Doctor Strange
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Doctor Strange

10 HP5 Hand Size17 Decks Analyzed
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Energy
Energy
Resource Basic

Max 1 per deck.

100.0 · 17/17 decks
Genius
Genius
Resource Basic

Max 1 per deck.

100.0 · 17/17 decks
Strength
Strength
Resource Basic

Max 1 per deck.

100.0 · 17/17 decks
The Sorcerer Supreme
The Sorcerer Supreme
Upgrade Basic 2

Play only if you have the [[Mystic]] trait. You get +1 hand size while in hero form.

88.2 · 15/17 decks
Avengers Mansion
Avengers Mansion
Support Basic 4

Max 1 per player. Action: Exhaust Avengers Mansion → choose a player. That player draws 1 card.

82.3 · 14/17 decks
Helicarrier
Helicarrier
Support Basic 3

Max 1 per player. Action: Exhaust Helicarrier → choose a player. Reduce the resource cost of the next card that player plays this phase by 1.

82.3 · 14/17 decks
Mockingbird
Mockingbird
Ally Basic 3

Response: After Mockingbird enters play, stun an enemy.

82.3 · 14/17 decks
Nick Fury
Nick Fury
Ally Basic 4

Forced Response: After Nick Fury enters play, choose one: remove 2 threat from a scheme, draw 3 cards, or deal 4 damage to an enemy. At the end of the round, if Nick Fury is still in play, discard him.

64.7 · 11/17 decks
Endurance
Endurance
Upgrade Basic 1

Play under any player's control. Max 1 per player. You get +3 hit points.

58.8 · 10/17 decks
Iron Fist
Iron Fist
Ally Protection 4

Iron Fist enters play with 2 mystic counters on him. Interrupt: When Iron Fist attacks an enemy, remove 1 mystic counter from him → stun that enemy and deal 1 damage to it.

47.1 · 8/17 decks
The Power of Protection
The Power of Protection
Resource Protection

Max 2 per deck. Double the number of resources this card generates while paying for a Protection (green) card.

47.1 · 8/17 decks
Brother Voodoo
Brother Voodoo
Ally Protection 3

Response: After Brother Voodoo enters play, search the top 5 cards of your deck for an event card and add it to your hand. Shuffle your deck.

41.2 · 7/17 decks
Desperate Defense
Desperate Defense
Event Protection 1

Hero Interrupt (defense): When your hero defends against an attack, it gets +2 DEF for that attack. If you take no damage from that attack, ready your hero.

41.2 · 7/17 decks
Down Time
Down Time
Upgrade Basic 1

Play under any player's control. Max 1 per player. Your alter-ego gets +2 REC.

41.2 · 7/17 decks
Hawkeye
Hawkeye
Ally Leadership 3

Hawkeye enters play with 4 arrow counters on him. Response: After a minion enters play, remove 1 arrow counter from Hawkeye → deal 2 damage to that minion.

41.2 · 7/17 decks
Make the Call
Make the Call
Event Leadership 0

Action: Pay the printed cost of an ally in any player's discard pile → put that ally into play under your control.

41.2 · 7/17 decks
Quincarrier
Quincarrier
Support Basic 3

Play only if your identity has the [[Avenger]] trait. Resource: Exhaust Quincarrier → generate a [wild] resource.

41.2 · 7/17 decks
The Night Nurse
The Night Nurse
Support Protection 1

Uses (3 medical counters). Action: Exhaust The Night Nurse and remove 1 medical counter from her → heal 1 damage from a hero and discard 1 status card from it.

41.2 · 7/17 decks
The Power of Leadership
The Power of Leadership
Resource Leadership

Max 2 per deck. Double the number of resources this card generates while paying for a Leadership (blue) card.

41.2 · 7/17 decks
Clea
Clea
Ally Protection 2

Interrupt: When Clea is defeated, shuffle her into her owner's deck.

35.3 · 6/17 decks
Maria Hill
Maria Hill
Ally Leadership 2

Response: After Maria Hill enters play, each player draws 1 card.

35.3 · 6/17 decks
Get Ready
Get Ready
Event Leadership 0

Action: Ready an ally.

29.4 · 5/17 decks
Rapid Response
Rapid Response
Upgrade Leadership 2

Max 1 per player. Hero Response: After an ally you control is defeated, discard Rapid Response → put that ally into play from your discard pile and deal 1 damage to it.

29.4 · 5/17 decks
Squirrel Girl
Squirrel Girl
Ally Leadership 2

Response: After Squirrel Girl enters play, deal 1 damage to each enemy.

29.4 · 5/17 decks
Strength In Numbers
Strength In Numbers
Event Leadership 0

Action: Exhaust any number of allies you control → draw 1 card for each ally exhausted this way.

29.4 · 5/17 decks
The Triskelion
The Triskelion
Support Leadership 1

Increase your ally limit by 1. (This allows you to control more than 3 allies.)

29.4 · 5/17 decks
Armored Vest
Armored Vest
Upgrade Protection 1

Play under any player's control. Max 1 per player. Your hero gets +1 DEF.

23.5 · 4/17 decks
Energy Barrier
Energy Barrier
Upgrade Protection 2

Uses (3 reflection counters). Interrupt: When you would take any amount of damage, remove 1 reflection counter from here → prevent 1 of that damage and deal 1 damage to an enemy.

23.5 · 4/17 decks
Iron Man
Iron Man
Ally Leadership 4

Reduce the cost to play each upgrade on Iron Man by 1.

23.5 · 4/17 decks
Tackle
Tackle
Event Protection 3

Hero Action (attack): Stun an enemy. If you paid for this card using a [physical] resource, deal 3 damage to that enemy.

23.5 · 4/17 decks
Unflappable
Unflappable
Upgrade Protection 1

Play under any player's control. Max 1 per player. Response: After you defend against an attack and take no damage, exhaust Unflappable → draw 1 card.

23.5 · 4/17 decks
Falcon
Falcon
Ally Leadership 4

Response: After Falcon enters play, look at the top 3 cards of the encounter deck. For each treachery looked at this way, remove 1 threat from a scheme.

17.6 · 3/17 decks
First Aid
First Aid
Event Basic 1

Action: Heal 2 damage from any character.

17.6 · 3/17 decks
Haymaker
Haymaker
Event Basic 2

Hero Action (attack): Deal 3 damage to an enemy.

17.6 · 3/17 decks
Indomitable
Indomitable
Upgrade Protection 1

Response: After your hero defends, discard indomitable → ready your hero.

17.6 · 3/17 decks
Inspired
Inspired
Upgrade Leadership 1

Attach to an ally. Max 1 per ally. Attached ally gets +1 THW and +1 ATK.

17.6 · 3/17 decks
Med Team
Med Team
Support Protection 3

Uses (3 medical counters). (Enters play with 3 counters. When those are gone, discard this card.) Action: Exhaust Med Team and remove 1 medical counter from it → heal 2 damage from a friendly character.

17.6 · 3/17 decks
Momentum Shift
Momentum Shift
Event Protection 2

Hero Action (attack): Heal 2 damage from your hero → deal 2 damage to an enemy.

17.6 · 3/17 decks
Vision
Vision
Ally Leadership 4

Action: Spend a [energy] resource → choose THW or ATK. Until the end of the phase, Vision gets +2 to the chosen power. (Limit once per round.)

17.6 · 3/17 decks
Lead from the Front
Lead from the Front
Event Leadership 2

Hero Action: Choose a player. Each character that player controls gets +1 THW and +1 ATK until the end of the phase.

11.8 · 2/17 decks
Luke Cage
Luke Cage
Ally Protection 4

Toughness. (This character enters play with a tough status card.)

11.8 · 2/17 decks
Quinjet
Quinjet
Support Leadership 1

Response: After your turn begins, place 1 time counter on Quinjet. Action: Put an [[Avenger]] ally from your hand into play with printed cost equal to or less than the number of time counters on Quinjet. Then, discard Quinjet.

11.8 · 2/17 decks
Warning
Warning
Event Basic 0

Interrupt: When a hero would take any amount of damage, reduce that amount by 1.

11.8 · 2/17 decks
Wonder Man
Wonder Man
Ally Leadership 2

[star] As an additional cost for Wonder Man to attack, you must discard 1 card from your hand.

11.8 · 2/17 decks
Avengers Assemble!
Avengers Assemble!
Event Leadership 4

Max 1 per round. Hero Action: Ready each [[Avenger]] character you control. Until the end of the phase, each [[Avenger]] character in play gets +1 THW and +1 ATK.

5.9 · 1/17 decks
Avengers Tower
Avengers Tower
Support Basic 2

If each of your allies has the [[Avenger]] trait, increase your ally limit by 1. Action: Exhaust Avengers Tower → reduce the cost of the next [[Avenger]] ally played this phase by 1.

5.9 · 1/17 decks
Defensive Stance
Defensive Stance
Upgrade Protection 2

Max 1 per player. Hero Interrupt: When you would take any amount of damage, discard Defensive Stance → prevent 3 of that damage.

5.9 · 1/17 decks
Emergency
Emergency
Event Basic 0

Interrupt (thwart): When the villain schemes, reduce the amount of threat placed on the scheme by 1.

5.9 · 1/17 decks
Enhanced Awareness
Enhanced Awareness
Upgrade Basic 2

Uses (3 mental counters). Hero Resource: Exhaust Enhanced Awareness and remove 1 mental counter from it → generate a [mental] resource.

5.9 · 1/17 decks
Expert Defense
Expert Defense
Event Protection 0

Hero Interrupt (defense): When your hero defends against an attack, it gets +3 DEF for that attack.

5.9 · 1/17 decks
Hall of Heroes
Hall of Heroes
Support Aggression 2

Response: After you defeat a minion, place 1 glory counter here. Alter-Ego Action: Exhaust Hall of Heroes and remove 3 glory counters from it → draw 3 cards.

5.9 · 1/17 decks
Heroic Intuition
Heroic Intuition
Upgrade Justice 2

Play under any player's control. Max 1 per player. Your hero gets +1 THW.

5.9 · 1/17 decks
Melee
Melee
Event Aggression 3

Hero Action (attack): Deal 3 damage to an enemy. Deal 3 damage to another enemy.

5.9 · 1/17 decks
Preemptive Strike
Preemptive Strike
Event Protection 1

Hero Interrupt (defense): When a boost card is turned face up while the villain attacks, cancel all boost icons ([boost]) on that card. Then deal 1 damage to the villain for each boost icon cancelled this way.

5.9 · 1/17 decks
Relentless Assault
Relentless Assault
Event Aggression 2

Hero Action (attack): Deal 5 damage to a minion. If you paid for this card using a [physical] resource, this attack gains overkill. (Excess damage from this attack is dealt to the villain.)

5.9 · 1/17 decks
Tac Team
Tac Team
Support Aggression 3

Uses (3 attack counters). (Enters play with 3 counters. When those are gone, discard this card) Action: Exhaust Tac Team and remove 1 attack counter from it → deal 2 damage to an enemy.

5.9 · 1/17 decks
Target Acquired
Target Acquired
Upgrade Basic 1

Max 1 per player. Hero Response: After a boost card is turned faceup, discard Target Acquired → cancel that card's boost ability.

5.9 · 1/17 decks
The Power of Aggression
The Power of Aggression
Resource Aggression

Max 2 per deck. Double the number of resources this card generates while paying for a Aggression (red) card.

5.9 · 1/17 decks
Tigra
Tigra
Ally Aggression 3

Response: After Tigra attacks and defeats a minion, heal 1 damage from her.

5.9 · 1/17 decks
Under Surveillance
Under Surveillance
Upgrade Justice 2

Attach to the main scheme. Max 1 per scheme. Increase the target threat value of attached scheme by 4.

5.9 · 1/17 decks
Uppercut
Uppercut
Event Aggression 3

Hero Action (attack): Deal 5 damage to an enemy.

5.9 · 1/17 decks
Valkyrie
Valkyrie
Ally Aggression 3

Response: After Valkyrie enters play, deal 2 damage to a minion (3 damage instead if you paid for this card using a [energy] resource).

5.9 · 1/17 decks