Put one extra tap in 'em - Rocket Raccoon Solo Aggression

Card draw simulator

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jrec15 · 152

Just finished taking this deck through Standard GMW and finally got it to a place where I was happy with it.

The main thing to point out is I did NOT try to solely focus him as a minion killer or an excess damage to the max type killer. I see a lot of decks doing this. While it definitely is thematic and leans into some of Rocket's strengths, I just don't think it fully works in solo. Minions in GMW just aren't common enough to build an entire strategy around. In multiplayer, absolutely go nuts with the minion related events/supports/upgrades. For solo, I went for more consistent use that is still going to commonly result in excess damage. The key here is to aim for that ONE EXTRA TAP to get your card but try not to waste damage past that. Rocket has learned to control that temper of his and not go TOO crazy.

NOTE I play all GMW rules except I exclude the Kree Supremacy side scheme for Ronan - I feel this deck will have a much higher failure rate with Kree Supremacy included, but that's kind of par for the course with aggression solo. A 9 threat Hazard on setup is gonna be tough for any solo build that isn't Justice.

Strategy:

Rocket's priorities are somewhat mixed between thwarting and attacking, with a preference towards thwarting. This means Thruster Boots is a key upgrade, and I've Got a Plan is a great event to make use of. The power stone in nebula/ronan helps him thwart even more. However, his base attack is still solid with Cybernetic Skeleton, Combat Training, and/or Hand Cannon, and a lot of times it makes sense to attack to get someone in excess damage territory.

Still, your main fire power is going to be from Rocket's weapons and Drop Kick/Piercing Strike. Particle Cannon is by far Rocket's best weapon and worth keeping up unless you really need to tinker. The 2 Rocket's Pistols are my next favorite, cheap and easy to use. Hand Cannon is next, I don't like it requires a basic attack but it's still fine for 2 cost to use a few times and possibly tinker. Rocket Launcher is ok if you have to take it, but my least favorite due to high cost, only 2 charges, and depending on minions being around for high value.

You should be able to get the stun/draw kicker on Drop Kick fairly often and it's key to put in the villain. I picked Piercing Strike because it's flexible and tough is common enough in GMW to justify it.

The survival strategy is chump blocking and stuns. I highly recommend Safeguard, Wing It, and Grapple as campaign upgrades. Schadenfreude is a little finicky but this deck has a decent chance of getting value out of it with the extra attack events. I tried Moment of Triumph but found it far too situational, chump blocking and stuns has been way more effective. Endurance is insurance in case you need it. The 2x Target Acquired are also insurance that are almost always a great play in GMW.

Any time you can make it to alter ego is great, tinkering can be really useful to get rid of dead upgrades or even just to cycle a fresh 1 upgrade into different cards. This is a little tough to manage though in GMW, you will be in hero form quite a bit. Wing It as a campaign upgrade helps a lot as a source of confuse.

Edit I ended up swapping Brawn for Spider-Man, in favor of a fist over mental, and Miles being a little preferred due to quicker payoff. In some scenarios it could make sense to drop 1x Target Acquired and play both. Or adding Into the Fray in minion heavy scenarios.

8 comments

Apr 26, 2021 camsimps · 1

This is actually really similar to the deck I just used to beat Nebula. I took it for a spin against Ronan for a few times, and never even came close to taking out his first level. I think I’m going to have to house rule something, because Ronan’s setup in the campaign is just absurd. Universal Weapon, 2 side schemes, the Kree Command Ship. And an extra encounter card if you ended the last scenario with the Power Stone. I was starting the first villain phase with 5 encounter cards once I took out Universal Weapon on my first turn. The unbalanced solo experience in this campaign is really poor design, IMO.

Apr 26, 2021 jrec15 · 152

@camsimps I completely agree with you. If I don't feel I'm playing an absolute top tier deck, my house rule is already completely removing the Kree Supremacy side scheme for Ronan which I feel is the main problem.

With that change I beat him first try with this deck, in a really close matchup where I was down to 1hp. I just feel it's much better balanced this way, the extra 9 threat hazard is way too punishing for solo. This gets him much closer to his difficulty outside the campaign.

I also kind of tend to ignore the extra You Stand Accused! I try to make sure Nebula ends up with the stone but at the end of the day if it's not possible, I hate the idea of punishing myself for Ronan so much, so I just don't do it.

Apr 26, 2021 neothechosen · 10702

Seems cool. I somewhat disagree with the minions not being "common enough" because you can use Looking for Trouble to make up for this, but of course this would change the entire dynamic of your deck so, if it works for you, please don't!

@camsimps and @jrec15, kree supremacy is indeed painful. And it's nothing compared to expert version. Also, the setup for Ronan expert is absolutely ridiculous (3 side schemes, kree supremacy having 11 threaths, one encounter, universal weapon...).

I have strongly mixed feelings about GMW: on one hand, some scenarios have proven to be creative (Collector, Nebula, for instance); on the other hand, the difficulty level excludes playing with friends for a casual experience because even standard is rough, and the whole campaign set the bar so high on thwarting that you have to exclude every aspect except justice (in expert at least).

I just wished they proposed 3 levels of difficulty instead of this. For example, standard Ronan should be just Ronan and Kree Command Ship. It's already considered Heroic for most every other villain! Expert has the extra scheme, cut the power. And a third level, Insane, with all the actual setup. In all cases, the "Kree supremacy" should be optional and for players who wish an extra layer of craziness. AND it should actually reward you when you get rid of it (like destroying the kree command ship or such).

Otherwise it's just really frustrating, impossible to play againts for certain aspects, or certain heroes. In solo at least, I'll admit my play experience is entirely solo until we're out of the pandemic so...

Apr 26, 2021 jrec15 · 152

@neothechosenYea I definitely agree if you're running him as a minion killer solo, Looking for Trouble is needed. However, the minions in GMW are pretty tough, and I'm just not sure the payoff is worth it. That's 2-3 more cards used up, there's a chance there's not 3 threat on the main scheme, and all said and done you're still going to have some turns when you draw Relentless Assault/Into the Fray and can't use them. I guess GMW has pushed me to favoring consistency as the best way to reduce failure rate in solo. But it seems fun enough for possibly RoRS or other scenarios.

Agreed on your thoughts on GMW. I've found my house rules make it more enjoyable for me. I plan to also try an expert like mode where I play with only standard challenges, still exclude Kree Supremacy for Ronan (which is frankly ABSURD on expert), but still run the other expert setups/villains/encounters/health penalty/deck lock. Should still up the challenge significantly and be more fun.

Apr 26, 2021 camsimps · 1

@jrec15 I really hate house ruling things, but I think the designers have left us no choice here. I'm going to tweak my deck a bit based on what you have here, (like I said, my deck was already really similar to this build to begin with), and then give it a try with the only house rule being that I get to completely cherry pick my opening hand. If Ronan gets an absolutely insane setup, then so should I. If that doesn't work, then I'll probably go with eliminating Kree Supremacy.

Apr 26, 2021 neothechosen · 10702

@camsimps

Same here, I don't house-rule... usually. However, in this particular case, where maybe 2 or 3 heroes will manage to pull through one time out of a hundred and only 1 aspect seems to fit...

I don't like the idea that 90% of my collection is useless. If I wanted that feeling, I'd pick up playing Magic The Gathering lol.

May 08, 2021 camsimps · 1

After too many failed attempts to count, I was finally able to take down Ronan (stand-alone, not campaign) using a slightly tweaked version of this deck. I swapped out Groot for Bug, since he’s cheaper and another target for Power of Aggression, and I swapped out the 3 copies of Piercing Strike for Into the Fray instead. The high HP minions in the Kree Militants set proved too much to handle without it. I also added a copy of Down Time. The only house rule I had was that no more than 3 encounter cards could be revealed per villain phase.

May 08, 2021 jrec15 · 152

@camsimps Nice job! And cool swaps. I avoided Bug simply because I was trying to avoid needing basic attacks, but no denying he's still a useful ally. Into the Fray was definitely my favorite event that I left out and can see it being worth it in minion heavy scenarios.

Missing some of the survivability campaign upgrades like: Wing it, Grapple, Safeguard probably makes this still pretty tough outside of the campaign. Though in the campaign of course Pincer Maneuver/Kree Supremacy side schemes will make things very difficult. Which is why I've been happier since I stopped including Kree Supremacy :)