|Card draw simulator|
Odds: 0% – 0% – 0% more
|None. Self-made deck here.|
Hall of Heroes · 880
[This deck has cleared every scenario on Heroic 1]
The purpose of this deck is to shore up Doctor Strange's strengths with tons of allies to block for him: allowing him to stay in hero form all game and use Wong to cycle cards for him (read: you never have to swap to alter-ego).
This deck cuts out a lot of the chaff, like situational cards that don't focus on the ally swarm and toughening them up. In normal and expert, x3 tough allies can net you three entire free turns to do what you wish with the board: his Invocation deck can deal damage, thwart, it can do it all.
Doctor Strange has no need for ramp cards like the "Enhanced" set. He doesn't need recovery or hero healing gumming up his deck as he and his allies shouldn't be taking damage regularly due to his Seven Rings of Raggadorr Invocation. Strange is "on" from turn 1 and you should focus on your strengths: your Invocation deck.
x3 Get Ready allows for Doctor Strange to constantly re-ready Wong, which in turn lets him cycle Vapors of Valtorr: one of his more situational Invocation deck cards. Make the Call can bring Wong back into play, or bring any pricey meatball ally back into play after playing the Winds of Watoomb Invocation: allowing you to pay for those big-cost allies.
That said, note that it's perfectly okay to use Vapors to convert an ally's "tough" to a "confuse/stun" depending on the ally (confuse for an attack-only ally, stun for a thwart-only ally). This concession allows you to cycle out Vapors manually and get to the more heavy-hitting Invocations. As a reminder, you need a legal target to cycle Vapors without trickery like Wong.
A great combo is to bring in Mockingbird (you have options like Make the Call) to stun the villain, tough her with Strange, then block the next villain attack with tough, then block another villain attack without tough, then Rapid Response her back in, stunning the villain again. You've just negated four attacks: crucial for Heroic games where you're taking multiple villain activations per turn.
Also don't forget about the combo of using Maria Hill, then Get Ready to attack/thwart to kill her off, then using a pre-played Rapid Response to bring her back in, then playing another Rapid Response, then killing her off again with an attack/thwart (she comes back with 1HP), then Rapid Response-ing her in again. If you go first in a four player game, your table will thank you.
The Iron Man ally is a literal wildcard and is in the deck for three reasons:
1) This DB doesn't have all the new cards yet. 2) He's an ally: even without upgrades his stats are baseline. 3) He's a wild resource to help feed Magic Blast.
If you wish, you can substitute him for The Sorcerer Supreme