"This is gonna hurt!" Rocket Raccoon COH 2026

Card draw simulator

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Derived from
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Doc7 · 30

This is a 'literally unplayable' (IYKYK) 50-card deck which enhances the ability of No Quarter to draw 3-5 aggression cards each time it is played (only 5 non-kit cards aren't aggression, and 2 of those will be upgrades in play before you start hitting major No Quarter turns). There have been several turns starting with 2 minions and 80% of the main scheme threat threshold on the board and at 5-6 HP, leading to no minions, 0 scheme threat, full 15 HP AND having 3-5 more cards in hand than I started with.

Mental cards were prioritized to hit Honed kickers which led to cutting a Dive Bomb and hesitate on adding Side Holster. Chase Them Down feels a little superfluous in a multiplayer game with a thwarting hero, and when I go from 2-handed to 4-player I would consider cutting them for Aggressive Energy, Follow Through, (both of which provide Mental) or Side Holster. Honed Into the Fray is 3ER for 9 (assuming this lets you hit the Excess damage Rocket hero ability refund) so even with a thwart player I would keep it.

I am usually playing Plan of Attack to try to find a No Quarter as my first attack event unless I got one from Aggressive Stance, using my weapons to get a minion to 1 HP first if possible. Martial Prowess and Ingenuity fire off the honed No Quarter. Fusillade is useful when you have used all the counters on your weapons but haven't or don't plan to Tinker them especially when you use the last counter and have a Reload in hand. When I am flipped down and about to go up, if a Rocket weapon is in play but empty of counters or won't help much with excess damage kickers on this turn I will tinker it most every time to have the cards to get out an ally, play a tech upgrade and perform an attack when I flip up.

I am mulliganing for Ingenuity, Thruster Boots, Honed (there are two in the deck as it really ramps up Rocket once he has it in play), and Endurance/Cyber Skeleton. At 9 HP I have died early in Expert games to a double attack on first villain phase which is why I add HP along with Aggressive Conditioning (also to make more efficient use of the healing cards in deck / Rocket's kit) and cheap blocker allies. I will also put in a Pistol or Battery and tinker it immediately as another 2-card mulligan, and Moon Girl is mostly there as yet another 'mill for cards' Turn 1 option and a Mental the rest of the game, I have not flipped down just for the sake of playing her as most of the card draw comes on Rocket's hero side, but I will seek to play her of course if I drew into her while already down along with Tinkering and getting my Hall of Heroes draw.

Thwarting for 3 and then spoiling for a fight to get a minion you can trigger Aggressive Stance into a No Quarter for 6 into (Draw 1 card from Rocket's ability and often 4+ cards from No Quarter) is an exciting play. This isn't a deck that treads water with adding minions to beat them up; minions fuel a self-sustaining fire of card draw that resolves board state (Rocket's health, threat, and minion-deletion).

When I see how this plays 4-handed, I will have extra copies of Dive Bomb, Aggressive Energy, and Sideholster to consider swapping in but right now the deck has the mix of resources I want to hit all the kicker/requirement triggers I have needed. As the deck is built now, I seldom have a turn that doesn't have a fun option to play and cascade into even more options from card draw. In 4 player with minions even more likely to turn up on the board it should be even better. Spoiling for a Fight might be a good cut target if I find that there is always a minion we aren't fighting over in 4P entering the player phase, but that is a zero for 3+ threat removal basic THW or tough-pinging and another minion target for all the excess damage attacks.

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