Call for Iron Man! - Upgraded for 2025

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Call for Iron Man! - War Machine 374 301 23 1.0
Inspiration for
None yet

10GritSandpaper · 32

This deck is so much fun. I updated @Brian-V's "Call for Iron Man" deck primarily by adding

If you haven't read his write-up, you should, but the TL;DR is that you playing Call for Aid to tutor Iron Man, so you can get him and your Shoulder Cannon out in the first turn or two.

With the upgrades, he can suit up so quickly. I had one opening turn where I Iron Man, White Fox, Upgraded Chassis, and Missile Launcher and a tough status card on the table, and Shoulder Cannon in my hand for next turn.

Mulligan Priorities

  1. Call for Aid
  2. Player Side Schemes
  3. Double Resources
  4. Munitions Bunker

The best case scenario is that you get Call for Aid in your hand and Iron Man is close to the bottom of your deck. Then you end up with all 3 Digging Deep in hand and White Fox on the table for 1 ER. Then you can play Iron Man, grab and play Shoulder Cannon, and maybe play something else, too.

This also lets you start stuffing your very thin deck with specific War Machine cards depending on the situation, which sets up your next turn or two.

If you get Iron Man and Call for Aid, I usually keep both if I don't have any copies of Digging Deep or White Fox. Then I play Call for Aid to deck myself and net +2 resources and an ally on the table for the cost of an encounter card. That's a better deal than Star-Lord's "What could go wrong?" ability.

Mid-Game

End Game

Keep the villain on the initial stage until you're ready. Once you get Shoulder Cannon, Munitions Bunker, and Agent 13 on the table, the game is pretty much over, and you should be able to OTK the final stage.

0 comments