I built this deck for my son shortly after World's Finest came out. It's not ultra-competitive, because it is wildly inconsistent from one game to the next. But it is far more consistent than you would expect, and it is an absolute hoot to play, at least when it is working.
Characters - 31
[2 - 8]
1x Calendar Man, Julian Gregory Day (Arkham)
1x Crime Doctor, Bradford Thorne (Arkham/Villains)
1x KGBeast, Anatoli Knyazev (Arkham)
1x Tally Man, Tax Time (Arkham)
1x The Penguin, Crime's Early Bird (Arkham)
1x Natasha Irons <> Starlight, Everyman Project (Revenge)
1x Terra-Man, Toby Manning (Revenge)
1x Crispus Allen, Gotham Central (Gotham)
[3 - 7]
1x The Joker, Out of His Mind (Arkham)
1x Two-Face, Jekyll and Hyde (Gotham/Arkham)
1x Professor Emil Hamilton <> Ruin, Power Suit (Revenge)
1x Satanus, Colin Thornton (Revenge)
1x Barbara Gordon <> Oracle, Hacker Elite (Gotham)
1x Batman, Problem Solver (Gotham)
1x Charaxes, Drury Walker (Arkham)
[4 - 5]
1x Batzarro, World’s Worst Detective (Arkham)
1x Firefly, Burning Desire (Arkham)
1x Atomic Skull, Cursed (Revenge)
1x Livewire, Leslie Willis (Revenge)
1x Batman, Twilight Vigilante (Gotham)
[5 - 4]
1x Catwoman, Jewel Thief (Gotham/Arkham)
1x Matt Hagen <> Clayface, Mud Pack (Arkham)
1x Scarecrow, Fear and Loathing (Arkham)
1x Preus, Citizen's Patrol (Revenge)
[6 - 3]
1x Sondra Fuller <> Clayface, Mud Pack (Arkham)
1x Darkseid, The Omega (Revenge)
1x The Joker, Crazy for You (Arkham)
[7 - 2]
1x Basil Karlo <> Ultimate Clayface, Mud Pack (Arkham)
1x Killer Croc, Cannibal (Arkham)
[8 - 1]
1x Bat Mite, #1 Fan (Arkham)
[9 - 1]
1x Mr Mxyptlk, Felonious Fiend (Revenge)
Plot Twists - 27
[0 - 1]
1x Certifiable
[1 - 7]
1x Beside Myself
1x Bizarro Brawl
1x Crackshot
1x Roshambo
1x Jack in the Box
1x Chilly Reception
1x Bat Signal
[2 - 11]
1x Dimensional Deal, Team-Up
1x Truth and Justice, Team-Up
1x World’s Worstest, Team-Up
1x Battle for Metropolis
1x Skreeeeeee!
1x Knowledge is Power
1x Money Talks
1x Pick a Card
1x Usual Suspects
1x Interrogate
1x Future Shock
[3 - 8]
1x The Hook-Up, Team-Up
1x Batter Up!
1x Batzarro Beatdown
1x Burn Baby Burn
1x Executive Privilege
1x Imprisoned in the Source
1x Obey or Die!
1x Hidden Agenda
Locations - 2
[2 - 2]
1x Graveyard of Solitude
1x Arkham Asylum, Team-Up
Obviously there are a lot of other good one-of cards you could include here, like Enemy and Savage and Ego Gem, but this was designed as a Modern Age deck back when DWF first came out, and I tried to keep it conceptually pure. All of the cards are from DWF with the exception of Roshambo, which was the only insanity card released after DWF. I also limited the characters to three teams: Arkham Inmates, Revenge Squad, and Gotham Knights. I won't go over all 60 cards here, just the better and/or more important ones.
The best 2 drops are Terra-Man and Calendar Man. Terra-Man gets bigger each time you play an ongoing plot twist in your row, and 10 of the plot twists are ongoing. If he makes it to turn 4, he can easily be a 4/4 or 5/5 with flight and range. Calendar Man lets you draw a card, although you also have to discard one at random if you make the mistake of putting him next to another character. Since this deck has little in the way of tutors, drawing extra cards is hugely important.
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The best 4 drops are Batzarro and Batman. Batzarro is just a 9/8 beatstick who can take a lot of 5 drops without a pump. Batman gives you double stun damage each time he attacks successfully, and since he's hidden he can attack both on and off init. If he stuns a 5 drop, he's going to do 10 in damage, plus any breakthrough.
The best 5 drop is probably Scarecrow, who can bounce the opposing 3 drop, which will often still be on the board. Matt Hagen is important because he can be recruited from the KO'd pile. With all the random discard effects in the deck, that makes him particularly valuable. There is one character like this at each of the drops where you need them most, 5-7.
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Basil Karlo is the best 7 drop. You can recruit him from the KO'd pile, but he also lets you randomly select a character with cost 4 or less from your KO'd pile to bring into play. If you get a 2 drop, that's pretty meh, but if you get a 4 drop like Batzarro or Batman, that can be game changing.
Bat-Mite is the crazy man's Silver Surfer. You won't often make it to 8, but when you do, you will have the initiative. He's a reservist, so be sure to tuck him in your row before you start discarding.
This deck has no real need for a 9 drop, but how can you make an insanity deck and not play the 9 drop Mxyzptlk? Attack with all your other characters first, because every time one of them gets stunned, you get to bring in another character from your deck.
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Probably the next most important plot twists are Executive Privilege and The Hook-Up. After a discard, Executive Privilege lets you look at the top two cards of your deck and pick a character and/or an ongoing plot twist. Since 2/3 of the deck are one or the other, you will normally get at least one or the other. The Hook-Up lets you discard and draw, which is an important effect even if you don't have Beside Myself. With only 3 actual tutors in the deck, drawing and cycling cards are hugely important. For it to work well, you need to be seeing at least two extra cards per turn, preferably more.
Another sometimes useful draw effect is Certifiable. If you mulliganed your first four, and you still didn't get anything good, but you picked up Certifiable, you can play it before you draw two for the turn to see yet another four cards. That's really the optimal time to play it, unless you are later in the game and your hand consists of unusable cards.
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The best attack pumps are the ones that give one or more characters +1 ATK for each ongoing plot twist in your row, so be sure not to play anything but the two locations and ongoing plot twists in your row if at all possible. After teaming up, Battle for Metropolis gives everyone in the front row +1 ATK for each. Bizarro Brawl and Graveyard of Solitude both let you give an additional +1 per to a single character, once per turn. There are a few other pumps in the deck, but some of them require discards to get the effect, making these reusable ones especially valuable.
Probably the best of the remaining effects are the following three. Money Talks lets you put a stunned character on top of its owner's deck, wrecking their board and their next draw at the same time. Knowledge is Power designates that unique characters with a particular name cannot recover, ever. It has no effect on decks like Crisis Doom, Crisis Jean, and the various Darkseid and Superman decks that break uniqueness. But it's great for taking out individual troublemakers that you manage to stun back while defending, or even from discouraging attacks by those characters. And Imprisoned in the Sequence is great for shutting down key plot twists after they've been played once--cards like Teen Titans Go! or Cosmic Radiation. Or, for maximum fun, pick Enemy or Mobilize and watch your opponent start missing his drops.
This is not a deck to take to a tournament, but there aren't many of those any more. It's a great one to play just for fun on a Sunday afternoon, though. If you have the cards to build it, or something like it, you'd be crazy not to give it a go. Use this build as is, or take things in a wildly different direction. Just keep in mind that Arkham needs to be your base, and if you play characters from too many different teams, you'll have problems using certain team-based effects.
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