Card draw simulator
| Derived from | ||||
|---|---|---|---|---|
| Ant-rapment — Entrapment Series | 40 | 31 | 9 | 1.0 |
| Inspiration for |
|---|
| None yet |
Game Design Raccoon · 5269
Groot-rapment: never run out of growth counters (3+ per turn)!
The Entrapment Series so far:
- Ant-rapment — ft. Ant-Man
- En-Wasp-ment — ft. Wasp
- Spectr-apment — ft. Spectrum
- Groot-rapment — ft. Groot
Overview :
- Play Style: Entrapment every turn. Add 3+ growth per turn.
- Fun: Very High (easily max out growth counters, and use them a lot).
- Difficulty: Low-Medium (easy game loop, but many effects).
- Power level: Strong (Medium+ in solo).
- Recommended Player Count: 1+ (see suggestions at the end).
- Ideal teammate: Anyone who can defend against extra attacks.
This deck has won against Expert Venom Goblin (!!!, with a bit of luck), Zola and Project Wideawake (Sentinel).
Concept :
Generate a minimum of 3 growth counters per turn, and almost never lose any counter instead of hit points! Well...end of the write-up technically... :p
Groot likes to generate growth counters. Entrapment let's you change to alter-ego every turn or so. It also gives you more cards; so more chances to draw your key Groot upgrades to use these counters (and clean your mess with the +2THW of Entangling Vines especially).
Fertile Ground is great because the goal is to always end your turn in alter-ego. It let's you gain +1 counter, and also +1 card that you can immediately use to pay for an Entrapment in your hand!
Use your allies to thwart or, sometimes, take an extra attack activation. And even then, you can use your counters as hp if you really have to.
The Groot-rapment loop:
- The villain schemes, you change to hero form, play Lay Down the Law with Sense of Justice to remove 4 threat, finish resolving Entrapment to deal X damage. Play your turn, then probably go back to alter-ego, and gain 2+1 growth counters, draw 1 card to replay Entrapment.
How to play this deck:
- Mulligan for a way to not lose the main, Fertile Ground, Deft Focus, or Entangling Vines. An Entrapment turn 1 can sometimes be worth it.
- Focus on not losing the main scheme. Under Surveillance, Counterintelligence and efficient thwarting should help.
- Agent Coulson gives you Counterintel., Entrapment or Practiced Plan.
- Firebird is great; Squirrel Girl is borderline OP :)
- Blindfold gives you an extra safety net!
- You'll often take a hit on turn 1. That's okay! In solo, I prefer NOT to defend on turn 1 just so I can thwart 1 on my turn and go to alter-ego (unless you have an ally in hand, but you need to pay for Entrapment too!). In mullti, you can just defend and try to save the growth counters!
- The rest of the time, simply avoid attacks or defend with allies.
- Lay Down the Law is incredible value when you flip every turn.
- Clear the Area is good but also an additional target for Sense of Justice, considering how unplayable "I am Groot" is at the start.
- Entangling Vines's +2THW is so good here. It makes sure you can flip AND you always have growth counters to put into it!
- Vine Spikes and Lashing Vines also are very nice. Vine Shield is almost useless in solo, but can be nice in multiplayer!
- You end the game with 1-2 "I. AM. GROOT!", 1-2 Ground Stomp, and 4+2 basic ATK.
Other cards to consider:
- 3-4 players: +1-2 Skilled Investigator. -1 One Way or Another depending on scenarios and team. +1-2 "Think Fast!" as long as villain thwarts twice.
- +1 Deft Focus? Why not.
- +1 Practiced Plan? Worst case scenario Groot can defend...
- Vigilante Training was very good here for Lay Down the Law, but I cut it so I'm not tempted early game until I see all key upgrades :)
- Heroic Intuition and Heroic Conditioning are nice but too slow imo.
Anyway, enjoy, have fun,
and don't forget to drop a like/fav, it's always appreciated :)
This was supposed to be the last deck of the series, but I came up with at least 1 good (and original enough) extra idea. Each deck has its own little something, but yeah probably 1 (mayyybe 2) left in the series :)