Card draw simulator
|None. Self-made deck here.|
|The Giving Tree (fan)||1||0||0||1.0|
|The Giving Tree by unrat||0||0||0||1.0|
|The Giving Tree by Unrat (groot dev)||1||1||0||2.0|
|Eu sou o Groot, você não é o Groot||0||0||0||3.0|
|The Groot Tank||5||3||4||1.0|
|Groot - Trevor's Brew - "Press The Button"||0||1||0||1.0|
|A Pedro le crece la rama||0||0||0||1.0|
dr00 · 33430
<I am groot I 'am groot' I am, groot, I, am, groot, I am groot I am 'groot I am groot,...>*
*Translated from groot
The Giving Tree
Many multiplayer games include a 'holy trinity' of classes, tank, support, and dps, along with the mantra: 'If the tank dies, it's the healer's fault. If the healer dies, it's the tank's fault. And if the dps dies, it's their own damn fault!' For most multiplayer games of Champions, I find myself generally building self-sufficient decks, and I see that most of the community follows this strategy as well. I am here to buck that trend with a full tank/support build for Champions that excels in multiplayer. This is not a solo deck, but can work in 2-4 player by focusing all your attention on allowing other heroes and their decks to work at their fullest potential.
Groot's 3 DEF is powerful for allowing him to 'defend and take no damage. This is supplemented by Groot's amazing ability in Flora Colossus. Included in the deck is Armored Vest to bring his DEF 4. Additionally, there are 3 copies each of Desperate Defense and Never Back Down, increase his DEF by another 2 and reward you for taking no damage (more on that later). And finally, Groot has his own Fruition to help refill his counters. In a ping, Root Stomp can be used as well. All of these combine together to allow Groot repeated blocks while staying healthy.
Defending for your fellow heroes is one thing. Defending while getting rewarded for it is another. There are four cards in the deck that reward you when you defend and take no damage: Desperate Defense, Never Back Down, Hard to Ignore, and Unflappable. Play Desperate Defense or Never Back Down, defend while taking no damage, draw a card with Unflappable, remove threat off the main scheme with Hard to Ignore, and either ready or stun the attacking enemy. Rinse and repeat until you've won.
The above cards are either events or only work once per turn, but there are a few additional support options if you choose to defend multiple times per turn. Dauntless pings enemies every time you are attacked (if you can stay at 10 or more hitpoints), and Electrostatic Armor pings every time you defend, even if you take damage.
- "We Are Groot" is valuable to further protect your fellow heroes. It is also the perfect card to play just before swapping quickly to alter-ego to refill on growth counters.
- Get Behind Me! is perfect for stopping things like Shadow of the Past, Advance, and other nasty treacheries depending on the scenario.
- The Night Nurse can help cleanse other heroes from being stunned or confuse. You won't need to worry about using it on yourself that much as you won't be attacking or thwarting that often, but occasionally you will want to play "I am Groot" or "I. AM. GROOT!" if you have a big stack of growth counters.
- Down Time and Endurance are to be played under other the control of other heroes. It further helps keep them healthy and also keeps your deck thin. Generally, don't really play them for yourself as they aren't typically needed.
The deck's economy is very low-cost, having only 8 cards, 20%, costing 2 or higher. For this reason, the usual staples of Energy, Genius, Strength, and The Power of Protection are absent, and a few other key cards have been included to help fuel the economy.
- Assess the Situation allows you to get the most out of your hands each turn, either being usable as a resource or playable to draw additional cards on the next turn.
- Fertile Ground draws additional cards and provides extra tokens. Although you won't flip often, it is a helpful for accelerating your gameplan when you do. Additionally, it can help refill more counters after an ill-timed Wilt.
- Deft Focus helps make Groot's superpower cards cheaper. Not many of them are a priority, but it does allow you to cheaply play Entangling Vines, Lashing Vines, Vine Shield, and Vine Spikes. Even if you don't use them, they will help by thinning your deck.
- Nerves of Steel may seem a bit out of place in a deck with only 6 defense events, but you will find that you draw through your deck quite quickly, so it definitely gives a return on investment.
- Unflappable has two copies because it is so central to the deck running smoothly. It will trigger nearly every turn due to Flora Colossus, even early in the game before you have set up.
Customising Your On Your Own
There are quite a few options available depending on player count, what other heroes are the table, and tailoring for specific encounters.
- Flora and Fauna is incredible if there's a Rocket Racoon on the board. You can gain some more growth counters and attack or flip and recover, or you can refill ammo on one of Rocket's weapons and allow him to fire it again.
- Endurance will greatly depend on which heroes accompany you and how many heroes there are. In general, i like to have x-1 Endurance, where x=number of heroes. The reason for this is that Groot typically doesn't want it himself. So with a playset of three, you can give every other hero +3 hitpoints and a free heal. It's also very helpful for an expert campaign to keep everyone topped off from one scenario to the next.
- Now that Venom is on the site, Crew Quarters is a wonderful replacement for Down Time which serves a similar purpose but is a bit easier to use (and sharable if multiple identities happen to be in alter-ego). Definitely give this one a try!
- Med Team can be used in lieu of or in addition to Down Time and Endurance to help keep everyone healthy. It has the added benefit of healing allies as well, but the cost is higher than most other cards, so it might be a difficult spend. If you find that difficult, but really want the healing, First Aid is another perfectly viable alternative.
- Indomitable isn't included here, but it can be quite useful. I occasionally use one copy as a way to help Groot ready if Unflappable draws him a Desperate Defense or Never Back Down. It's not in the main build because you can use Lashing Vines in a pinch.
- Preemptive Strike can be helpful for pulling even more attacks to you. On low-ATK villains like The Collector, it can be a useful strategy that won't waste that many growth tokens. It will also give your more mileage out of Nerves of Steel.
- If threat is a major concern, Bait and Switch can help supplement dealing with it, but I generally find that Hard to Ignore is enough. Neither one can deal with side schemes or crisis icons anyway.
- If you want to flip more often, you can include some allies to help block for you, like Clea, Iron Fist, Ironheart, Mockingbird, or Multiple Man.
The Final Word
I'd like to remind again that this is not a solo deck. It struggles with side schemes and dealing meaningful damage to minions. It also moves at a glacier's pace for taking down the villain. but in a multiplayer setting, you can help keep your team alive so that they can do their job, dealing with side schemes, minions, and helping to defeat the villain.
This deck was honestly a blast to put together, and for me, it's incredibly fun to play as well. I've played it through many scenarios with varying player counts, and it feels satisfying to support my fellow players so that they can have incredibly impactful turns, keeping all of their items, being free of statuses, and staying healthy. Play this if you want to be the solid oak that others can lean on. Sometimes it's a thankless job, but hopefully your team will appreciate you, The Giving Tree.