Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
eroush · 2793
Doctor Strange becomes a one man mobile army surgical hospital for a multiplayer table taking big hits from boosted enemies.
Alongside Med Team and Night Nurse, I put in Second Wind, which I don't think I'd ever played before. With Eye of Agamotto, the good doctor can hit the mental resource kicker to heal an identity (so hero or alter-ego) for 5 in one shot. Less efficient resource wise than Med Team (3 for 6), but you get it all in one shot avoiding a hero going to alter-ego. It also heals a character in AE who has been exhausted from some unfortunate encounter card effect. Sometimes it's opportunity cost in game tempo, not the card cost curve alone. Besides, you gotta spend those cards drawn with Winds of Watoomb on something.

However, if heroes flip to alter-ego, Dr. Sinclair and Jarvis are both on hand to tend to improved recovery and remove status cards.
Besides healing, Muster Courage hands out tough status cards to prevent incoming damage. Minions can also be Pinned Down to neutralize smaller attacks.
Army of One provides another ready with Cloak of Levitation to perhaps exhaust Dr. Strange three times to activate his invocation deck. Even with Wong in play to cycle the Invocation deck, Army of One is still worth 2 resources, in my opinion.
This is a strict multiplayer deck, Doctor Strange won't thwart or attack enough, even with his Invocation deck, to manage many scenarios. He's just here to help.
