Card draw simulator
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None. Self-made deck here. |
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Dirius · 178
Straightforward Rocket deck that has two main components to its strategy:
1. TECH CYCLING
Leo Fitz and Jemma Simmons are some new neutral supports with Agents of SHIELD that pull tech cards from your deck and make them cheaper. All of Rocket's identity-specific upgrades are tech. Once the tech is in play, you can shoot it at enemy minions (brought into play from "Come Get Me, Bub!") and then toss it away either with Repurpose or Tinkering in alter-ego. Salvage lets you do this again and again. In the scenario of a turn with Leo and Jemma already in play, you can pull a tech with leo, like Battery Pack, play it for free, use it, and then tinker it away, netting you 2 cards and a charge counter for free each alter-ego cycle!
2. SCHEMES (thwarting them, that is)
With Thruster Boots in play, Rocket has 3 THW. The rest of the events load up on Ready effects to turn Rocket into a thwarting machine. Again Repurpose is of particular note because of how assured having a tech is, thanks to Leo. With all that thwarting, it's possible to handle Player Side Schemes in a single turn, so the full gamut of neutral side schemes can be run to help get key upgrades and Leo/Jemma into play. Astonishing X-Men is cool to synergize with all the minions from Come Get Me Bub, offering a pause button and a chance to go find a Rocket Launcher if things get out of control.
Despite the low HP, Rocket is surprisingly durable with his tough statuses, forcefield generator, and burst healing from Schadenfreude.
Other Stuff
Groot, Gamora, and Moon Girl are all very efficient neutral allies. This deck has lots of , so in alter-ego, the GENIUS, Rocket, has the luxury of running Moon Girl and Ingenuity.