Card draw simulator
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None. Self-made deck here. |
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Schmitty · 485
The Cosmo combo has been around for a bit - use Cosmo's interrupt ability to discard the top card of Strange's Invocation deck to help you filter which invocation you want to use while also letting you get in a free attack. It's the cornerstone of the way I've played Strange in Leadership, with a little bit of Voltron and expendable, blocking allies.
It wasn't until I saw Energy Spear that I wondered what a Cosmo deck would look like outside of blue. Once built up Cosmo can deal six damage (twice) a turn while filtering out your less useful spells in the process. The best part is how easy it is to set up, no need for Honorary Avenger or Sky Cycle.
The Cosmbo
- Energy Spear is what kicked off this train of thought, so it's worth mentioning first. This card has incredible value, being a +2 ATK for only one resource. Piercing is a nice addition, too, but that ATK is what we're after.
- Enraged brings a similar value, but because Cosmo ignores consequential damage when you guess the correct type (which you always will) it's basically another +2 ATK for 1.
- Boot Camp is the most expensive part of this, but it raises the damage floor across the board.
- C.I.T.T. isn't necessary, but allows you to double up your attacks and filtering.
The Crew
The above cards are perfect for Cosmo, but great for most of the ten allies you have in this deck. Marvel Boy, Bug, and Angela all have the guardian trait so they can grab an Energy Spear. Enraged should go on any ally, especially if you think they're going to die within the round. Boot Camp just does work, son. Wasp becomes a 4 ATK beast with even one spent on her.
Remember to play this like a leadership deck. Your allies are there to serve you, taking the hits to keep you alive. You have ten allies and only three spots for friends. You're bound to find a replacement sooner rather than later, especially with all allies except Wong costing 2 or less. the allies don't even have to be optimized, per se - you probably will never use Bug's healing power, but he can still hold a spear and go to town until he meets his inevitable end.
That, uh, didn't sound very leader-like. If you want to be a good friend, you've got your Seven Rings of Raggadorr to help keep them around, which, in turn, keeps you alive.
The Rest
Of course you have your resource suite of Energy, Genius, and Strength. Your The Eye of Agamotto and Quincarrier are permanent s to use however you want, including Blade's after attack payment, Marvel Boy's piercing and ranged ability, and Wasp's entrance fee.
Your draw power is your Mystic suite of Spiritual Meditation and The Sorcerer Supreme. You won't be switching to Alter-Ego often so this will help your longevity.
Lastly, the C.I.T.T. is a swing slot that I just kind of threw in there for my 40th card. There's definitely synergy with Cosmo, but I don't prioritize it. You could replace it with a Magic Attack for more punch. Other notable events are "Fusillade" to exhaust an Energy Spear, In-Betweener, or Press the Advantage to use alongside Crimson Bands of Cyttorak or Images of Ikonn. You could switch it out with Audacity, though I haven't played around with the resource enough to know if it'd be a good switch.
Take note that 35 of your 40-card deck costs two or less to allow you to pay cards from both your hand and your invocation deck.
If you're looking for a few cool Strange strategies, check out:
- Mag's "Tough Enough" Ally Swarm list which was definitely an inspiration for this deck.
- DukeWellington has already successfully made a red version of the above deck with his Tough Enough Boot Camp Doctor Strange.
- Cosmo and Wongda was the first notable Cosmo Voltron deck, while IlEmperatore's INFINITE COSMO is the most recent.
- RolandWright's write up for Strange in his Pass Into The Iris deck is superb.