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Waxing nostalgic about my old Skrulls deck got me to thinking about some of my other all-time favorites, and this deck was one of the first to spring to mind. I got a whole lot of mileage out of this deck in Modern Age tournaments in the months after Marvel Legends came out. A good thing, too, because it is one of the most expensive decks I ever built. The characters aren't too bad, but 26 of the 30 plot twists are rares. Ouch.
If you have the cards, though, it is a really fun deck to play, especially if you are the kind of person who enjoys brickwalling attacks as much as you do executing them. And I am. I played this deck the other night against my son, who was playing a Substibuse deck. On turn 4 he sent his guy into Mr. Fantastic with two or three big pumps, 17 ATK in all. That's pretty good for turn 4, except when my guy has 19 DEF. BWA HA HA HA HA!
Characters - 26The goal of this deck is to limit damage in the early and middle game with defensive tricks and then win on 7 or 8. Ideally you want odds, since that allows you to win on a turn 7 init or on 8 after stealing the init with Surfer, and it also means you will be defending with Mr. Fantastic on 4, allowing you to use his effect. I don't have a firm mulligan condition for this deck, but I think I would keep any hand that includes Luke Cage, a 3 drop, or Signal Flare.
[2 - 8]
4x Luke Cage, Steel-Hard Skin
4x Human Torch, Matchstick
[3 - 6]
4x Invisible Woman, First Lady of the Fantastic Four
2x Thing, Idol O'Millions
[4 - 4]
4x Mr. Fantastic, Critical Thinker
[5 - 3]
2x Thing, Heavy Hitter
1x Invisible Woman, Sight Unseen
[6 - 2]
1x Human Torch, Flame On!
1x Dr. Strange, Ally of The Four
[7 - 2]
1x Thing, The Ever-Lovin' Blue-Eyed Thing
1x Invisible Woman, Shield of The Four
[8 - 1]
1x Silver Surfer, Norrin Radd
Plot Twists - 30
[2 - 4]
4x Stretch Out
[3 - 18]
4x Force Field Projection
4x Signal Flare
4x It's Clobberin' Time!
4x Mobilize
2x Reset
[4 - 8]
4x Family of Four
4x Savage Beatdown
Equipment - 4
[0 - 4]
4x Unstable Molecular Suit
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On turn 5 you want Invisible Woman if you missed her on turn 3 or somehow lost her. Her effect is good only if you have a 2 and/or 3 drop still around that you want to move out of harm's way. You should never use it on Mr. Fantastic. If you have your 3 drop Sue, obviously you want Thing. He's not as intimidating now as he was in MOR days, but he's still a big body who is part of the Family. He can likely take out the opposing 5 without stunning back, allowing Mr. Fantastic to do the same with the opposing 4. If you head into turn 6 with your 3-5 drops intact, it will be very hard for most decks to win, unless they were built to win late.
If you are defending on 6 and still have Mr. Fantastic, you want Dr. Strange. He allows you to get two activations out of Reed. If you don't have him, or you are on evens, then you probably want Torch. He has 1 more ATK, which isn't much, but he boosts the value of Family of Four. His effect is generally useful only if you are way ahead and using it allows you to finish off your opponent.
Turn 7 is usually Thing if you didn't play him on 5, and otherwise Invisible Woman. Thing's effect will rarely come into play. If you are playing against curve, the opposing 3 drop is probably long gone by 7. If you are playing against off-curve, the game usually ends by 5 or 6, one way or the other. Only against something like the second version of my Spidey Stall deck would you get much use out of his effect, and you probably aren't going to beat that deck anyway. Sue's effect seems decent if you are on evens, but I honestly can't remember ever using it, and I've played this deck many times.
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The tutors are as good as it gets for a mono-team deck, Mobilize and Signal Flare. Signal Flare is better in the sense that you can use it on 3 even if you missed your 2 drop, while Mobilize is better in the sense that you can discard any card for its cost (e.g., an equipment card).
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On the other hand, this deck also has plenty of firepower. Savage Beatdown is better than average in this deck, since you spend more time than average playing with four resources. Clobberin' Time gives you less pop, but it normally allows you to attack without getting stunned back. That's hugely important here, because as with most aggro-control decks, this one wins by generating field advantage. Attacking without stunning back is a big part of the plan. As I said, Family of Four and Stretch Out do double duty, so they both add to your offensive arsenal. I tend to save them for defensive purposes, though, unless I really need to push through an attack.
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This is without question my favorite mono-team aggro-control curve deck ever. I guess that's not saying much, given that most similar decks are team-up decks (X-Mental, Crisis Doom, Checkmate/Whatever), and the other obvious candidate, Sentinel Curve, is not strictly mono-team. Then again, that's what makes this one so special. You normally have to team up to get this kind of balance between offensive and defensive prowess. If you want a mono-team deck that is really good at both, look no farther.
2 comments:
Hello, I don't know if you still manage this page but I just came across it looking for ideas on how to proxy my FF deck. I have the original cards from marvel legends but I was looking to see if I can actually proxy the deck out with new card designs and whatnot. I see you have extended alternative art cards for yours. How were you able to do this and what site did you use?
The custom cards are made on a program called magic set editor 2. Or MSE for short. There’s a Facebook custom alters group for Vs where there’s loads of resources to get you started.
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