Rocket's Rapid Beast Moon Lab

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Rocket Raccoon Beast gets savage! Er... Salvage 4 3 2 1.0
Inspiration for
None yet

adsarf · 494

Deck concept

This deck is built around a couple of tricks that Rocket can do which don't seem to have been used in as many decks here on MarvelCDB as you might expect.

Card choices

The allies are chosen because they are and either help card draw directly, or give access to alter-ego, so that's straightforward.

When Beast and Salvage are putting a card on top of the deck, we need options to draw that card. "Murdered You!" is one, and some of our allies can help, but Avengers Mansion will always do the trick, and since this deck has such ludicrous card draw (hand size 6, draw 2 with Tinkering, draw 3 more with Moon Girl, draw another 3 with Nick, and you still aren't necessarily done...) it is not too expensive.

C.I.T.T. plays almost the opposite role, as it is there to mop up spare resources at the end of the turn.

Command Team is not but I think it is still useful. When Med Lab brings Moon Girl into play exhausted, Command Team can ready her, meaning that she can be defeated by consequential on the very next turn, as soon as Med Lab itself is ready again. That ensures the highest possible tempo of your Moon Girl plays.

I think the rest are self-explanatory.

Playing the deck

The goal with this deck is to set up a steady pace swapping from Hero to Alter-Ego, playing Moon Girl every other turn and Beast whenever we need another Battery Pack. That gives us a metric ton of cards, which we can recycle into upgrades, supports, and allies to defeat the villain. Couldn't be simpler really.

We need Med Lab and Moon Girl to get this going, but both are very cheap so you should be able to get the down as soon as you see them and hopefully, if it is Moon Girl you see first, keep her in play until Med Lab comes long. Beast is not so important in the early turns, as you will need a little while to get some targets into play for Battery Pack's charge counters.

With three weapons in play and a good supply of counters for them, you should be able to end the game even if Rocket lacks big, closing attack events. Rocket and his allies have lots of thwarting power, so the game shouldn't escape your control.

How to lose with this deck

Rocket is squishy before you get Cybernetic Skeleton down, so make sure to have allies to hide behind. There's also comparatively little by way of Confuse effects in this deck, which can make a frequent-flipping style a bit risky. Rocket and his allies thwart so powerfully, though, that I think that's only a risk in certain scenarios.

Conclusion

I think these are two great ideas that work well together and deserve further consideration by the community. Hopefully I've at least started to make a case.

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