Card draw simulator
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None. Self-made deck here. |
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teamcanadahockey2002 · 8744
Note: This is intended to be a multiplayer deck as War Machine will do little to no thwarting.
Introduction
War Machine presents some new opportunities to look for combinations, especially with how he needs to flip to Alter-Ego regularly. Assessing his initial kit, he has some incredible valued attacks with both the Repulsor Beam and then Full Auto. But the most broken combo so far seems to be the Shoulder Cannon, which is an attack and can be used at the cost of his ammo counter. However, Jarnbjorn can be used each time the Shoulder Cannon is, so the endgame here is to aim to get three copies of Enhanced Physique and the Quincarrier down to fuel it. If you can start with 6 cards in your hand and sufficient ammo down, you can attack for 30 through 10 attacks of 1 from the Cannon, and 10 attacks of 2 from Jarnbjorn. You'll have to use all 6 cards from your hand, plus those 4 physical resources, but this should be a game ender, as doing damage in 1 or 2 increments should solve any toughs, minions and even most retaliates.
If that 30 burst damage isn't enough, if you can accumulate about 14 ammo in the bunker before you use it, you should have enough left over (you'll have used 10, but you get 5 when you initially flip) to do another 27 damage the next turn with your new hand of cards (likely 5) plus those 4 physical generators. That should be enough to end the villain's second stage in most 3 or 4 player games alone.
What Else To Include?
So this deck then is built around getting as many physical resources into the deck as possible. Right off the bat, we're looking to include Mean Swing, as it will hit for 3 on its own, only exhausting Jarnbjorn which does damage even when exhausted. Once the Upgraded Chassis is down, a flipping every turn game means that you'll not need to defend, so using the other restricted weapon slot for Godslayer is a solid option, as you'll be wanting to use your basic attack for the Mean Swing. Combat Training also makes sense if we'll be doing basic attacks regularly.
Since we're flipping regularly, we should include 3x Plan of Attack in order to find those his attacks every time we flip. The current understanding is that James Rhodes action is a misprint and only allowed once per turn, but even then, that's two more attack events that can be searched for. Full Auto and Repulsor Beam are excellent options in the mid-game, as they both can be paid for using Gauntlet Guns, then shuffled back in and found again and again.
Just in case Plan of Attack doesn't find those two events, it's good to have some backup options, even if they're just used as resources or fodder for Jarnbjorn. Dive Bomb, although expensive, meets the physical resource requirement, and there aren't many aerial characters, so I've added this. As well, Surprised Strike also fits the bill as a physical, and works well as you'll likely find this with Plan of Attack right before you flip.
Finally, this deck is rounded out with The Power in All of Us, with the hope to use these to pay for the Enhanced Physiques. Personally, if I ever play a double Power in All of Us, I always include Lockjaw in case I don't have a good target and he's also a physical resource.
Summary
Overall, this deck won't do an ounce of thwarting, so it will need to be played in multiplayer. The recycling of Repulsor Beam and Full Auto should help take care of the villain's first stage, and then the built up ammo on the Bunker should allow you to one-shot the second stage of most villains at 2-players, but may require a reload for 3 or 4-player counts.