Groot N' Chumbs *EXPERT defeated* - Video included-

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Groot vs Ronan 0 0 0 1.0
Groot and his Guardians 0 0 0 1.0

rstorcdk · 4749

Hello I'm Rstorc, the Marvel Champions content creator from "DadsGaminDK" and here's yet another deck.

Thank you all for your support and feedback. I'm overwhelmed with the responses I've gotten from making these.

As a request it's now time for Rocket's best friend to take on the bad guys.

Welcome aboard chumbs! May you die a fulfilling death!

Watch the video here:

https://youtu.be/bcCZ6pjtGfA

  • How Groot benefits from using allies

With the use of chumb blockers Groot will quickly find himself having Growth counters for offensive use instead of just absorbing damage. With the help of cheap allies, this deck suddenly gives Groot a lot more flexibility.

  • What makes this deck so powerful?

"Welcome Aboard" is the ultimate combination of The Power of Leadership and The Power in All of Us to fuel allies. This is his main strength as a guardian character. Since we're not running any expensive leadership cards outside of allies, having 2 copies of this card is more than enough to give you the ressources that you want.

  • Choise of allies

You'll probably think "You are using Knowhere but only have few guardians? What's up with that?" Well remember that Make the Call, and Regroup can help you combo with this. The allies in this deck are carefully chosen for a purpose. Watch the video if you want to see an example of how to use them effectively.

  • Mulligan Getting Fertile Ground at turn 1 is the dream. Otherwise, getting an suitable ally for the situation with "Welcome Aboard" ) or a double ressource card is an excellent turn 1 play. By that I mean Black Knight for toughness minions, Maria Hill for a hard hitting villain that also requires threat removal or maybe one of the allies that helps you fish for your event cards.

Early stages of the game You'll want to focus on getting your upgrades out. If it comes between dealing damage to the villian or playing an upgrade then the upgrade gives you the greatest tempo. Hitting a Villain early on is not the plan with this deck. You'll want to out tempo him and you CAN do so.

  • Should I never take a hit? You absolutely CAN take some of the hits. I've even done it a few times to make Maria Hill thwart an extra time. With Major Victory on the board you can time it by defending against the villain's attack, then make Major Victory defend against a minion, which will ready you up.

  • The win condition Once you've outpaced the villain, Groot can deal an incredible amount of damage with "I. AM. GROOT!" , Root Stomp and the Vine Spikes + Lashing Vines combo to win you the game. Remember that you also have damage potential in Nick Fury. With the right cards in hand, you can knock a low hp villain out of stage 2 and instantly kill him in stage 3 in 1 turn.

  • Compensating for Groot's natural lack of card draw and ressource generation With White Tiger,Kaluu and Gamora at your side you have an unusual way of drawing cards, specifically events. And you want those events, to either pay for cards or to search for your damage cards that will finish off the villain. Also Knowhere combos with guardians.

  • Edits If you've watched my video then you probably saw me running Team Training. I've replaced that card with Command Team since I ran into a lot of trouble with my allies getting exhausted.

  • Summary Get your allies out, get your upgrades out, outpace the villain and win the game. Just like a Hearthstone arena deck.

13 comments

Feb 24, 2022 Ganzgut · 1

You really have made a groot deck like I asked. Thank you.

Feb 24, 2022 rstorcdk · 4749

@Ganzgut haha yeah. Video is currently uploading :)

Feb 24, 2022 InigoMontoya · 4228

Just watched the video. You do a great job of explaining things quickly.

A couple notes: Any character whose health is reduced to 0 is considered defeated. So, Major Victory having his health reduced to 0 by consequential damage counts. :)

When you attacked Klaw "I. AM. GROOT!" for 10 damage, he still had a Tough status card. It should have only removed that status card. Wouldn't have made a difference in the game as you clearly still would have won. Nice deck!

Feb 24, 2022 rstorcdk · 4749

@InigoMontoya That makes the major even better. Thanks for clearing that up :)

I always seem to mess something up :D But yes I felt like I had the upper hand the entire time.

Feb 24, 2022 InigoMontoya · 4228

@rstorcdk We all mess up when playing. I make rules mistakes all the time. This a damn complicated game. The important part is your videos are there for everyone to see, and you're clearly trying to play by the rules. Keep making them!

Feb 24, 2022 journeyman2 · 20730

I don’t think Make the Call works with Knowhere. Knowhere requires you to play the ally and Make the Call puts the ally into play. Using leadership allies to thwart and stay in alter-ego longer to build up counters makes sense!

Feb 24, 2022 rstorcdk · 4749

@InigoMontoya Appreciate it man. There's a Lot of things to keep track of. I sure will :)

Feb 24, 2022 rstorcdk · 4749

@journeyman2Hi there. You could be right. Might have to check up in that. Nevertheless you can still use Regroup :)

Feb 24, 2022 Mansell · 1

I wouldve played a lot more controlish but I learned much from your video (not every minion needs to be killed and not every villain upgrade needs to be removed). It felt like your burst came all of a sudden but it made sense when I rewatched it.

Feb 25, 2022 Fry · 233

Playing upgrades that don't do anything right away is the opposite of what people usually mean by a play having "tempo." That said, I tend to agree with your point that it's usually better to play upgrades than deal damage to the villain, unless you're close to winning!

Feb 25, 2022 rstorcdk · 4749

@FryI like to compare playing upgrades/allies to dealing damage to the villain which in return gives you zero tempo. Mostly because I've seen some playthroughs from other players who sometimes just deal damage to the villain and then fall behind. But yeah, I tend to play more controlled :)

Feb 25, 2022 DoubleTrouble · 1

Command Team makes sense. but you actually exhausted yourself when you didn't need to at some point, because you didn't take any damage from the attack ;) But hey, that just shows that your deck can handle more than the villain throws at you

Mar 01, 2022 rstorcdk · 4749

@DoubleTrouble I had to rewatch the video and you're right. Could have won a turn earlier probably :) Thank you for watching