Card draw simulator
Derived from | ||||
---|---|---|---|---|
Drawn and Quartered (Rocket Raccoon Turbo Draw) | 375 | 298 | 57 | 1.0 |
Inspiration for |
---|
None yet |
Footballcoach · 221
A paired deck, meant to be played two-handed solo, duo, or multiplayer alongside Spider-Woman Think Tank: I Set 'Em Up (https://marvelcdb.com/decklist/view/49165/think-tank-i-set-em-up-1.0)
Alternatively, any Justice player who is bringing The Raft will be you're buddy. You might bring it yourself, then bribe the justice player to include it an play it.
Thanks to journeyman2 for the original deck (https://marvelcdb.com/decklist/view/19706/drawn-and-quartered-rocket-raccoon-turbo-draw-1.0), a legendary deck that I've played at least 20 games with. Loads of fun.
A Few Modifications to make it work here
Dropping: Chase them Down, Spider Girl, Marvel Boy, 2x Into The Fray
Adding: another Dive Bomb, another Moment of Triumph, 3x Bring it
Minion Mill
The Raft is a justice card, but Aggression loves it. The general idea here is to abuse the power of The Raft to keep multiple minions in rotation for Thor to clobber for profit.
This profit comes by multiple avenues:
- Rocket draws a card when defeating any minion using excess damage (and you will want to make sure it is excess damage)
- Killing a minion with Honed No Quarter results in 6 damage. Augmented by Follow Through, which usually draws multiple additional Aggression cards into your hand.
- Rocket can draw even more cards on his turn from "Bring It!".
- When overkilling minions using Particle Cannon, damage goes through to the villain, augmented by Follow Through
- Rocket can heal from overkill using Moment of Triumph
- The Raft gains a bonus thwart for each minion "incarcerated"
- Hall of Heroes gets a counter whenever Rocket himself kills a minion, and he can draw even more cards when he flips down.
Raft Shenanigans
So the ideal setup would involve getting minions out and defeated as quickly as possible to circulate them through the Raft. You'll want to use Angela to summon them so you can be at them down. Once we kill the 5th minion, we start to get overflow... A random minion dealt back to Rocket as an encounter card which will ensure he has more targets to murder next turn
The more minions, the better, usually. But as the minion count in circulation climbs, we have even more interesting choices to make. Since The Raft is a Response, we can choose when to activate it. We can be picky with minions (sending those with Tough or Quickstrike or Incite back to the deck discard pile). I originally included "Bring It!" in this deck, and maybe I shouldn't have removed it. But I found that in the late game, I didn't need it, and in the early game it was a dead card.
I Would've Gotten Away With It Too, If Not For Those Meddling Minions and Their Pesky Villain!
The biggest challenge here is going to be Surviving the Villains activations. That's where your contacts, Jessica Drew and her Think Tank come in. The partner deck here is playing Green/Yellow Hybrid, and she has plenty of control. She has no problem facing down the villain with her Forcefield Generators and Energy Barriers. She can Stun/Confuse with Pheromones and Sonic Rifle. The Think Tank also employ Med Teams that can heal Rocket a bit if needed.
In standard mode, I found that Rocket with boosted health from Cybernetic Skeleton could face-tank the Villain and then heal up with Moment of Triumph and Schadenfreude. But In Expert mode, particularly against Stalwart Villains, this didn't work, and I had to find space for more Aggression allies to take the heat off Rocket.