Rain's 42(ish)-card Leadership Wonder Man Deck

Card draw simulator

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

RainYupa · 224

This is my planned Wonder Man deck for this coming weekend. I have all my decks built simultaneously so not all cards are available, but luckily there's a lot of cards I hadn't found a good home for that all fit with this build!

I decided to lean into an Aerial build with Wonder Man, since he has it printed on his hero form. There's a bunch of Aerial allies that all like Energy resources! Captain Marvel has a high chance of hitting energy with her ability; Falcon has a champion ready at the cost of an energy (more on that in a moment), Sunspot is assuredly being played with Energy resources, and Adam Warlock is a reliable source of healing.

In addition to that, there's 2 allies that should always be out. Flight Squadron gives us an ally limit of 4, so you can keep Cloud 9 and Aero out and cycle through the above allies for your other 2 slots. Since Wonder Man is an Avenger, you can make them each an Honorary Avenger so you can equip them with a Sky Cycle. That means +2 ATK and +2 THW for you and your allies each turn.

Being Leadership, your allies will fill any damage or thwarting needs as needed. For your identity, you should typically be thwarting (starting 2, eventually 4) every turn. If Falcon is out, good chance you're thwarting for 5 since he can ready Cloud 9. Don't basic attack, leave that for your allies. If you need damage, you should be sporting an ATK of 6 with Aero's help for Starstruck, along with your Ionic Blast.

The allies will keep the battlefield stable, but you still have the villain and main scheme to content with. With your aerial allies giving you +4 to your stats each turn, this is a perfect build for Go All Out and Push Ahead for 12 damage or 12 thwart, respectively. Push Ahead does require a mental resource, but this list includes Clarity of Purpose to make sure you can reliably play it.

But what about defense? Ideally, you won't need your allies to block for you, nor block for yourself. Since you have so many aerial allies, you can play Aerial Intervention to stop 3 damage; this exhausts an aerial ally, but Flight Squadron readies them immediately. Similarly, I included Subdue because it's not defense traited; I've always ended up cutting this because it doesn't benefit off of upgrades that look for defense events, so a non-protection deck is a great home for it. Some damage will bleed through though, but you also have healing in the form of Adam Warlock's energy resource effect, plus Ionic Physiology.

Between hero and aspect events, you have 8 attack events, 9 thwart events, 6 "defense" events, which is a great spread. This should solve nearly any problem the game can throw at you.

A 43rd card was included because he comes with a solitary Energy resource; I included it in the end because it would bug me having a single Energy by itself with my unused cards. Feel free to exclude it!

0 comments