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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

  • Augury
    Burst

    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 Awareness
    Setup

    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 Incursion
    Standard 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 Bolts
    Burst

    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 Watoomb
    Control

    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

  • Binding
    Control

    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

🌀 Mandala · 2/6 (faces 1, 2)📖 Tome · 2/6 (faces 3, 4)🧥 Mantle · 1/6 (faces 5)🧿 Amulet · 1/6 (faces 6)

Level I abilities

  • Augury
    Normal
    Dice requirement:
    2× 📖 Tome + 2× 🧿 Amulet
    Damage/healing:
    8 damage
  • Universal Awareness
    Dice requirement:
    4× 📖 Tome
    Damage/healing:
    Not sufficiently verified
  • Astral Incursion
    Normal
    Dice requirement:
    1× 🌀 Mandala + 1× 📖 Tome + 1× 🧥 Mantle + 1× 🧿 Amulet
    Damage/healing:
    about 8 damage
    Key effects:
    crimson bands
  • Mystic Bolts
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    about 9 damage
  • Wand of Watoomb
    Undefendable
    Dice requirement:
    4× 🧿 Amulet
    Damage/healing:
    about 11 damage
    Key effects:
    crimson bands
  • Binding
    Normal
    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 mechanic
    Five 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 mechanic
    At 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 mechanic
    Up 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 mechanic
    At 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
    Mechanic
    2 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 Bolts
    Level 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

  • Seraph

    Seraph adds the healing that Doctor Strange lacks.

  • Wolverine

    Wolverine adds the healing that Doctor Strange lacks.

  • Gambit

    Gambit adds the healing that Doctor Strange lacks.

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.

Buy now

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