Card draw simulator
|None. Self-made deck here.|
grenyay · 81
Wanted to playtest a bit first in the expert GMW campaign but I think now I'm convinced after a couple games that this deck is good enough to publish.
Doctor Strange is such a strong character, it's hard to mess up when deckbuilding, but credit to "trashpanda" (check him out he's made some great decks! https://marvelcdb.com/user/profile/12287/trashpanda) who pointed out that Cosmo, as currently worded, buffs him to insane levels. So the basis of this deck is to bring out Cosmo and Wong and use their abilities to cycle through the invocation deck to whatever card you want! Because Cosmo can thwart/attack while cycling the deck, and leave Wong to choose more freely to heal the good doctor, they play together really well. The rest of the cards as well are meant to be as versatile and synergistic as possible, with each card attempting to benefit all the other cards, and help you play the right card from the invocation. This deck is great for early game, late game, support, damage, thwarting, protection, pretty much everything. You'll be able to set up quickly and then basically stay in Hero form the whole time.
No more Mr. Nice dog.
Cosmo's strategy in this deck is quite simple. Play him, and use him to attack or thwart, and when it comes time to guess the type of card from a deck, choose the invocation deck and because they are all events, you won't take consequential damage, and you will cycle through the invocation deck. It's good enough just to get him out, but he really gets broken when you give him Honorary Avenger and Sky Cycle, getting to cycle 2 invocation cards a turn. Cherry on top? Put on Inspired and Comms Implant and he'll be an absolute force while cycling the invocation deck, doing reliable damage and thwart per turn. Good Doggy!
Just "Wong"da? Like Adele?
Doctor Strange's main man Wong, the traditional way to cycle the invocation deck or heal with his ability, does the same thing here. Again, it's good enough to get him out, but add Honorary Avenger and Sky Cycle and get double the cycling or healing! More often than not, I found myself cycling enough with Cosmo and just healing 2 per turn with Wong, which greatly improves his survivability.
[Insert villain here], I've come to bargain.
So that's the strategy with Cosmo and Wongda, but what about the rest of the deck. Doctor Strange really can do it all via the invocation deck and to help you set up early game, play around Winds of Watoomb, the draw power is incredible. Try to get out the pair early, and play Cloak of Levitation as soon as possible to allow you to resolve the invocation deck twice in one turn (more with Master of the Mystic Arts).
After a bit of set up the play is pretty easy, cycle through and play whatever invocation helps the most. Winds of Watoomb and Seven Rings of Raggadorr are amazingly useful for you and allies when playing multiplayer. Confuse and and Stun the Villain with Images of Ikonn and Crimson Bands of Cyttorak, as well as thwart and attack of course, although these I used more situationally, as Winds and Seven Rings are more useful. Vapors of Valtorr can be useful if you or an ally are statused, but I find myself hardly playing it
The other event cards and upgrades are there to support the main function of the deck.
- Get Ready will often allow you to cycle the whole invocation deck in one turn, and have massive turns with Cosmo.
- I took out one for Make the Call to allow for more good Maria Hill turns or to bring in a chump blocker if needed, but could see myself taking it out.
- Spiritual Meditation is amazing for card draw and improving your hand, play it every time.
- The Triskelion allows you to bring out more chump blockers, and The Sorcerer Supreme is useful because you'll be staying in Hero form the whole time.
- Sometimes you'll want to do an action with Cosmo, but not cycle the deck, and so you can guess the encounter deck, with of course less than 100% accuracy. For these rare cases and times when you may have to spread indirect damage, United We Stand is included to help heal your allies, yourself, or your tablemates!
The simplest lesson of all, it's not about you.
This deck is of course all about the allies, and all I have to say is, pick the assortment that works best for you! I tried to structure it so that you can have your cake (upgraded useful allies), and eat it too (chump blockers), so I think you'll have the most luck with low cost allies that can come in, have a positive influence on the field, basic action, and block. In true leadership fashion, sacrificing your allies before yourself. Wait...