War Machine has a new best friend

Card draw simulator

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

Scotobot · 180

James Rhodes has a lot of friends. And each one helps him set up in their own way. Iron Man, Agent 13, and now Cyclops is his besr friend!

War Machine has a nice pattern baked in. Use Munitions Bunker to Accumulate ammo tokens, and then use Shoulder Cannon to unleash all that ammo on one turn into the villain and end it. Cyclops can double the effectiveness of the cannon! When played, you choose an enemy to take 1 additional damage per attack. And each Shoulder Cannon use is an attack of 1, meaning we can do 2 damage per ammo!

So the deck is built around recurring an ally as we need it. There are roughly three phases, and you card and ally priorities can follow those phases.

1) Setup. The key cards and Munition Bunker and Shoulder Cannon. Do everything you can to get those out. Build Support can help us find the bunker in case it is buried near the bottom of the deck. Our signature ally Iron Man is also useful for this, helping us find our gear. Iron Man should be the priority ally here. As with all phases, Med Lab, Rapid Response and Call for Backup can be used to bring back the ally for another usage of the ability.

2)Ammo dump. We want to be flipping as much as possible to keep cycling our cards and charging up Munitions Bunker. The key ally here is Agent 13, who can trigger an extra usage of Munitions bunker to charge faster. In a single turn, you could add 4 ammo charges by using Agent 13, which could be 8 damage when Cyclops comes to play. Don't be afraid to use Squared Off to bring in your allied, and have them keep the pressure off while you are flipping to set up. Meditation can also help, since War Machine's basic abilities are nothing extra special. Face the Past can be a good option to, as Living Laser is not a particularly dangerous nemesis.

3) Fire away. Now with a pile of ammo, we turn to Cyclops. Pixie, can help find him as well. Cyclops's ability only works on the turn he comes out, so if you don't have enough to end the game, you might need him to be defeated and come back with Rapid Response or Med Bay.

Make the Call helps in case we had to discard our key ally, or werent done with them yet. Kaluu and Maria Hill are just helpful, and Vivian can help take off some pressure from villains while you are getting setup.

0 comments