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The Best Deck for Doctor Strange
Marvel Geekdom > Blog > Gaming > The Best Deck for Doctor Strange
Gaming

The Best Deck for Doctor Strange

Josh
Last updated: 2022/12/16 at 3:25 AM
By Josh Published December 16, 2022
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A strong support character for any team, Doctor Strange can either deal damage or boost teammates in Marvel’s Midnight Suns. Where Stephen Strange really shines is in his ability to boost himself and his teammates while leaving most of the damage to other characters. An effective deck will highlight Doctor Strange’s healing capabilities without removing all damage capabilities.

Table Of Contents
Winds of Watoomb+ Keeps Enemies Back Agamotto’s Gaze+ Boosts Doctor Strange’s Attack Damage Blessing of the Vishanti+ Helps Other Cards in the Player’s Hand Axe of Angarruumus+ Hinders the Enemy Greatly Shield of the Seraphim+ is the Perfect Support Card Seven Suns of Cinnibus+ Helps in a Pinch


Marvel’s Midnight Suns allows characters to stand out individually. However, teamwork is the name of the game here. A considerable aspect of the title is building relationships that create more potent abilities and allow characters to assume roles that benefit each other. This build for Doctor Strange is not the only option but lets Stephen Strange shine while helping the other team members succeed.

RELATED: Marvel’s Midnight Suns: The Best Deck for Magik


Winds of Watoomb+ Keeps Enemies Back

Winds of Watoomb Doctor Strange Marvels Midnight Suns

For attack, players will want to run with two copies of Winds of Watoomb+. This attack has the added effects of Knockback and Quick. With three Heroism, it gains a Forceful Knockback. This is an excellent ability for areas with many obstacles or characters who can create drops while keeping enemies further away from Doctor Strange. This card will also generate Heroism when played.

Agamotto’s Gaze+ Boosts Doctor Strange’s Attack Damage

Agamottos Gaze Doctor Strange Marvels Midnight Suns

Moving on to skill cards, Agomotto’s Gaze+ is a must-have to boost a team, and players will want to run two copies in a deck. Agomotto’s Gaze+ draws the last two attacks played and gives drawn attacks an increased 59 damage until played or discarded. Players also get to start the next turn with four card plays. In comparison, the attack boost may not seem like much, but it can be exactly what’s needed to push enemies into a KO. When characters have cards that can offer continuous hits upon every KO, every extra bit of damage can help. This card will generate two Heroism when played.

RELATED: Marvel’s Midnight Suns: The Best Deck for Ghost Rider

Blessing of the Vishanti+ Helps Other Cards in the Player’s Hand

Blessing of the Vishanti Doctor Strange Marvels Midnight Suns

Every hero card in the player’s hand gains 59 damage for the rest of the mission when Blessing of the Vishanti+ is drawn. Like Agamotto’s Gaze+, this card is a must-have for Strange as a supporting character. With both skill cards, active attack cards can gain over a 100-point boost, making what would individually be a slight boost into a significant one. Playing Blessing of the Vishanti+ will add two Heroism.

Axe of Angarruumus+ Hinders the Enemy Greatly

Axe of Angarruumus Doctor Strange Marvels Midnight Suns

After wrapping up skill cards, Axe of Angarruumus+ is the first card players will want when choosing Heroic cards for their deck. While the skill cards focus on boosting teammates’ attacks, this card will help weaken the enemy instead. Axe of Angarruumus+ applies Weak and, if enhanced with four and six Heroism, will cause 177 points of damage. Weak is a powerful status effect, reducing offense by 50% and thus helping keep allies taking tank hits alive. It only costs two Heroism to play this card.

RELATED: Marvel’s Midnight Suns: How to Unlock Every Word of Power

Shield of the Seraphim+ is the Perfect Support Card

Shield of the Seraphim Doctor Strange Marvels Midnight Suns

One of the best support cards in the game is Shield of the Seraphim and should be in every deck for Doctor Strange. This powerful card applies one resist to Doctor Strange and all allies, cures everyone, and when enhanced with six Heroism, adds another Resist. This means that characters can be fixed of any status effects while gaining protection from the next two attacks. Slightly more than the average heroic card, costing three Heroism, even if players do not have the six required for the enhanced effect, Shield of the Seraphim is still a potent card that could provide the push needed when in a tough spot.

Seven Suns of Cinnibus+ Helps in a Pinch

Seven Suns of Cinnibus Doctor Strange Marvels Midnight Suns

The final card to round off Doctor Strange’s deck, Seven Suns of Cinnibus, takes a step away from support to deal some damage. Each enemy in the card’s area of effect will be damaged, and if four, six, or eight Heroism is possessed, an additional 118 points of damage will be inflicted on them. While having multiple cards to help allies when using Stephen Strange as a supporting character, it is essential to ensure he can still output a good amount of damage when needed, should he be locked in a corner.

Some of the Heroism cost may seem high for the enhanced effects of Doctor Strange’s cards, but this is where his passive comes into play. When upgraded to Greater Good II through the friendship system, there is a 50% chance that 2 Heroism will be generated each turn. Not only can this help them quickly gain the enhanced abilities of their cards, but it can also help bolster allies. Doctor Strange is a potent option if a player wants robust support in the game.

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