Card draw simulator
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None. Self-made deck here. |
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None yet |
Enemy Bird · 29
Don't let the hero identity fool you. This is a Rogue deck. It's her squadron, after all.
Everything in this deck centers around the Rogue ally. The deck's core cards are Rogue, C.I.T.T., Protective Training, Honorary Guardian, and Game Time. In late game, with everything in play, Rogue can activate multiple times absolutely clearing out schemes or swing for 15+ damage. However, she needs help from the other members of the squadron to get there!
Allies in this deck provide some combination of card draw (enabling you to find key cards faster) or stats (for Rogue to steal). Most are pretty straightforward, but Deadpool and Lockjaw have some fun interactions. Deadpool is essentially a renewable source of stats for Rogue. Have Rogue drain his first 2 HP and then Deadpool can lose his last one to consequential damage, healing himself to full. This adds an acceleration token, but the game is normally won shortly afterwards. Lockjaw works well with the deck's many resource cards. This deck isn't' very expensive, but it wants card draw and resources to quickly play key cards. The result is an occasional resource flood. Lockjaw provides a good resource sink and and Rogue effectively gets a "free" stat steal from him, due to his HP.
Rocket plays more of a supporting role than he's used to, but his hero and alter-ego actions both give him valuable card draw. In your first deck pass, don't be afraid to Tinker out a partially used weapon upgrade to put a key card into play. The deck has plenty of resources to draw back into his weapons later. In the spirit of being an ally in this "Rogue deck," don't be afraid to have Rocket face tank either. This deck's victory condition is a fully-powered Rogue and you cannot afford to block with her. Rocket's Cybernetic Skeleton and a second copy of Honorary Guardian gives him decent HP he can rely on when you lack other blockers.
That's about everything. This deck has a simple plan. Build your board, protect Rogue, and then unleash her to close out the game. I had a lot of fun making and playing this deck. I hope you enjoy it!
2 comments |
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Aug 02, 2025 |
Aug 02, 2025
I've had good luck with Game Time and Protective Training across my play tests. There isn't much you can do if you bottom-deck Rogue, but 2x copies of PT means you're pretty likely to have a copy in play in your first deck pass. At that point, Game Time was usually my card to close out the villain. This deck has 3x copies of GT, so I never had to wait more than a turn to play big Rogue damage once everything was set up. C.I.T.T. and HG sorta help too. They don't let you play Game Time, but they allow you to have a big turn with Rogue before PT is in play. Can be good for tempo if a big minion comes out or you need some emergency thwarting against multiple schemes. |
Love the title, Rogue Squadron was a great game!
I looked at including Game Time in my deck, but I worried I wouldn't be able to hit Protective Training enough. Have you been able to use it reliably?