Machine Wing

Card draw simulator

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

lightninlad · 30

My goal with this deck was to achieve consistent results with minimal setup. Suite Up is going to help us get our pieces on the board, while Make the Call gets them back online ASAP.

We’ll be running Quincarrier to play Slingshot perpetually and then dumping resources into Machine Man once he’s in play to achieve whatever the board state requires. Card’s like First Aid keep him up and running and Make the Call and Suit-Up recur him.

Your other piece is playing Clarity of Purpose on Falcon himself, negating the damage with Vibranium Weave, and generating that wild resource to fuel Machine Man’s ally ability or throw that mighty Shield for 4 damage.

We can use Suite Up to grab sidearm and Cosmo. He’ll stay in play the whole game thanks to Falcon’s ability, which will prevent him from taking consequential damage.

An ideal turn might be defending with your shield—retaliate for 1…throw the shield for 4…using the 1 damage against the villain when you do your Clarity/Weave combo—then playing Slingshot with Quincarrier to deal 2…attacking with Cosmo/sidearm for 2 more…and then finally dumping your hand into Machine Man for 4(5 if he has the sidearm)more. That’s 14-15 damage for 3 turns in a row. That will easily flip most villains.

I also went with Resource Reserve so we have some storage for Machine Man or Redwing without clogging up our hand with it.

Practiced Plan needs to be in place before using Falcon’s “Aerial Evacuation” or “Draw Their Fire!” cards—in case you don’t know this, “Draw Their Fire” allows you to defend an unlimited amount of times during the Villain Phase so it’s definitely an amazing ability in multiplayer(which I mostly play because thankfully my woman also loves this game, lol).

Naturally Lockjaw was included in this deck as your panic button—cause’ he’s a good boy.

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