Card draw simulator
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Doctor Strange "Tough Enough" Heroic Ally Swarm | 1632 | 1329 | 43 | 1.0 |
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matheusxe · 7
Doctor Strange – Tough Enough Heroic Ally Swarm (Revised)
This deck is a revision of the deck Doctor Strange "Tough Enough" Heroic Ally Swarm originally created by Mag.
The core concept remains the same: leveraging Doctor Strange's strengths with a constant stream of allies to block for him, allowing him to stay in hero form the entire game. With Wong supporting him by cycling cards, Strange can fully focus on using his Invocation deck every turn — you should never need to swap to alter-ego.
This deck trims away situational cards that don’t support the core ally swarm strategy. By generating Tough status for allies, you can effectively create multiple "free turns" where the villain’s activations are completely negated. Combine this with the versatility of the Invocation deck — whether it’s dealing damage, thwarting, or controlling with status effects — and Doctor Strange becomes an absolute powerhouse in both Normal and Expert difficulties.
Doctor Strange doesn't require ramp cards like the Enhanced upgrades, nor does he need recovery or healing. His defense plan revolves around never taking damage in the first place, thanks to a steady flow of allies and frequent use of Seven Rings of Raggadorr. From turn one, Strange is fully operational, and the deck is built to maximize his strengths: powerful invocations and ally management.
Deck Changes from the Original
This revised version removes Heimdall, Iron Man, and Inspired from the original list. These cards were often situational and occasionally felt clunky in hand when the focus should be on board presence and tempo.
In their place, three key additions were made:
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Quincarrier, to offer an additional wild resource generator that supplements the role of The Eye of Agamotto. Having both in play creates a powerful combo of two consistent resources per turn and dramatically increases your chances of having ramp available from the early game.
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The Sorcerer Supreme, which boosts your hand size when in hero form. This not only helps you dig faster for key cards like Rapid Response, Wong, or Get Ready, but also makes your overall game plan smoother and more consistent. Additionally, even when it doesn't draw into an essential card for the current moment, it still serves as a valuable resource generator, making it always useful.
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Ant-Man which serves as a flexible tool. He works perfectly as a cheap chump blocker when needed, but can also stay on the board for multiple turns if you prefer, thanks to his solid stats. This makes him a reliable wildcard, fitting seamlessly into both early defense needs and mid-game pressure.
Core Gameplan and Combos
The same core combos from the original deck remain intact. Get Ready allows Doctor Strange to constantly re-ready Wong, which lets him cycle out less useful invocations like Crimson Bands of Cyttorak and Vapors of Valtorr when necessary. Make the Call brings Wong or any high-value ally back into play, especially after resolving Winds of Watoomb, helping you pay for expensive allies effortlessly.
A standout combo remains the use of Mockingbird: play her to stun the villain, then toughen her with Seven Rings of Raggadorr, block with Tough, block again without Tough, then use Rapid Response to bring her back and stun the villain once more — negating up to four attacks in total. This is crucial in Heroic games where multiple villain activations occur in a single round.
Similarly, the Maria Hill loop with Get Ready and Rapid Response allows for repeated card draw and efficient chump blocking, especially powerful in multiplayer games.
Final Thoughts
This deck stays true to the spirit of the original "Tough Enough" list but enhances it with smoother resource generation, improved card draw, and slightly more flexibility in ally selection. The addition of Quincarrier and The Sorcerer Supreme makes the deck more consistent from turn one, while Ant-Man ensures you always have access to an ally that fits the moment — whether it's an emergency blocker or a steady presence on the board.