This deck is a work in progress, but it is based on a cool build of this traditional powerhouse that my new Italian friend Luca shared with me recently. What distinguishes it from other Migga builds I've seen is the use of Aunt May. A very clever addition to the deck. Really wish I could say I thought of it myself. I'm calling this variant of the deck New Migga City because of the inclusion of Aunt May, which I think makes an already strong deck even stronger.
Characters - 30
[1 - 10]
4x Aunt May, Golden Oldie (Spider-Friends)
4x Mystique, Raven (Brotherhood)
2x Harley Quinn, Dr. Harley Quinzel (Arkham)
[2 - 10]
4x Poison Ivy, Deadly Rose (Arkham, Injustice Gang)
4x Mad Hatter, Jervis Tetch (Arkham)
2x The Penguin, Crime's Early Bird (Arkham)
[3 - 2]
2x Juggernaut, Champion of Cyttorak (Brotherhood)
[4 - 5]
3x Blob, Fred Dukes (Brotherhood)
1x Rogue, Southern Belle (Brotherhood)
1x Hush, Silent and Deadly (Arkham)
[5 - 4]
1x Spider-Man, Secret Avenger (Spider Friends, Avengers)
1x Matt Hagen <> Clayface, Mud Pack (Arkham)
1x Mr. Sinister, Visionary Geneticist
1x Lex Luthor, Metropolis Mogul (Injustice Gang, Revenge Squad)
[6 - 1]
1x Human Torch, Herald
Plot Twists - 12
[2 - 4]
4x Straight to the Grave
[3 - 4]
4x Enemy of my Enemy
[4 - 4]
4x Pathetic Attempt
Locations - 13
[1 - 3]
3x Lost City
[2 - 10]
4x Avalon Space Station
3x 31st Century Metropolis, Team-Up
2x Soul World
1x Empire State University
Equipment - 3
[0 - 3]
3x Nth Metal
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The best play on turn 4 is usually Blob. This deck wants to win on 5, and he can really help you to preserve your field on this turn. Put everyone else in back, so they have to go through Blob to get to you, then throw all your power-ups into him for defense. It's pretty common to have four +3/+3 power-ups to give him, and that means they have to go through an 18/21 wall, i.e., an 8 drop. Rogue is a tech card to be used mainly against combo decks and stall decks that do multiple activations per turn. Hush is not quite as big a body as Blob, but when he stuns an exhausted attacker, they get KO'd. You can also play Anne-Marie Cortez in this slot.
Turn 5 is where you want to win, and you have several choices here. The Spider-Man is primarily a tech card, but he's also someone you can search for with Aunt May when you run out of Mystiques, and with 31st Century Metropolis in your row, you can give him the Brotherhood and Arkham affiliations for the turn. Mr. Sinister and Lex are also tech cards who shut down certain decks, and as with Spidey you can give them the proper affiliations for the turn. Clayface is good only because you can discard him for Avalon on turn 4, then come back on 5 and recruit him from your KO'd pile.
If you failed to win on turn 5, or you are on evens, on turn 6 you can either play a 5 and an Aunt May, or the lone 6 drop in the deck. Human Torch is yet another tech card. He's good against burn decks, in particular.
There are only three different plot twists used in the deck. The two tutors are Enemy and Straight. Enemy can search for all but two characters in the deck, and Straight can get the other two. Straight also gives you more chances of hitting your critical turn 2 Ivy. Pathetic Attempt is mainly for protecting your row from Have a Blast! and Death of the Dream, although your opponent can get around it with Dream if they target their own resource with the main effect, and one of yours with the secondary one.
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The next most important location is Avalon Space Station. Part of what makes this deck so good is that, once teamed up, you can discard almost any character card to get two cards back with Avalon (generally Mystique or Harley), then use Ivy to go get another copy of Avalon. If you had two copies of Penquin in hand, you could actually get six cards in exchange for two on a single turn.
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One card I've always played in any Lost City deck is Nth Metal. It's just too good to leave out, in my opinion. It's a reusable power up, and thanks to Lost City it turns Juggernaut into a 9/9 and Blob into a 9/12. I'm playing three copies now but want to get to four. That experimental ESU may give way to the fourth.
Before Luca shared his build with me, I merely liked Migga City. I actually preferred playing my Brotherhood of Justice deck, which is based on ukyo's. Now it's my favorite Lost City deck, and I'm having a lot of fun tweaking it, trying to get the build just right. So once again I raise my glass and toast the Italians for their Vs. System ingenuity. But I draw the line at drinking Italian Chianti. You'll have to settle for being toasted with Kentucky bourbon, my friends.
1 comment:
Cheers, man. Bourbon is fine, but I'll need to stick with wine or beer here... the bourbon that shops sells over here is awful...
:-p
It's amazing how quickly you found all the critical slots I've been tinkering around for a long time. XD
The 3 drop(s), swamp/soul world dilemma, the drop 4 tactical Arkham drop (I'm for The Joker from Injustice, since decks tend to have a lot of cards in their hand nowaday), search cards amount and the nth metal problem. I've been toying around for ages trying to set up the better combination (which is, of course, meta dependant... but we like to dream of a perfect deck. XD )
I'll think about the Empire... the deck has some problem in managing its hand sometime... it's one of the reasons I've been jumping in and out with the magneto/genosha version of the deck.
For instance, all this relatively small variations are what I really like in this deck... you really have the impression that small changes can make a the difference in the game so when you lose you always end up think "what if..."
:-P
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