Card draw simulator
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Rocket Raccoon Beast gets savage! Er... Salvage | 4 | 3 | 2 | 1.0 |
Inspiration for |
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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.
- The first one is using Beast and Rapid Response repeatedly to pick Salvage out of the discard pile. This enables you to play Battery Pack much more frequently, and ensure you always have a target for your Tinkering ability. Neothechosen first did this a couple of years ago (https://marvelcdb.com/decklist/view/24268/rocket-raccoon-beast-gets-savage-er-salvage-1.0) but only two other decks since seem to have this combo.
- The second one is using Med Lab to cycle Moon Girl. Moon Girl gives great acceleration, and as Rocket needs to be in alter-ego to play her anyway, using Med Lab basically has no disadvantages. I find it a bit astonishing that only @Artrinary sees to have ever published a deck (https://marvelcdb.com/decklist/view/27142/just-rocket-1.0) combining these two cards. These two tricks work well together because Beast, Rapid Response and Salvage are all , and Rocket needs to visit alter-ego regularly to use Tinkering, so it isn't much hardship to focus the rest of the allies around .
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.