3 Player Heroic Series - Core Campaign - Doctor Strange

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A Platypus Plumber · 86

My group and I recently decided to try completing all the campaigns on heroic. We just finished the core campaign and I thought it would be cool to share the heroes and decks we used to complete each campaign. This is the start of that journey so when we finish each Campaign I will post more decks.

Spider-Man (Leadership) Deck

Doctor Strange (Protection) Deck

Quicksilver (Aggression) Deck

The general game plan was to have the villain stunned and confused every round, blocking an attack and the Scheme activation on Miles. Miles can get massive reward from starting the turn in alter-ego while Doctor Strange and Quicksilver stay in hero to keep threat level down. With Venom Blast, Spider Camouflage and the Invocation Deck you should have no problem getting at least a stun on the villain each round. That being said, the team doesn't have a specific "heavy thwarter" because for most the game the villain won't be scheming, however, all three heroes can do some good burst thwarting if they need to.

OVERVIEW

As Doctor Strange, your main focus is blocking out as many attacks as possible and hopefully be readied for the player phase. As with most Doctor Strange decks, your invocation cards are your best friends. More than likely you will be able to play 2 invocation cards per round and will be negating the damage of at least 3 attacks. You should try to have the villain stunned during another player's turn and use your damage prevention (Subdue,Defensive Stance, Energy Barrier, Forcefield Generator to stop damage for you. When Pinpoint is in play use it to get any non-events you need back into your deck.

KEY CARDS

You are going to want to play for Wong, Cloak of Levitation, and The Sorcerer Supreme with your resource generators coming in behind that. Resources on this deck can be tight sometimes so playing these cards will always be worth it in the long run.

Spiritual Meditation. 2 for 2 card trade. Including this card is player preference.

Unflappable. If you need to defend your another hero unflappable lessens the cost of the exhaust by giving you a card.

Defensive Stance, Energy Barrier, Forcefield Generator. These cards are the best way to stay alive during the villain's activation while not exhausting your hero. If your hero is attacked your goal is to have a way to prevent all or most of the damage coming to you. (Keep in mind that Energy Barrier's damage does not have to go directly back to the attacker.)

The Night Nurse. Prevents Quicksilver from being stunned and ruining his turn.

Subdue. You can use this while the villain attacks you or your friends and it won't count as a defense.

Clea. 2 Cost block (+ 2 damage) for a hero if you need it and can appear multiple times in your deck. Triggers Unflappable

Cloak of Levitation. Another very important card. Gives you aerial to use Ever Vigilant and readies strange every turn.

Magical Enhancements. Play this card on Quicksilver if you have the chance. With his deck and ability to ready himself, the boost will go a long way.

Astral Projection. If your team needs extra thwart these cards can be very good for the 2 resource price.

Master of the Mystic Arts. Buying an Invocation for a loss of 2 cards isn't usually worth it but don't immediately disregard this card. If you see that your team needs the invocation card or you are exhausted then it can be very worth it.

Protective Ward. Canceling bad treacheries in heroic mode is essential. Stopping extra attack/schemes or canceling minions or side schemes from being pulled can save your scenario.

Crimson Bands of Cyttorakn. Stun to stop attack activation to lower the need for defending. Damage is a plus.

Images of Ikonn. Confuse to stop scheme activation so miles can be alter-ego at the end of the round.

Seven Rings of Raggadorr. Stops 3 villain attacks. With 3 tough cards, a stunned villain, and Damage prevention, Doctor Strange can stop 5 or 6 attacks single-handedly.

Vapors of Valtorr. Can changed a stunned or confused to tough making it better than The Night Nurse but isn't always useful.

Pinpoint. After Miles plays Pinpoint with Make The Call, he might not need the ability every turn and you can use it on your protection upgrades or Magical Enhancements to boost Quicksilver more often.

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