Cannoneer Bunker - War Machine

Card draw simulator

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

fantasticfour · 15

Inspiration

This deck is created after seeing VillianTheory's video on fun decks. One of those decks was called Cannon Crew.

The decks resolve around Shoulder Cannon and have been created with the following prioritizes:

  1. Maximize damage of Shoulder Cannon (e.g., Float Like a Butterfly, Exploit Weakness)
  2. Maximize the use of Munitions Bunker (e.,g., Agent 13, Command Team)
  3. X-MEN allies with training training upgrade (e.g., Danger Room, Danger Room Training)

It is complemented with:

Gameplan

The game plan is simple:

  1. Prevent losing.
  2. Boost Munitions Bunker

The Main Character

While War Machine will have one big turn (the last one of the game), until then he is just sitting in his Munitions Bunker letting Agent 13 do the hard work, tossing out healingMed Team, taking 1 or 2 attacks (Forcefield Generator, Never Back Down), gunning down minions.

Key Cards

Agent 13 Is a card you always should play when in your hand since you cannot tutor for it.

Munitions Bunker is also priority and suggested to build it when the first Build Support is cleared.

Shoulder Cannon while you need it in the last turn, it would be good to have it early since you can so often switch due to Ready for a Fight which can help the team get rid of those pesky minions.

Combo's

Ready for a Fight, trigger Upgraded Chassis, stun the villain with Never Back Down.

James Rhodes ability to shuffle a War Machine card back into the deck which can be Missile Launcher which you can immediately fetch with Leo Fitz. Gives you an extra resource and saves you shuffling your deck. What is neat is that you can chose the resource you need:

The most obvious one is of course Agent 13 together with Psylocke and Cyclops Command Team, Med Team and Munitions Bunker.

Playing - Mad Titan Shadow

We played the campaign without much difficulty on expert with these decks. It would be stronger to go 4 x-man since War Machine, while fun doesn't add to much until the last turn.

Depending on how fast you can setup you need about 40 counters to win the game. (Slower setup is more damage from other sources, before War Machine delivers the final blow).

Questionable cards

After playing through the campaign I think it is better with these cards removed. There is so much support from Superpower Adaptation/Build Support that you do not need these cards.

Jemma Simmons the extra resource is nice, but the deck only has 1 recurring tech Forcefield Generator.

Protective Training the idea behind this card is to make Agent 13 a Honorary X-Men and then add it to ensure she never dies. However I feel this should already be covered by 3 Med Team.

Conclusions

It was a fun combination to play and would be very suitable for a 4 players game where 1 player is new. This new player would be the star of the show (war machine), while having fairly easy decisions.

  • There is not enough redundancy to get the combo off quickly and consistently. Mitigation would be multiple copies of Agent 13 (among the decks).
  • The deck of War Machine is fairly straight forward with hardly any decisions. While this going on the other players have many decisions to make like:
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