost. And because these are all events with a printed energy resource, you're simultaneously feeding into Ionic Physiology to get that passive healing. Ever Vigilant provides some tiny threat removal as well, while more importantly readying you back up after defending.

This level of threat removal is necessary because I envision this deck having to flip into Alter-Ego semi-regularly. This is not a perfect defense deck, so flipping to heal is expected and even beneficial thanks to Jarvis, Hidden Base, and Wonder Fans, which combine to give you great healing, status removal, a tough status card, and a free card draw on top of your increased hand size. Ready to Fight also provides an insurance policy to get right back into the action when needed.

The other focus of this deck is defense. You'll top out at DEF 4 after upgrades, and I've included several tools for readying as necessary (maybe too many). Desperate Defense is always a gamble against villains, but against most minions, it'll do very well as very few can do more than DEF 4+2 damage and when they swing, they'll be eating retaliatory damage thanks to Cuts Both Ways, Electrostatic Armor, Excelsior, Preemptive Strike, and Flow Like Water. If the encounter deck has a healthy number of minions, this should make Change of Fortune trigger consistently-- especially because Ready for a Fight gives you the flexibility to hypothetically defend every turn.

Cards that may change after testing: I debated on whether or not to include Nova in this deck as his ability to spend an energy resource to deal 2 damage when an enemy initiates an attack would be helpful for Change of Fortune triggers. I decided against it because it felt a bit like paying 4 cost for an quasi-Upgrade card when Excelsior does something very similar for 3 less. However, I would definitely sideboard this card for consideration just because it could be useful.

I'm not entirely convinced on Turn the Tide. Wonder Man does solid damage with just his base kit (coming from: his basic ATK boosted by Ionic Physiology; Starstruck; and Ionic Blast). Currently, Turn the Tide seems like a cost-effective option to capitalize on this deck's high threat removal with some supplemental damage, but it may not really be all that useful when compared to having a smaller deck overall.

Quincarrier is very optional. I like it just to have a consistent input for Excelsior without sacrificing my hand, but realistically because most of this deck is energy resources, you wouldn't miss it very much. If I were to re-add Nova, then it becomes a bit more useful.

Finally, as I mentioned before, there may be too many readying cards in this deck. I'll have to do some playtesting to find out for sure, though.

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