Doctor Strange
Playstyle: Balanced · Complexity: 5/6 · Marvel
Who is this character?
A spell-slinger: prepare spells onto the Book of Vishanti and cast them at the right moment – power through preparation.
How to play Doctor Strange
If after roll 1 5× Amulet for All-Seeing Eye! are reachable. Keep 5× Amulet and reroll all dice not needed, aiming at All-Seeing Eye! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Wand of Watoomb. All-Seeing Eye! deals a documented 16 damage, so the 5 committed dice stay on the table.
If after roll 1 4× Amulet for Wand of Watoomb are reachable. Keep 4× Amulet and reroll all dice not needed, aiming at Wand of Watoomb (4 dice). If fewer than 4 matching dice remain after roll 1, switch to All-Seeing Eye!. Wand of Watoomb deals a documented 11 damage and bypasses the defence roll and applies Crimson Bands, so the 4 committed dice stay on the table.
Universal Awareness (4× tome) deals 0 damage but loads Déjà Vu + 2 Premonition + a spell from the discard – the best 'wasted' turn in the game.
Casting damage spells before a replacement is on the Book – then Mystic Bolts fire without a bonus.
Burning Déjà Vu on marginal improvements instead of failed 4× amulet chases.
Strengths
- Augury: 8 damage from just 4 symbols plus Déjà Vu (redo an entire roll phase)
- Wand of Watoomb: Crimson Bands + 5 undefendable + up to 2 spells
- Crimson Bands locks enemy cards for an entire roll phase
- Premonition makes card income plannable
Weaknesses
- Cloak of Levitation only prevents about 1.33 on average – the amulet counter is damage, not prevention
- Complexity 5: bad spell management = wasted turns
Key attacks
- AuguryBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 2× 📖 Tome + 2× 🧿 Amulet is missing after roll 1 (46% across all three rolls); otherwise you give up an already safe route.
2× 📖 Tome + 2× 🧿 Amulet · 8 damage
- Universal AwarenessSetup
Setup attack: places effects that later turns rely on.
Play it early while turns remain for the effect to pay off – as the last action of a close game Universal Awareness deals no damage.
4× 📖 Tome
- Astral IncursionStandard route
Reliable damage route for turns without special setup.
Take it as soon as 1× 🌀 Mandala + 1× 📖 Tome + 1× 🧥 Mantle + 1× 🧿 Amulet is mostly on the table after roll 1 (63% across all three rolls): safe damage beats rerolling working dice for a harder route.
1× 🌀 Mandala + 1× 📖 Tome + 1× 🧥 Mantle + 1× 🧿 Amulet · about 8 damage · crimson bands
- Mystic BoltsBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of Small straight (4 in a row) is missing after roll 1 (59% across all three rolls); otherwise you give up an already safe route.
Small straight (4 in a row) · about 9 damage
- Wand of WatoombControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (10% across all three rolls): the effect beats a few extra damage points there.
4× 🧿 Amulet · about 11 damage · crimson bands
- BindingControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (46% across all three rolls): the effect beats a few extra damage points there.
2× 🌀 Mandala + 2× 🧥 Mantle · 9 damage · crimson bands
- All-Seeing Eye!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× 🧿 Amulet (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× 🧿 Amulet · about 16 damage
Key statuses & resources
- Spells (Buch von Vishanti): 5 spell cards with prepare and cast effects: Flames of Faltine (+damage, starting spell), Bolts of Balthakk (direct damage), Vapors of Valtorr (healing), Chains of Krakkan (Crimson Bands), Rings of Raggador (Premonition). 1 prepare per turn. From hand (once per turn), Universal Awareness and Wand of Watoomb also from the discard pile. Cast only via abilities (Mystic Bolts, Wand, ultimate): always keep at least one damage spell prepared, or your best turns cast into nothing.
- Déjà Vu / Premonition: Déjà Vu (max 1): end the offensive roll phase and start it COMPLETELY over. Premonition (max 3): draw extra cards in income. Augury, Universal Awareness, Rings of Raggador. Déjà Vu when the big turn (4× amulet) is not there after 3 attempts – even AFTER opponents altered your dice.
- Spells (Buch von Vishanti): From hand (once per turn), Universal Awareness and Wand of Watoomb also from the discard pile.
- Spells (Buch von Vishanti): Cast only via abilities (Mystic Bolts, Wand, ultimate): always keep at least one damage spell prepared, or your best turns cast into nothing.
- Déjà Vu / Premonition: Augury, Universal Awareness, Rings of Raggador.
- Déjà Vu / Premonition: Déjà Vu when the big turn (4× amulet) is not there after 3 attempts – even AFTER opponents altered your dice.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- AuguryNormal
- Dice requirement:
- 2× 📖 Tome + 2× 🧿 Amulet
- Damage/healing:
- 8 damage
- Universal Awareness
- Dice requirement:
- 4× 📖 Tome
- Damage/healing:
- Not sufficiently verified
- Astral IncursionNormal
- Dice requirement:
- 1× 🌀 Mandala + 1× 📖 Tome + 1× 🧥 Mantle + 1× 🧿 Amulet
- Damage/healing:
- about 8 damage
- Key effects:
- crimson bands
- Mystic BoltsNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- about 9 damage
- Wand of WatoombUndefendable
- Dice requirement:
- 4× 🧿 Amulet
- Damage/healing:
- about 11 damage
- Key effects:
- crimson bands
- BindingNormal
- Dice requirement:
- 2× 🌀 Mandala + 2× 🧥 Mantle
- Damage/healing:
- 9 damage
- Key effects:
- crimson bands
Ultimate
- All-Seeing Eye!Ultimate
- Dice requirement:
- 5× 🧿 Amulet
- Damage/healing:
- about 16 damage
Defense
Cloak of Levitation The defense roll is made whenever you are attacked. On average it prevents about 1.33 damage. The prevention depends on the roll. Cloak of Levitation: 2 dice – mantle prevents 2, mandala 1 – pure prevention about 1.33 on average. The amulet counters 3 (damage, not prevention), tome grants Premonition. Your defense is control: Crimson Bands before the enemy card turn.
Special mechanics
- Book of Vishanti: spell prepare and cast Board mechanicFive spell cards, 1 prepare per turn, casting only via Mystic Bolts, Wand of Watoomb and the ultimate. The printed card values are not fully verified publicly; the modelled cast of about 3 damage equivalent is explicitly an estimate and not a rules value. · Maximum: 5
- Crimson Bands as a card lock Token mechanicAt most 1 marker: the affected player plays no cards for an entire roll phase. Sources: Binding (about 46%), Wand of Watoomb, Astral Incursion (conditional). Passives and status markers stay untouched. · Maximum: 1
- Premonition as a card engine Token mechanicUp to 3 tokens, redeemed during the income phase for 1 card each. The supply feeds spell preparation directly. · Maximum: 3
- Déjà Vu: restart the roll phase Token mechanicAt most 1 token; lifts a 45.5% route like Augury to about 70% overall chance and rescues failed 4x amulet chases. This reachability only applies situationally with a banked token and does not replace a fixed 5-dice chance. · Maximum: 1
- Cloak of Levitation: prevention and counter separated Mechanic2 defense dice: mandala prevents 1, mantle prevents 2, amulet counters 3, tome brings Premonition. Pure prevention about 1.33 on average, counter about 1 - the earlier flat prevention of 2 mixed both parts.
Resources
- Spells (Buch von Vishanti)5 spell cards with prepare and cast effects: Flames of Faltine (+damage, starting spell), Bolts of Balthakk (direct damage), Vapors of Valtorr (healing), Chains of Krakkan (Crimson Bands), Rings of Raggador (Premonition). 1 prepare per turn. · From hand (once per turn), Universal Awareness and Wand of Watoomb also from the discard pile. · Cast only via abilities (Mystic Bolts, Wand, ultimate): always keep at least one damage spell prepared, or your best turns cast into nothing.
- Déjà Vu / PremonitionDéjà Vu (max 1): end the offensive roll phase and start it COMPLETELY over. Premonition (max 3): draw extra cards in income. · Augury, Universal Awareness, Rings of Raggador. · Déjà Vu when the big turn (4× amulet) is not there after 3 attempts – even AFTER opponents altered your dice.
Upgrades & cards
What changes?
- Mystic BoltsLevel II
- Damage: about 12 damage instead of about 9 damage
- Dice requirement: Large straight (5 in a row) instead of Small straight (4 in a row)
Hero-specific cards
Not sufficiently verified
Works well with
Good matchups
- Vampire Lord
Doctor Strange pushes damage through that Vampire Lord barely stops with Immortal Flesh.
- Loki
Doctor Strange pushes damage through that Loki barely stops with Tip the Scale.
- Headless Horseman
Doctor Strange pushes damage through that Headless Horseman barely stops with Hallowed Reckoning.
Tough matchups
- Druid
Druid pushes damage through that Doctor Strange barely stops with Cloak of Levitation.
- Wolverine
Wolverine keeps Doctor Strange tied up with Alpha, many of Doctor Strange's effects get cancelled that way.
- Necromancer
Necromancer keeps Doctor Strange tied up with Decrep Ify, many of Doctor Strange's effects get cancelled that way.
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