Card draw simulator
|None. Self-made deck here.|
Saan · 531
The day that Venom got spoiled and I saw Sonic Rifle, I knew it would be insane in good ol' Rocket. Rocket likes flipping down fairly often in order to turn his spent tech upgrades into card draw, and being able to Confuse the villain on demand makes this trivial to pull off. Putting that ability on a tech upgrade itself?
An Extremely Confusing Gun
What makes Sonic Rifle so good in Rocket isn't that you can flip down and trash it for card draw, it's that once you get it out it should have more or less infinite charges. 2 Battery Packs and 2 Salvages for Battery Packs give eternal life to this gun, and Rocket's card draw on either form should cycle the deck fast enough that Sonic Rifle should always have a charge when you need one. I often play 2 player, and once Rocket has it down, it provides enough Confuses for both players easily.
Now, we still want to play our other weapons and kill minions in order to draw more cards (and kill the Villain eventually), and this darn Sonic Rifle takes away one of the Restricted slots we have. Fortunately Venom also gave us Side Holster! What a nice symbiotic horror from space. This enables us to play Sonic Rifle while also having 2 free hands for weapons with more lethality, which is nice, because it has the side benefit of letting us hold more Tech items, which lets us draw more cards.
A Confusingly Low Amount of Justice
One thing that I found while playing Aggression Rocket through the GMW campaign (paired with his best bud, Protection Groot) is that I basically never wanted to use Rocket's basic attack. First of all, it's only 1. Sure, Cybernetic Skeleton eventually might make it 2, but that's beside the point, mainly because Rocket can boost his Thwart to 3 natively as well with Thruster Boots. Heroic Intuition boosts it to 4, and at this point I've Got a Plan hits for 5, and you just end up annihilating threat.
Since your basic Thwart action carries so much weight, you don't really need a lot of other cards in your deck to take care of your primary function.
I like card draw, and Rocket likes card draw too. Really, everyone likes card draw. Clear the Area makes the cut, because it removes threat and draws cards. For similar reasons, Skilled Investigator is also great value, since it costs 0 and also draws cards -- potentially quite a few, depending on the scenario.
Seeing as you annihilate threat, Turn the Tide is a no brainer, and has been in basically every Justice deck since the card was printed. I'm only running 2 copies because gosh darn it getting to only 40 slots is hard.
Beyond that, I've chucked a copy of Making an Entrance into the deck. I tried out several cards in this slot, and having a little extra reach on your Thwarting for the cost of 1 just worked out best with the rest of the deck. The extra heal is usually pretty easy to pull off as well, and is a nice perk on top. This is probably the most flexible slot, though, and several cards aren't bad here. If you're playing Solo, you can probably swap this out for Turn the Tide and end up being just fine for Thwarting.
The most confusing card in here is probably C.I.T.T. Honestly, I just don't think much of it. It's 2 to play, and then another 2 to use to merely ready your hero. I had another version of this deck in my testing of Sonic Rifle, but I kept running into a problem, mostly in multiplayer. Since Rocket's main pull toward Justice is his high Thwart value, if you get in a situation where you are exhausted or get confused and can't thwart that turn, you end up slowly falling behind.
Then I started playing with Drax, and after messing with both Protection and my Aggression deck, I found that C.I.T.T. was actually fairly reasonable with high enough base stat values. However, just throwing C.I.T.T. in the deck didn't solve much, since there were already a lot of valuable 2+ cost things in the deck, and you really want to play a lot of the 1-cost things as well, meaning that it was hard finding the time and resources to both play and use C.I.T.T.
Thus enters The Power in All of Us. This enables you to both play and use C.I.T.T. for a fairly reasonable rate. This also lets the deck have 6 different 2-resource cards to use with it, which is a pretty good percentage of your deck, especially once you have gone through it once. I tried this deck with 2 copies of Power, but running so many resource cards can lead to too many hands where you have 3 resource cards and nothing to do with them, especially the 2nd time through the deck. It's weird, but 1 copy just smooths things out more.
TPiAoU sucks on its own, though, so throwing in a lot of high value (or just cheap cost -- sorry Cosmo) neutral Allies helps make TPiAoU a good draw a good amount of the time. There's 8 targets for it, and once C.I.T.T. is down, it always has a target. So far, I haven't been sad.
Beyond that, I'm playing Down Time, because we already have Cybernetic Skeleton for HP, and being able to REC for more when we flip to convert Tech upgrades into cards adds more value to the flip. Booster Boots aren't really here so much for their damage protection as they are here because I wanted another cheap Tech upgrade that I could trash for cards.
I'm Confused Why You Didn't Include...
So the original version of this deck had Swift Retribution in it, which kinda makes sense, seeing as you're confusing the Villain, so the Scheme never actually occurs. This is more or less fine, but just not that good in Rocket, who wants to flip fairly often. If you burn a Confuse to do 4 damage, you're not going to have that Confuse for when you flip down to Recover/draw, so effectively you're still going to have the Villain scheme, you're just delaying it. I'm sure there's a deck where you try and stay in hero form as much as possible and use your Confuse effects to play Swift Retribution, but I don't think Rocket is the deck for it. With Retribution at 1 cost and a scheme activation, I'd much rather just play Turn the Tide.