Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Beekayboy · 115
Doctor Strange doesn't need much help being powerful. This deck isn't trying to fix him — it's built to let him do what he already does best as often as possible.
Never Stop Casting
The Invocation deck is the heart of Doctor Strange, so the goal is simple: keep Stephen ready. Cloak of Levitation gives you the first extra activation. What Doesn't Kill Me heals the damage you're taking while readying Strange for another use of Spell Mastery. Once the Cloak gives you Aerial, Ever Vigilant adds another ready while clearing threat.
With the right setup, Strange can fire off three Invocations in a single turn. Considering what those Invocations do, that's as ridiculous as it sounds.
Take the Hit
You don't always need to defend.
Momentum Shift, What Doesn't Kill Me, The Night Nurse, and the rest of the deck's recovery tools let Strange absorb damage and repair it afterward. Every attack you can safely take without exhausting is another opportunity to use Spell Mastery on your turn. Healing isn't the end goal. Keeping Strange available is.
Keep the Magic Flowing
Energy, Genius, Strength and The Power of Protection help provide the resources needed to keep playing cards while the Invocation deck does the heavy lifting.
Meanwhile, Wong, Brother Voodoo, Clea, Echo and Iron Fist provide utility and bodies without changing what the deck is trying to accomplish.
Get the Cloak of Levitation into play as soon as reasonably possible. It doesn't just ready Strange — it also unlocks Ever Vigilant and turns an already absurd Invocation engine into something considerably worse for the villain.
By the Hoary Hosts...
Don't overcomplicate Doctor Strange. Stay in Hero form when possible. Take the damage you can afford. Heal it back. Generate resources. Ready Strange.
Then cast another Invocation.
And another.
The villain brought an encounter deck. Doctor Strange brought his own.