Card draw simulator
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None. Self-made deck here. |
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None yet |
Castlefrank47 · 755
Obviously with the name of the deck "Come Get Me, Bub!" is going to be a vital piece and we're going to use it to power Rockets hero ability.
Rocket loves minions and now we have a card in Protection to summon some for him. This deck revolves around dealing excess damage to minions, generating card draw and tinkering in AE/repurposing in hero.
To get setup we want Thruster Boots out which gives him +1 thwart and aerial. We're not going to be doing a ton of basic attacking until we have those big repurpose turns so the thwart helps keep threat down. The aerial is important so we can play Ever Vigilant which gives us an extra ready and on Repurpose turns that can be a game ender.
We also want Ingenuity as it's an extra resource.
Knowhere is key even though we only have 3 Guardian allies. Starhawk is also going to power our card draw engine. With Team-Building Exercise and ingenuity we can pay for him without using our hand then draw a card from knowhere. Attack when you play him, thwart the next turn bouncing him to your hand and then play him with the resource generators.
Specialized Training gives us +1 to a stat or 4 extra hp and a card draw for using chosen power. I usually opt for +1 Attack and we get a card draw when we make a basic attack.
Cybernetic Skeleton gives Rocket another +1 Attack as well as much needed 3 health.
With these upgrades out Rocket is now 3/3/1.
We want to play his weaponry upgrades as much as possible. His 3 cost upgrades Particle Cannon and Rocket Launcher are the ones that I like to use for repurpose turns.
His Rocket's Pistol and Battery Pack are cards I like to use and then flip down to tinker and give us huge hand sizes.
Dealing damage with his upgrades still counts as him dealing excess which can generate the card draw. Use come and get me bub to grab a minion, basic Attack it and then use an upgrade preferably particle cannon for the overkill to generate card draw.
We also have Energy Barrier and Forcefield Generator to mitigate some damage as well as be tinker/repurpose targets.
Once Rocket is set up a turn can look like this:
Starting in AE tinker an upgrade to have an 8 card hand flip down and use starhawk's attack/thwart to bounce him back to hand. Play him again to draw another card from knowhere. Basic Attack for 3 and draw another card. Let's say you have particle cannon out, use it to deal 4 damage and then repurpose it putting Rocket up to 6 Attack. Play an ever vigilant to remove 2 threat and ready again, attack for 6 more. This is 23 damage so far not counting allies or other upgrades enough to take out most villains on Expert.
This seems like alot but it's quite easy to get set up. Early game you're doing alot of flipping and thwarting while you get set up. Then once you do go off for a huge turn and reset to do it again. Draw minions out with come get me to heal up, kill the minion before they get a chance to activate and then block the villain attack with your tough.
Brother Voodoo is here for extra thwart and to grab an event such as reload or repurpose.
Martinex provides card draw from knowhere, he can ping toughs and can take a hit for you.
Groot provides the same as Martinex and if you're unable to finish a minion he can absorb those attacks.
Med Team provides healing for Rocket as he can be kind of squishy especially if you haven't gotten your skeleton on him.
This deck is a ton of fun and in my opinion allows you to really lean into both of Rockets hero and AE abilities.
I'd love to hear any feedback or experiences with the deck!
4 comments |
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Sep 27, 2024 |
Sep 27, 2024
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Sep 27, 2024Man, bub and rocket is soo good because of the toughs and minions. I love it!! I would’ve never thought of him as a candidate for bub, but it works soo well!! |
Sep 27, 2024
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Rocket Repurpose (Repurpose Racoon?) is my favorite way to play him, and the addition of Bub is such a good call!