The Surgeon General

Card draw simulator

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Derived from
Dr. Strange Supreme: Puppetmaster 160 128 11 1.0
Inspiration for
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AluminumFalcon · 14

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Doctor Strange, the Surgeon General, buffs and leads his troops to annihilate the enemy.

Building off of dr00's deck "Dr. Strange Supreme: Puppetmaster" (https://marvelcdb.com/decklist/view/14968/dr-strange-supreme-puppetmaster-1.0), this is a Dr. Strange aggression deck that I love to play. The concept is the same: "Instead of playing most of your invocations, you'll generally focus on Seven Rings of Raggadorr, and instead of chump blockers, you'll build strong attackers dealing massive damage".

A few little tweaks

• Added Superpower Training to grab Strange's upgrades and Avengers Compound to help get some of the higher cost allies in play.

• Since we aren't running any Guardian allies, As One! has been replaced with Earth's Mightiest Heroes. All of the allies are Avengers (sort of), so this allows us to either ready Doctor Strange for another invocation, or ready another ally for a second big attack.

• Removed Energy Spear and added an additional Sidearm and an Honorary Avenger for Gilgamesh.

Allies

Now the fun part that really makes this deck shine. Allies + attachments + toughs = victory.

Gilgamesh - probably my favourite ally for Strange. With Vapors of Valtorr, he is a 3 cost, 3 ATK, 6 health who gives Doctor Strange a tough. Add a Sidearm, make him Enraged, and train him up in Boot Camp and he attacks for 7. Recruit him to the Avengers as the cherry on top.

Wasp - play Wasp for 1 resource: attack when she's Tough, team her up with Iron Lad (see below), or use her to ready Strange. Crazy value.

Two-Gun Kid - crazy value when he's decked out with upgrades. Because of his Interrupt, every attachment buff is essentially doubled. Consistent 6ATK + 6ATK means minions don't stay around very long.

Winter Soldier - let him have the final blow and he can add some much needed thwart to an attack heavy deck.

Swordsman - I love having an ally who can attack for 6 (when upgraded) and has piercing. Also, his Hero Response allows him to absorb an enemy attack when he has a Tough and still be able to attack on the next turn. He's happy to hang out in the Avengers Compound until the Winds of Watoomb give you the resources to play him.

Iron Lad - the synergy here with the rest of the deck is just too good. If you don't get a Tough out on your big boys, just exhaust them and transfer their stats to Nathaniel -- enjoy their 7 ATK without the pain of 3 consequential damage. Can also be used to transfer Gilgamesh's or Swordsman's 2 THW to Iron Lad to get you out of a side scheme jam.

I hope others find this deck as enjoyable as I have. In my experience, there are not many villains who can withstand being tied up and having a triple-bladed battle axe thrown at their head.

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