Golem 2.0

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Golem 0 0 0 1.0
Inspiration for
Golem 2.0 0 0 0 1.0

Footballcoach · 1153

The second iteration of this deck, because I found this was even more fun and worked a little smoother. Not much new: there have been lots of Drax decks that flip once (up to hero form) and stay there the whole game. There have been decks that focus on healing and survivability. And it makes sense to ready Drax over and over so that he can attack and draw cards. So here we go:

  • Key upgrades (as always) are DWI Theet Mastery and Drax's Knife.
  • Endurance and Symbiote Suit will Boost up Drax's health
  • The Night Nurse can clear stuns (especially those caused by Memories of Another Life)
  • 12 cards that ready you (C.I.T.T., What Doesn't Kill Me, Limitless Stamina, Leading Blow, and "Fight Me, Coward!")
  • Helicarrier is nice to have in his low-cost kit, but could be swapped out for something else if you like (maybe Front Organization or another First Aid)
  • Golem Drax doesn't like to defend and usually doesn't need to. What damage he takes can be healed or prevented pretty easily.
  • Getting Mantis out and keeping her out is great for survivability. While First Aid is fine for Drax, it's better used on Mantis because you can turn 2 healing into 6.
  • Parry is like having a Tough status card (for one ER, good deal)
  • Shake it Off can be played after taking attack damage to get a sweet tough.
  • "Come Get Me, Bub!" is another all star in this deck (which wasn't in Golem 1.0). Because Drax has 5 attack (6 if you can get the symbiote suit), he can almost always deal with whatever minion is summoned using his next basic attack. With few exceptions, it will end up reading "Exhaust Drax and heal three damage from him and give him Tough and probably draw a card". It's busted value.
  • Don't forget that The Power in All of Us can be used to "pay" for C.I.T.T.s ability to ready Drax (since it's double when used to "pay" for a basic card).
  • Card draw is king here. Every time Drax is attacked by the Villain (once he has three Vengeance counters) he draws a Card. Every time he basic attacks, he draws a card. If he has Symbiote Suit in play, he starts with 5 cards in hand... and it's not unusual to see 8-10 cards through the course of your turn. Lots of interesting (and low-cost!) choices
  • Intimidation is a great thwarting card, but with only two in the deck, you'll often be missing it. If your health is good, you can thwart with Mantis. If you're solo, rush. If you're in multiplayer... well, the main and side scheme's are someone else's problem. Which they can deal with, right? Cause you cleaned up their minions. You're welcome, Justice.
  • And that's the deck! I hope you give it a try... I doubt you'll be disappointed.

"I only like to play Aggression and I hate playing Protection, but this deck changed my mind and I had a lot of fun!" - my wife

18 comments

Sep 09, 2025 SoloMarvelChampion · 7102

I'll give this a try. I ran a similar deck a while back, but "Come Get Me, Bub!" wasn't out yet and it looks great here!

Sep 09, 2025 Footballcoach · 1153

@SoloMarvelChampion thanks! I haven't found an aspect where Drax plays better than green, although Sidekick blue is pretty fun. Let me know if you have any ideas to make this deck better!

Sep 09, 2025 Castlefrank47 · 6005

Drax Protection is so much fun, this looks really solid! Definitely agree on come get me for him, super valuable

Sep 09, 2025 Footballcoach · 1153

@Castlefrank47 maybe we need a reprint with Drax on the art?

Sep 09, 2025 SoloMarvelChampion · 7102

@Footballcoach agreed, I almost always play him in Protection. I had a couple Taunts in my deck which really ramped up card draw.

Sep 09, 2025 Footballcoach · 1153

@SoloMarvelChampion Taunt might work here. I was looking at what I could cut to add it... but I can't bring myself to cut a card that Readies or Toughs Drax. You could try adding 3 copies and see how it plays.

Taunt is still not a good deal compared to "Fight Me, Coward!" (it doesn't ready Drax, and it costs 1 additional ER), but Golem 2.0 has enough Tough status cards that there might be a case for adding 3 copies of Taunt as a cycling card.

If taunt didn't cost 2 effective resources, I think it would obviously have a place. But "Spend 2 cards to have the Villain attack you and Draw 4" is a hard sell for me. I would rather have 2 cards that I want to play instead. Just one Coach's opinion.

Sep 10, 2025 SoloMarvelChampion · 7102

@Footballcoach yeah I get it. There are lots of reasons not to play Taunt, I was just saying I ran it in my deck. I like to play it early to help build my vengeance counters and board.

Sep 10, 2025 boomguy · 9831

Maybe I’m missing something, but aren’t the basic double resources just always better than The Power in All of Us?

Sep 10, 2025 Footballcoach · 1153

@boomguy it was a tough decision there, actually. There are only 8 cards in the deck that require a double to play, and only 7 of those that you actually want to play (Too Stubborn to Die is not something I ever plan to rely on).

3 of the remaining targets are one-time plays (symbiote suit, helicarrier, and mantis), so once their on the board they will no longer be targets for the doubles.

Another 3 are recurring What Doesn't Kill Me, for which Genius and Energy cannot be used to play them. Whereas The Power in All of Us CAN be used to fulfil the fist requirement for WDKM.

That leaves CITT. You could argue that energy and genius are equal to the power in all of us in paying for them. So I wouldn't be upset to see them after CITT is on the board, but chances are that before that point you will draw them with a hand of 0 and 1 cost cards and just have fewer options. Maybe this would play better if you replaced the power in all of us with energy and genius, but I chose to prioritize reliably hitting WDKM rather than the few situations where genius and energy would've been an upgrade.

Just one Coach's opinion, though. If anyone tries this trade and feels it plays better, let us know!

Sep 10, 2025 boomguy · 9831

@Footballcoach I appreciate the response. It’s always great to bear people’s thought processes for that, but you considered a lot before making that swap. Well done, coach!

Sep 10, 2025 Footballcoach · 1153

I appreciate that you read my essay @boomguy! I'm pretty passionate about this game, but there's always more to learn and consider (especially as the card pool grows). Always excited to hear more of your hot takes on the Winning Hand podcast (even if they're wrong).

Sep 12, 2025 CANAS1AN · 1

why have The Power in All of Us over regular doubles? regular doubles can also pay for CITT as well as encounter cards that come up with costs

Sep 12, 2025 CANAS1AN · 1

nevermind I see someone else brought it up

Sep 13, 2025 radkon · 19

@Footballcoach just to understand your thought process, why First Aid instead of Med Team. In my world MedTeam is better because it stays put until you need it and it thinn's your deck out. Economy is slightly better 4 for 6 instead of 2 for 2. Cool Deck, it'll improve mine-which is similiar but worse.

Sep 15, 2025 Footballcoach · 1153

@radkon You're absolutely right about Med Team being more reliably available and a better deal for Effective Resource cost. What you lose is tempo. Playing Med Team means you're doing very little with the rest of your turn, especially in the first deck pass. While Drax will see a lot of cards during his turn, his economy stops if he stops basic attacking... and he has to keep readying to do that. And he has to keep playing his readying cards to do THAT, leaving few effective resources for anything else.

That said, I included Helicarrier, so maybe there's a place for Med Team instead of First Aid. Let me know how well that trade works!

Sep 16, 2025 Roydrayj · 7

I am playing in a Trickster Takeover event this weekend and I am going to take deck with me. I am pretty new and haven’t been able to pick up Doctor Strange, Cap, or WM. Do you have any recommendations for an alternative to Night Nurse?

Sep 16, 2025 Footballcoach · 1153

Well, no status clearing cards can match The Night Nurse for cost efficiency, but...

Athletic Conditioning can clear one status card and Unshakable is a valid play for Drax, making it take two stun cards to slow him down. Don't recall which package those came in though!

Sep 16, 2025 Footballcoach · 1153

Come to think of it... Maybe I need to find room in this deck for Unshakable...