Cannon Man of Iron

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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matchet · 356

Artwork by: Tupuk_boi img


This deck is about making a powerful double voltron board that once they are built, they are cappable to deal with everything for you and forever.


DREAM TEAM

* Requires X-Force Recruit, Children of the Atom (second deck pass)

* Requires Children of the Atom

To remove Iron Man's consequential damage, we need 2x Wingman on Hugin & Munin and Vivian. To allow having 4x allies on our board we need The Triskelion (Flight Squadron wasnt included because Iron Man is not AERIAL until he grabs his Sky Cycle ("ironic", isnt it?)). Our Psylocke can be played early but she would eventually have to concede her slot to an aerial ally.


On a second deck pass we are unstoppable, by having multiple powerful AERIAL events that we can get discounted (Techno-Organic Wings, Team-Building Exercise), a lot of passive and infinite ally contribution to atk and thw as well, and some maximized-effect tricks (Flying Formation, Air Supremacy).

PRIORITIES

The rough part of this deck is surviving and adapt to scenarios' imminent necessities while building a long-run deck. The cards you priorize on each given situation is key to not become defeated on the first deck pass:

  • Resource generators are great to support the expensive cost of events and allies. Team-Building Exercise and Clarity of Purpose are high priority, but not over other high priorities listed below.
  • First Wingman is essential to have Iron Man protected from cons damage. High priority.
  • Cannonball may have issues with early deck for lot of upgrades to play means not having cards with the aerial in hand. However, he can be fixed by having Wingman allies. He has high priority.
  • Iron Man before having wingman has fuel for up to 2 rounds, then we had to wait. He still has medium priority.
  • Children of the Atom just enables 2x Danger Room Training. thus it has low priority.
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