Healed By Multiple Doctors (Healer Class)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Healed By Multiple Doctors (Healer Class) 22 19 9 2.0
Healed By Multiple Doctors (Healer Class) 0 0 0 1.0
Healed By Multiple Doctors (Healer Class) 0 0 0 2.0

JRise33 · 4018

I've always wanted to make a Healer class in this game, but always found the 3 cost Med Team and Muster Courage cards in Protection were always too expensive to do anything meaningful with.

This deck solves this weakness and is incredibly fun to play both solo and multiplayer.

Here is the concept behind the class:

"Dr Madrox (Aka Multiple Man) has set up multiple Med Teams on Muir Island to consistently heal and toughen-up Spider-Woman and Captain Marvel while they're in battle."

I've tested this deck a lot and it's not long before you have Multiple Med-Teams out, with multiple Tough status cards preventing big swings. Most games I end with full health and almost zero threat on the main scheme.

Here are the keys to success and the rough cadence you should shoot for

Phase 1:

Do everything in your power to mulligan and get Multiple Man out on turn one, because getting one = three and this is your engine.

You always want to have at least 2 allies in play early game, because that allows you to cycle through your deck to advance to Phase 2. If you need to burn a Multiple Man on a chump block, go for it.

Also don't be afraid to use Pheromones so you can mitigate damage/threat and flip to alter-ego during this initial building phase to get an extra card.

By Phase 2 you should rarely have to flip and never by Phase 3.

Phase 2:

Cycle your deck to find Captain Marvel and your Aspect Resource generators ASAP.

If you burn Captain Marvel in phase one, keep in mind there is a "Make The Call" in your deck to mitigate the risk of losing her early.

Upgrade her with Sky Cycle and Inspired (two of each again in the deck to mitigate risk of losing early). This will turn her into a power house where she can Thwart/Attack for 6 or 3-3 + draw two cards each turn.

Edit - Swap one of the Sky Cycle's with Command Team based on the amazing suggestion from neothechosen who commented below.

Keep Captain Marvel out for the rest of the game. By this point you'll have about 3-4 Allies in play to transition into Phase 3.

Phase 3:

Max out Healing and Tough Status cards.

Now that your engine is built, each turn you'll have at least 7 cards in your hand (Sometimes more if you draw into Strength in numbers) which will allow you to pump out serious healing and tough status cards every turn.

Remember to never use a Strength in Numbers on Captain Marvel, because you draw a card anyway using her ability (was making this mistake initially).

You'll likely be in a good position to close out the game, but don't hesitate to bring Nova in at this stage (or even earlier if possible) as his added two damages are a cherry on top.

I've always loved playing a Healer classes in most games I've played, so hopefully my fellow healers out there will appreciate this deck in both solo and multiplayer!


Jan 16, 2022 FigandFirkin · 1

How is this impacted by the 3 ally limit? Just keep out as many as you can whenever you can?

Jan 16, 2022 FigandFirkin · 1

Ready for Action?

Jan 16, 2022 JRise33 · 4018

@FigandFirkin exactly. In testing - early game would usually be 2 Multiple Man and Captain Marvel (bonus if you get stinger out because she doesn't count against your limit and provides an extra card draw). Then I'd just have 2 Multiple Man, Nova, Captain Marvel and Stinger late game. You honestly don't lose that many allies past turn 2-3. Defend frequently with Spiderwoman because she has a pretty good defense and self-propel is easy to get out on the hero turn to ready her back up.

Jan 16, 2022 JRise33 · 4018

Tried Ready for Action a bit - could definitely toss it in there instead of the extra Sky Cycle or Inspired, but I just find it so OP once you had Captain Marvel boosted with both that I wanted to have them available ASAP.

Jan 16, 2022 BloodVigilante · 20

JRise33! The new Brian-V! The new Dr00! The new Mag! The new KennedyHawk! The new ImpossibleGerman! They're back.

Please keep making decks. These are too good for us LOL.

Jan 16, 2022 JRise33 · 4018

Will do @BloodVigilante! I've really been enjoying just tinkering with decks and this game on weekends. Good way to unplug from work.

Jan 17, 2022 neothechosen · 4863

Like the idea of Multiple Man with Strength In Numbers! Abusing Captain Marvel's power usually comes with Get Ready, or to update with more recent cards, Command Team. Have you considered those?

Jan 17, 2022 JRise33 · 4018

That's a GREAT suggestion with Command team @neothechosen - going to update the deck list now.

Jan 17, 2022 JRise33 · 4018

@neothechosen how do I update the decklisk? I just tried to do that, but it just posted a new deck?

Jan 17, 2022 neothechosen · 4863

@JRise33 lol, yeah it does that. I've been burned before! :) I don't think there's a way around it.

I also used to play Inspiring Presence with my version of this deck, gets you more uses out of your all-star Capt. Marvel. And Call for Aid to get her out faster.

Of course, at some point, you gotta make choices to meet the 40 cards limit (I usually don't go above it.)

Jan 17, 2022 JRise33 · 4018

Do you have a link to the deck you've been using? Would love to check it out @neothechosen

Jan 17, 2022 neothechosen · 4863

Got it here: marvelcdb.com

Fair warning: it's been a while and it is outdated. I wanted to buff Captain Marvel and Warlock for infinite use with the heals (Warlock's own and Med Team).

Also, I had made a mistake (cannot attach Power Gloves to #warlock, not an avenger). Lol, typical me!

Apr 02, 2022 bloki · 8

Well, this paired with Scarlett Witch just obliterated Taskmaster without breaking a sweat. We're not worthy!