Card draw simulator
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None. Self-made deck here. |
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None yet |
AndersGabrielsson · 92
This is a deck I've been tinkering with for a while now. It's not the best Doctor Strange deck, it's not the best Aggression deck, and it's probably not the best Doctor Strange Aggression deck, but it's got a decent win rate against Klaw at Heroic 1 and that's what I've been building it for.
The key is to survive the first few turns while ramping up. Ideally you should be playing at least one of Cloak of Levitation, Eye of Agamotto, Sorcerer Supreme, Avengers Mansion, Helicarrier, Quincarrier, and Sanctum Sanctorum every turn while not letting the incoming damage and threat build up too much. Getting rid of The "Immortal" Klaw on turn one is a high priority to prevent threat build up, but otherwise you should be ruthless about ramping up in the first two-three turns. For the most part you shouldn't defend with Strange unless absolutely necessary because the Invocations make his actions so valuable.
Getting the most out of your Invocations is key, which is why the Cloak is the most important card in this deck. With the Invocations rolling you should be able to keep Klaw Stunned and/or Confused for a decent amount of the game. The weak link is Vapors of Valtorr - Klaw doesn't hit you with many status cards and doesn't get Tough much himself. This makes it very important to get Wong into play (and keep him there) and/or flip into Alter Ego to use Natural Talent to discard Vapors or other Invocations you can't currently use.
There's a lot of allies in this deck, mostly because Seven Rings of Raggadorr makes them even more useful than otherwise. Hulk can be risky to use, but in a tough spot you can just use him as a blocker and not attack with him. His five health means he can soak up two hits from any of the minions and will often survive at least one attack from Klaw (unless his Attack is raised). Lockjaw is marginal but if you're in a tough spot and he's in your discard pile he can save your skin, and if you can make him Tough he can do six thwart/damage (or four plus a block), which is solid for four energy and a card from your discard pile. (You should never play him from your hand if you can help it, of course.)
If you survive the first trip through your deck you should be set up to start fighting back. Turning things around can be a slow grind, but by the time you push Klaw into phase III things can go very quickly. With a Master of the Mystic Arts in hand and Crimson Bands of Cyttorak on top of the Invocation deck you can hit Klaw for 14 damage just from that one combo (along with six energy and exhausting Strange once); bring along a couple of allies and a Magic Blast plus some cards from Winds of Watoomb and you can take phase III Klaw from full to zero health in a single turn.
Note that Protective Ward is Hero only, so flipping to Alter Ego can be risky if an Advance could push the Threat on the main scheme over the top.
Cards you may want to consider substituting in include Enraged - it's normally pretty weak, but again Strange's ability to dole out Tough helps it enormously - or Emergency if you have a hard time managing the Threat. Melee can be a good card in the late game but early on it's almost always too expensive.