War Machine: Sword and S.H.I.E.L.D. (Con of Heroes 2026)

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Diomedes1111 · 42

War Machine has no shortage of ways to dish out damage, but thwarting can be a real weakness, and his weapons need a steady supply of ammo counters to keep firing. This deck uses a package of S.H.I.E.L.D. allies and supports to shore up both problems, while making War Machine more efficient at generating ammo. The goal is to keep his arsenal loaded, let the S.H.I.E.L.D. agents handle the schemes, and use War Machine’s basic attack and armour to hit hard.

Keeping the Ammo Coming

Munitions Bunker is a key piece of the deck, giving War Machine a way to build up his ammo supply. Agent 13 helps get even more out of it: her ability to ready a support means we can ready Munitions Bunker and increase the number of ammo counters we gain over the course of a round. That extra ammunition helps War Machine keep his weapons firing instead of running out of gas just when the damage is needed.

The rest of War Machine’s arsenal gives us plenty of ways to spend those counters. Hand Cannons, Gauntlet Gun, Missile Launcher, and Shoulder Cannon provide different ways to deal damage, while Repulsor Beam, Targeted Strike, Scorched Earth, and Full Auto give us additional attacks when the situation calls for them. The important thing is making sure we have enough ammo to support the damage plan rather than treating every weapon activation as an isolated opportunity.

Calling in S.H.I.E.L.D.

The S.H.I.E.L.D. package is here to cover War Machine’s biggest weakness: thwarting. Government Liaison, Sky-Destroyer, Jemma Simmons, and Leo Fitz help establish the support network, while the large roster of S.H.I.E.L.D. allies gives us plenty of bodies to contribute to the board.

S.H.I.E.L.D. Deputy is especially useful because it lets us access the S.H.I.E.L.D. trait in both alter-ego and hero mode. That makes it easier to keep the S.H.I.E.L.D. side of the deck functioning as War Machine moves between forms, rather than having the engine depend on staying in one mode.

There is a good range of allies here, from Agent 13’s support-readying to the utility offered by characters like Mockingbird, Nick Fury, Melinda May, and Dum Dum Dugan. They can help manage threat, absorb attacks, and provide the extra support War Machine needs while he concentrates on the villain.

Making Every Attack Count

The other half of the deck is about making War Machine’s own attacks count. Combat Training and Aggressive Conditioning support a basic-attack plan, while Upgraded Chassis and the rest of his kit help him stay in the fight. Rather than relying exclusively on weapon events, we want War Machine’s basic attack to be a meaningful source of damage in its own right.

That combination of basic attacks, armour, and weapon fire gives the deck a straightforward game plan: War Machine does the heavy hitting, while S.H.I.E.L.D. helps keep the threat under control and the ammunition supply flowing.

The Rest of the Deck

Lock and Load helps find the weapons we need, while Keep Them Busy gives us another tool for managing threat. Helicarrier adds resource flexibility, and the remaining upgrades and allies round out the deck’s ability to keep War Machine active and productive.

The deck’s main challenge is getting its support pieces established. Once the S.H.I.E.L.D. network and ammo engine are working, War Machine can focus on what he does best: dealing damage. The allies help cover the schemes, Agent 13 improves the ammo economy, and S.H.I.E.L.D. Deputy helps keep the S.H.I.E.L.D. package relevant across both forms.

Sword and S.H.I.E.L.D. is about making War Machine more well-rounded without sacrificing his firepower. Instead of trying to turn him into a dedicated thwarter, it uses S.H.I.E.L.D. to cover that weakness and keep his weapons supplied, leaving him free to bring the damage.

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