Card draw simulator
|None. Self-made deck here.|
|Healed By Multiple Doctors (Healer Class)||22||19||9||2.0|
|Healed By Multiple Doctors (Healer Class)||0||0||0||1.0|
|Healed By Multiple Doctors (Healer Class)||0||0||0||2.0|
JRise33 · 4018
I've always wanted to make a Healer class in this game, but always found the 3 cost Med Team and Muster Courage cards in Protection were always too expensive to do anything meaningful with.
This deck solves this weakness and is incredibly fun to play both solo and multiplayer.
Here is the concept behind the class:
"Dr Madrox (Aka Multiple Man) has set up multiple Med Teams on Muir Island to consistently heal and toughen-up Spider-Woman and Captain Marvel while they're in battle."
I've tested this deck a lot and it's not long before you have Multiple Med-Teams out, with multiple Tough status cards preventing big swings. Most games I end with full health and almost zero threat on the main scheme.
Here are the keys to success and the rough cadence you should shoot for
Do everything in your power to mulligan and get Multiple Man out on turn one, because getting one = three and this is your engine.
You always want to have at least 2 allies in play early game, because that allows you to cycle through your deck to advance to Phase 2. If you need to burn a Multiple Man on a chump block, go for it.
Also don't be afraid to use Pheromones so you can mitigate damage/threat and flip to alter-ego during this initial building phase to get an extra card.
By Phase 2 you should rarely have to flip and never by Phase 3.
Cycle your deck to find Captain Marvel and your Aspect Resource generators ASAP.
If you burn Captain Marvel in phase one, keep in mind there is a "Make The Call" in your deck to mitigate the risk of losing her early.
Upgrade her with Sky Cycle and Inspired (two of each again in the deck to mitigate risk of losing early). This will turn her into a power house where she can Thwart/Attack for 6 or 3-3 + draw two cards each turn.
Edit - Swap one of the Sky Cycle's with Command Team based on the amazing suggestion from neothechosen who commented below.
Keep Captain Marvel out for the rest of the game. By this point you'll have about 3-4 Allies in play to transition into Phase 3.
Max out Healing and Tough Status cards.
Now that your engine is built, each turn you'll have at least 7 cards in your hand (Sometimes more if you draw into Strength in numbers) which will allow you to pump out serious healing and tough status cards every turn.
Remember to never use a Strength in Numbers on Captain Marvel, because you draw a card anyway using her ability (was making this mistake initially).
You'll likely be in a good position to close out the game, but don't hesitate to bring Nova in at this stage (or even earlier if possible) as his added two damages are a cherry on top.
I've always loved playing a Healer classes in most games I've played, so hopefully my fellow healers out there will appreciate this deck in both solo and multiplayer!