Professional A**hole (SS Thematic Decks)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Rocket Raccoon's Secret Lair - Hidden Base + RFAF 23 16 6 6.0
Inspiration for
None yet

Shooting Sun · 10

NOTE: Decks I build are focused on theme and fun. While I aim for strong performance, I prioritise storytelling, synergy, and cinematic moments. Most decks are tuned for Standard villain difficulty, not Expert.


Ideal For

Players looking for a thematic 2-player Rocket deck to play alongside Groot. Help this trash panda Salvage and Repurpose tech into an explosive chain of attacks / thwarts with all his 'readying'! This deck embraces Rocket's stubborn independence by playing without allies. But the Guardians of the Galaxy from Groot's deck is keeping him alive, and joining the big final charge with with Groot's Blaze of Glory.


Mode & Playstyle

2 Players (paired with Groot Leadership: Ally Swarm + Chump-Blocking - SS Thematic Decks called "We need to protect Rocket!")

Complexity: 3/5

Archetype: Repurpose Combo • Ready Chain • No Ally

Rush ↦ Tempo ↔ Control

A good balance between Tempo and Control. We spend the early game crafting Rocket's arsenal. At almost any moment we can unleash explosive turns through Repurpose and repeated readying. The deck rewards a well-built board - but overusing his alter ego ability 'Tickering' or Repurpose could leave him with little left.


Theme

Rocket insists he doesn't need anyone. He is a self-sufficient, destructive ball of fur. Yet, beneath the sarcasm and ego is someone afraid of losing the people he loves, so he pushes them away. Like the Guardians of the Galaxy movie, this deck is about a selfish prick with a painful past, loved by a family that'll sacrifice themselves for him. He won't admit he loves them too... so, for now, he will remain a 'Professional A**hole'.


Hook

Build plenty of tech upgrades and utilise them as much as possible with Reload. Because once we are bored with them, we will Repurpose them. Not bored of them yet? Charge them up with the Battery Pack we stole, then use that to do some "Tickering"... speaking of which:

Flip to alter-ego regularly:

Use our 'Tickering' ability (Rocket Raccoon) to helps us ramp our key support or upgrades.

Although not vital, get into Defensive Training to return Repurpose, or #armyofone, back into the deck for greater consistency of explosive turns.

Take on player side-schemes like Build Support & Superpower Training:

Thruster Boots & I've Got a Plan helps complete these side schemes.

Playing / clearing side-schemes, also helps to thin the deck to recur key cards regularly.

Repurpose is the heart of the deck. Repurpose Tech upgrades to massively boost our ATK or THW, then chain ready effects from our #ciit, What Doesn't Kill Me, ARMY OF ONE, I've Got a Plan or perhaps just Repurpose again!


Tips for build:

Mulligan aggressively for Ingenuity: it helps build upgrades / support, play low cost events, and in a pinch contributed to #ciit.

With our many readies, I would prioritise Rocket Boots for +1 THW or Cybernetic Skeleton for +1 ATK.

Unless we have plenty of tech or remaining cards we want to play, I dont recommend using Rocket Raccoon's alter-ego ability 'Tickering' prematurely until we draw a new set of hands.

As mentioned, player side-schemes like Build Support & Superpower Training to help us dig for key / remaining supports or upgrades.

When desperate, I 'Ticker' weapons or Battery Pack that have remaining charges; and even my long term upgrades like Rocket Boots or Cybernetic Skeleton. I do it to increase tempo for other upgrades as I know Salvage could return it to my next draw.


Tips for being squishy:

Without allies, the 2nd player's Groot and the Guardians will be our main source of cover.

Energy Barrier will slow damage too: but hold one charge if you can to Repurpose.

Not Energy Shield: it's main purpose is scrap for consistency in triggering Rocket Raccoon's alter-ego ability 'Tickering'.

I didn't mind taking small hits initially, because I wanted the damage to pay the cost for playing What Doesn't Kill Me.

Due to its cost, I did not find myself using Schadenfreude. But his weapons and multiple readying could combo well with this.

Med Team and Render Medical Aid is mostly for Groot and his allies but can come in handy when What Doesn't Kill Me isn't enough healing for us.

Toughs are not vital but are handy: e.g. Shake it Off: although Shake it Off can be helpful for our 2nd player's Groot Hero too. Speaking of Groot, his "We Are Groot" is also helpful.


Tips for Repurpose:

Similar to 'Tickering', Repurpose will break down our builds which can be dangerous in certain situations. So time them wisely or we will be left with little. Hence, don't rush Repurpose. Often our Tech upgrades provide more value staying in play until they can fuel a decisive turn.

Plan well your turn well before we Repurpose any Tech. Coordinate with our 2nd player's Groot because a well timed Blaze of Glory could turn into an unparallel explosive chain of destruction or thwarting.


Storytime

There goes Rocket again — stealing a Battery Pack he swears was his. Something about his next big experiment to Repurpose it. Naturally, it goes wrong. Minions gang up, schemes escalate, and Rocket insists, "I've Got a Plan"… even as everything burns around him.

He fights alone, an “army of one,” blasting through problems with his Rocket Launcher, Rocket's Pistol and whatever scraps he can Salvage on the fly. But his Energy Barrier is diminishing!

Groot knows better then to leave Rocket in his mess. From Knowhere, the Guardians arrive — Star-Lord, Gamora, Drax... Mantis?!? Every sacrifice buys Rocket time.

In return, Rocket foils the villain's schemes, overkills minions and, sometimes, patches up his teammates. All to keep everyone alive long enough for the Guardians to Regroup and unleash one final Blaze of Glory!!!

When the dust settles, Rocket looks around at the family that refused to let him die alone… "I love you guys."


Deck brought to you by: Shooting Sun

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