Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Castlefrank47 · 6752
I was not initially hyped up for Wonder Man but he is a Boatload of fun! While there are a lot of different ways to play him this has been my favorite deck so far and it is very unique as only a few heroes in the game can run Gunboat with Non Justice Allies.
Background:
Wonder Man is a really interesting character as he can have events from any aspect in his deckbuilding. While that is really fun and what this deck will be about ive found that in most decks I abuse his events since they are so good and don't focus on the others.
That being said this deck will focus on Mutant allies and gunboat.
Wonder Man does have some key cards in his kit:
Signature Sunglasses is huge as every time you change form you can either tuck a event from discard or add one that is tucked to your hand. He loves to flip and we take advantage of that.
Mr. Hollywood let's you generate a resource to overpay for a card which makes his events even more powerful.
Jet Belt generates a for an event or you can discard a tucked card to generate an resource for any card. Lot of flexibility.
Wonder Fans let's you tuck a event from discard or draw 1 card in AE. This is really nice to flip down Tucking a card then drawing on your next turn. In combo with Sunglasses you end up with 8 card hero hands regularly.
Why Gunboat?:
The reason I chose Gunboat for Wonder Man is how easily he can recur it. Most gunboat decks have that issue where once its in discard, you have to wait for another copy limiting how often it can be played. Wonder Man makes his own luck. Tuck it after using it then flip to AE and grab it with the sunglasses or use it a resource then flip down and tuck it.
The goal is to keep Wonder Man with 2 or 3 cards tucked so unified strike is more effective and regularly flip to keep grabbing Gunboat.
The setup is pretty simple, get Children of the Atom out so all of our allies will have both traits needed and then keep cycling allies. There are also 2 copies of Danger Room Training and Inspired to buff our allies up. I have been able on multiple occasions to hit gunboat twice in a turn with The Triskelion or Command Team out.
The other bonus for playing gunboat is we can tuck it and heal 1 damage everytime we play it. The command teams are here to ready allies after using Gunboat and can also then combine with Unified Strike for more damage. I had an instance against Venom Goblin where I had Deathlok out with both upgrades and Deadpool out with both upgrades.
Used Gunboat on them for 8 threat removal and damage then readied Deadpool with Command Team using Unified Strike dealing 8 damage from Wonder Man being at 4 attack.
For the most part I let Wonder Man take hits, flip regularly and then use Gunboat to remove all the threat. Between 1 recovery and the amount of events you can play in 1 turn, he is pretty durable.
For harder hitting villains who aren't steadywart Starstruck really helps out with giving some stuns.
Once set up with Jet Belt, Clarity of Purpose and Mr. Hollywood. You'll be able to pay for a ton every turn and with Tucking cards and consistently having allies in play you will have a thin deck allowing you to continually play his events and Gunboat.
Some fun interactions:
Sunspot interacts really well with Wonder Man as he focuses on resources. Very easy to pay for him with 3 resources and deal 3 damage to every enemy.
Kid Omega is another who can benefit from the resources and deal 1 damage to each enemy when entering play.
Hope Summers can grab a superpower card which he has 3 different ones. Ionic Blast, Starstruck and "What Are You?".
Phoenix can ready ANY ally once CoTa is out and makes for some really great turns when you have a boosted ally.
Clarity of Purpose to play a event mitigates the damage you take from CoP.
Face the Past is fantastic for him even with Grim Reaper having quickstrike. You can either defend it or just take the 2 damage. What is really fun is using those 3 cards from FtP to play M who will immediately defeat him entering play.
Other Considerations:
Quincarrier is obviously great but I found myself not needing it in the deck with CoP being cheaper and having Jet Belt to pay for an event.
Uncanny X-Men wasn't bad but it actually went against some of the allies you want to cycle like Sunspot, Beast, etc.
Everywhere All at Once is a great card for him but the amount of threat removal in here made it unnecessary.
Rapid Response is really nice for Beast to keep grabbing Energy Siphon but it went against the deck idea and is more suited in a different deck.
Overall ive really enjoyed this deck and Wonder Man. Id love to hear any feedback or experiences with it!
Hell yeah! This is the kind of shenanigans I've been looking forward to with Wonder Man!