Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Skyelian · 88
Wonder Man has so many creative tools going on within his kit where it can a feel a bit overwhelming. After all, with every aspect opened up to you, where do you even start with his deck building? The card that caught my eye, and became the crux of this deck, is the Signature Sunglasses. It has such a cool ability that essentially let's you hand pick what card to grab when you flip back up to hero form. This leads into our next important card; Ready for a Fight. These 2 cards will be the bread and butter of our deck so let's dive into how it works.
DEFENDING AGAINST SCHEME
I won't waste time explaining how good of a card Ready for a Fight is but Wonder Man specifically shines with this card. The loop is simple:
- Start villain phase in Alter-Ego.
- When the villain schemes use Ready for a Fight and flip to hero form.
- Grab your card of choice under Ionic Physiology with the Sunglasses.
- Play it against the villain.
- Tuck it under Ionic and heal for 1.
- Start player turn, play the rest of your cards, and end in Alter-Ego then repeat
This right here is the base of our turns and our deck will support this setup and capitalize on the strategy. It starts simple at first but the more you dive into the better it gets.
You have a teammate before you ending in Alter-Ego? Use Hidden Base and then during the villain phase you play Ready For a Fight when they are schemed against, so you block their scheme, shrugging it off with a tough, and then you tank your hit.
You'll be flipping to Alter-Ego almost every turn which let's you use your Alter-Ego cards such as Jarvis, Wonder Fans, Everyday Hero, and Crew Quarters.
After much testing, I would say that 4 out of 5 rounds, from mid to late game, I was able to have Ready for a Fight set to go.
All that being said the 2 cards you need to hard mulligan for are the Signature Sunglasses and Quincarrier (to get the much needed resource)
WHICH CARDS TO PICK
Now we get to the hard part, which events do we put in our deck, and more importantly, which ones do we tuck under Ionic Physiology? This specific deck is meant to be a thwarting deck so that is what I'll be showing off. If you plan to True Solo with this deck then you may want to substitute some aggression events as this current deck struggles with minions the most.
What I do recommend you keep is "You'll Pay for That!". This card works perfectly here as it takes advantage of our high health number, recovery options, and we can grab it every turn with Sunglasses.
Building up our "bank" of Ionic Psyiology is fairly easy to do as when we play it we can tuck it and when we flip down we can grab it thanks to our sunglasses. These cards generally work the best being in your bank:
- "You'll Pay for That!" - Thwart during the villain phase
- Starstruck - Good option to stun the villain or dangerous minion
- Everywhere All at Once - Good option if a lot of side schemes show up.
Having quick access to important events is the idea behind this so see what the current game state is and adjust from there.
CONCLUSION
If you end up trying this deck you'll eventually be able to personalize it to fit what you need but taking advantage of the Signature Sunglasses opens up the door to some incredible and consistent combos. With this deck specifically there were a ton of cool interactions with the board state and leaning into thwarting let me consistently remove a good chunk of threat each turn as well as preventing threat that would have been placed.
If you do try it I would be curious what cards you swap around, if any at all, so feel free to share any revisions you've done in the comments.
TL;DR: Once set up you can flip down every turn and then use Ready for a Fight and Signature Sunglasses to grab cards during the villain phase to counter attack.