Iron Man - Aerial Aggression

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Iron Man Ultron Killer 0 0 0 1.0

IESNFR · 33

The point of this deck is to get Iron Man in the air as often as possible so he can deal damage with Dive Bomb and Supersonic Punch. It goes without saying that Dive Bomb costs twice as much as Supersonic Punch, and both functionally cost one more resource than their printed cost (because of the Rocket Boots activation). Because of this, Supersonic Punch is generally a higher priority than Dive Bomb, and neither of them are more important than getting your Techs out. But, that you have one more Dive Bomb than Supersonic Punch, and that Dive Bomb can wipe multiple players' boards are both significant considerations.

I'm running so many Energy resources to make Repulsor Blast, Wasp, and the Asgard allies that little bit better (though this was mostly incidental, as I think all the cards with Energy on them are good anyways). Also, don't play Repulsor Blast before you've gotten most of your upgrades onto the board. The chances of RB whiffing and accidentally throwing some much-needed upgrades into your discard are too high to risk it.

Running Science resources and Enhanced Awareness to guarantee that Rocket Boots can activate when you need them to, and so Pepper Potts and EA can pay for that activation for you.

2x Hand Cannons for better attacks, Arc Reactor value, some minion control, and Tech synergy.

Any Combat resources here are either on permanents or resource cards. get these cards onto your board ASAP to streamline your deck.

Assault Training should come into play ASAP, but don't use it until a Dive Bomb is in your discard pile. Since this deck becomes so slim after a certain point, you don't need to be afraid of using Dive Bomb just to pay for other cards early on.

If you're fighting a minion-heavy villain, swapping out Thor (Jane Foster) for Hall of Heroes would work, though I don't imagine you'll spend much time flipping to Alter-Ego once you get going. That said, with a Hall of Heroes activation and Futurist, you can draw an extra four cards if you start your turn in AE, meaning a 10-card Hero turn. That might mean 2 Dive Bombs or a Dive Bomb and a Supersonic Punch, which would more than make up for any lost momentum from the flip down into AE.

If in True Solo, you might consider Down Time and Endurance, if only for those early turns where your engine isn't quite ready or you don't have any allies out. You can just as easily mulligan for Mark V Armor, Rocket Boots, or Stark Tower, though.

For True Solo, this deck is going to lose to Threat quick if you don't basically just sprint to the finish line. Mark V Helmet is your only consistent Thwart, and it's not very good if there aren't any side schemes in play. You'll probably find yourself using Arc Reactor for basic Thwarts pretty often, which is fine in a pinch, but you should really aim to just pummel the villain most of the time.

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