Doctor Strange for 3 Players Maria Hill Draw, Draw, Draw [ST

Card draw simulator

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

LCGmarvel · 2

*Defeated Mutant Genesis Campaign (Expert) with Drax and Rocket Raccoon.

Core Multiplayer Strategies

  1. Maria Hill (2) + Rapid Response (2) + Make the Call (0*) + Spiritual Meditation (0)

Maria Multiplayer Super Draw. Play Maria, everyone draws 1. Everybody loves Maria.

Maria chump blocks attack, Rapid Response rezz, everyone draws 1.

Maria Hill in the discard pile? Make the Call, bring her back, everyone draws 1. Rinse and repeat. Cost-effective in multiplayer.

Spiritual Meditation helps to get Maria in multiplayer.

If done correctly with you as first player, your team mates can draw up to 5 cards before they begin i.e. Team mates can have up to 2.2 turns in 1 turn.

Tip: If you're short of 1 damage to kill Maria, use Command Team to ready her.

Tip: Team mates can play Make the Call on Maria Hill in your discard pile to play her. When she dies, it goes back to your discard pile.

  1. Dr Strange + Earth's Mightiest Heroes (0) + Cloak of Levitation (2) + Master of the Mystic Arts (1)

EMH requires an Avenger ally to work. This is why there are at least 5 Avenger allies in the deck. Cycle through your Invocation Deck up to 3x using normal, EMH, Cloak of Levitation. If you can play Master of the Mystic Arts on Winds of Watoom, you can easily draw >6 cards in a turn. Vapors of Voltorr (0) is your main weakness. If there are no status tokens on the board, you can't use it at all. This is where you use Wong or Cosmo to clear the top card of the Invocation Deck. Critical Invocation cards are Seven Rings of Raggador (1) and Winds of Watoom. If you manage to play Seven Rings with Master of the Mystic Arts (Total hand cards discarded : 3) and Dr Strange, you have 6 Tough tokens to distribute among allies in multiplayer. Significantly more powerful than any heal. Master of the Mystic Arts + Dr Strange with Winds of Watoom is an entire 1 more turn.

Only 2 EMH because there are restrictive conditionals; Must have an Avenger + Avenger must be ready. A hand of 3 EMH would be pretty bad in this deck.

  1. Nick Fury (4) and White Tiger (3)

Winds of Watoom draws. White Tiger's draws are dependent on the boss' level but she's cheaper than Nick Fury. At level 3, she's basically free and she lasts into the next round. Rapid Response and Make the Call can be used on these 2, similar to Maria Hill.

Note: White Tiger only draws 1 if the villain does not have stage 2 and 3.

  1. Stinger (1) She does not count towards your ally limit. Keep this Avenger for Earth's Mightiest Heroes to ready Dr Strange.

  2. Wong (3) + Cosmo (1) Useful for getting rid of Vapors of Valtorr. Cosmo is able to thwart without consequential damage and aids in cycling the Invocation Deck. Command Team + Cosmo to cycle through your Invocation Deck and double attack/thwart. Wong is also your healer. Up to 2 life healed per turn with Command Team.

I think Cosmo can be used to discard Mystic if she gets in your deck and you "magically" get her on top of your deck.

  1. MockingBird (3) For countering multiple attacks.
    Stun, thwart, block, Rapid Response, stun, block.

  2. Spiritual Meditation (0) Spiritual Meditation allows you to draw through you deck to find the core cards above. It thins your deck for consistency. Draw 2, discard itself + 1.

If you play Sanctum Sanctorum and you're in Alter-Ego mode, you can target Spiritual Meditation for deck thinning purposes.

  1. Kaluu (2) Cheap Avenger. Play, draw 1 event. Technically, Kaluu costs 1. Almost half the deck are Events (14/40).

  2. Squirrel Girl (2) + Hawkeye (3)

Avengers. Useful for popping Tough on villains and minions. Sometimes, you are just off by 1 or 2 damage.

Hawkeye is useful for weakening minions or killing weak ones instantly.

  1. Command Team (2)

With Command Team, you don't need Get Ready. You can use this on Nick Fury to double attack/thwart. Kill off White Tiger or Maria Hill. Too many Get Ready will clog your deck.

  1. Make The Call (1)

From play, I've noticed I've only used it once per game. It doesn't work at the start of the game with few resources, no discard pile and your aim is to setup. Its power is fantastic for bringing back cards from the discard pile but you're probably not going to use at the start. If you draw 2 MTC's in your hand, they just become resources.

Edits

  • Removed Vision (4) and Falcon (4). Too expensive for the costs, even though they are Avengers. If you have high-costs allies (4 and greater), you can use Summoning Spell to cheat them into play.
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