Dr. Strange and his strange immortal allies

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Renatus · 8

dr. Strange and his strange immortal allies is a very fun and strong to play.

First, allies stay always in play : they can not take any amount of damage. Two of them, Blade and Cosmo, after they attack or counteract, take any consequential damage because of their abilities. Indeed, about Blade ´s ability, it can be resolve with Quincarrier, The Eye Of Agamotto, one of your thirteen cards by sign printed or one of your three cards with the sign printed. About Cosmo’s ability, it can be resolved by the invocation deck. About Lockjaw, he can always come back in play with his ability. About Wong, he is only used to play his ability. To increase the fact that allies stay in play as much as as possible, we play as soon as we can The Seven Rings of Ragaddor. The trick with Blade is the tuff status card which is not cancelled when he attacks or encounters because he has not consquential dammage.

Then, our deck is built to play as much as possible the invocation deck and key cards of Dr. Strange. That’s why, There are three Honorary Avenger for Cosmo, Wong and Blade. Thus, we can play our three Aerocycle to play fully Strengh In Numbers and Earth’s Mighiest Heroe ´s. Thus, in one turn we can play potentially all the invocation deck and have twelve cards in our hands (three time for Strengh in Numbers and one time for Wind of Wattomb)

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