GN’R - Groot N’ Rocket

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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ClassyRobot · 4012

“I…am Groot”

-TRANSLATED FROM FLORA COLOSSUS-

This deck is paired with a Rocket Justice deck https://marvelcdb.com/decklist/view/28514/gn-r-groot-n-rocket-1.0.

Build up your counters for both your hero ability and Hall of Heroes while controlling the battle. No need to wait for 10 counters to do massive damage, however, as you can ruin a minion’s day with a large basic attack with overkill!

Groot can swing for big damage on demand, immediately becoming a 4 atk hero with Vine Spikes down. You want to make using any of your counters…count…so this deck looks for big basic attacks with the help of Hand Cannon. Combat Training will push that even further in addition to Skilled Strike.

What’s also fantastic with your big basic attacks is flexibility. You may not need that overkill, and may decide to gain a counter from a minion instead of losing it thanks to Root Stomp. That stomp and "I. AM. GROOT!" become free with this deck with Deft Focus and Martial Prowess.

You will be swapping down frequently, thanks to Rocket or your own confusing allies to keep your counters high, which you’ll have access to plenty, especially once Fertile Ground is out.

Groot should avoid blocking if at all possible, although a clutch Vine Shield can be all the difference. Allies should block, and "We Are Groot" is always worth a few counters to fortify the field.

Lashing Vines should only be used in emergencies, as 2 counters is a high cost. Don’t ready every turn, but instead use it if you had to exhaust for whatever reason. Vine Spikes and your cannons only modify one attack! It’s helpful to clear toughs or stuns in a pinch but again with Rocket helping out you shouldn’t have any issue with toughs. The way I determine to use it or not is if I can’t do more than 4 damage (2 damage per counter) I’m not even considering it.

Playing the decks together you’ll want to coordinate who’s flipping down each turn, as both will want to. Stalwart is, as it always is, a problem.

Surprise Attack is definitely a consideration to add with how often you flip, but I prefer the flexibility of Skilled Strike. Similarly Mean Swing can be awkward to utilize so I opted for it’s counterpart. Jarnbjorn helps set up Overkill for Rocket as he also appreciates overkilling enemies. Fluid Motion wasn’t impactful enough in testing and Follow Through is just too expensive for what you get with all the other upgrades needing to come out.

This deck is geared multiplayer. In solo you’ll need to get all your upgrades out ASAP and use your counters liberally, especially to manage threat.

This (and Rocket’s) deck is a bit of a table hog so fair warning.

My current high score for damage in a turn with Groot is 25, but there’s quite a bit more to go if you can get everything at the right time. This deck would also work for Colossus as well.

Thanks for checking this out!

3 comments

May 06, 2023 Sluggie · 4

If you are playing multiplayer and both (all) are planning on the FF method, then it would seem that you are playing for the longer game, so I'd suggest Helicarrier & Avengers Mansion. They both can be offered to self or other player depending on draws for that round. EG: I draw 3 dbl manas and 2x 1+ cost cards, can i plz have your Avengers Mansion draw?

Without any other "funk" to go with Lockjaw, I'd prefer to just run Bug, Marvel Boy & Cosmo (whom your partner currently has) with Knowhere; OR using The Power in All of Us, which would combo paying for above too and the other 'grey' allies.

I kinda balk at Machine Man's innate, as merely paying to get a 1:1 extra return is kinda meh. So I'd drop him for the other baby allies above.

Between Drop Kick & Jarnbjorn, you have a really high RED requirement...have you considered Enhanced Physique as a "pay-it-forward-deck-thinner"?

Another combo is using Jarnbjorn with Mean Swing instead of Skilled Strike, since Jarnbjorn does exhaust to be used and can also still fully function whilst exhausted.

May 06, 2023 ClassyRobot · 4012

Great ideas @Sluggie! Avengers Mansion is always a great pick for multiplayer, and between the two Rocket could find more room to add it (especially if you used Salvage to pay for mansion and can immediately draw that upgrade back if you need it.)

Cheap allies are always welcome so those would be fine substitutes for the good boy Lockjaw. I personally love having an on demand blocker that I can use in an emergency and first use as a fist resource.

Mean Swing is of course better than Skilled Strike but I found inconsistent. Relying on Jarn for it resulted in Jarn being on the bottom of the deck. Ideally you have a Hand Cannon and Jarnbjorn, or just the second cannon, to use one and Swing the other, but it won’t always line up. Skilled Strike can be used turn one, and bump up a single Cannon’s overkill.

May 07, 2023 Sluggie · 4

Yeah, was thinking Jarnbjorn the first choice for Mean Swing, but the 2nd Hand Cannon is a free choice too (as exhausting both won't have the 2nd do anything except +2). But you are correct that Skilled Strike will be unrestricted available for use - even really early on.

And you "could" use both Hand Cannon's AND a Skilled Strike for +6 overkill (2 tokens used) vs +5 overkill (but only 1 token used, which is a +2 later).