Characters - 30
[1 - 14]
4x Orb, Drake Shannon (Underworld)
4x Black Bolt, Enemy Within (Inhumans, Skrull)
2x Spider-Man <> The Spider, Earth-15 (Weapon X, Spider-Friends)
1x Alpha Primitives, Army (Negative Zone, Inhumans)
1x Professor X, Mutant Messiah (Starjammers, X-Men)
1x Timebroker, Keeper of the Panoptichron (Exiles, Weapon X)
1x Green Goblin, Insanity Unleashed (Thunderbolts, Sinister Syndicate)
[2 - 2]
1x Viper, Madame Hydra (Hellfire Club, Crime Lords)
1x Mr. Fantastic, Protector of the Power Gem (Infinity, F4)
[3 - 8]
4x Vision, Earth-10101 (Weapon X, Avengers)
1x Blade, Independent Contractor (S.H.I.E.L.D., Marvel Knights)
1x Dr. Doom, Richards's Rival (Doom)
1x Sub-Mariner, Protector of the Time Gem (Infinity Watch, Atlantis)
1x Barbara Gordon, Hacker Elite (Birds of Prey, Gotham Knights)
[4 - 2]
1x Ethan Edwards, Visitor from Another World (Skrull, Spider-Friends)
1x Batman, Twilight Vigilante (Gotham Knights, Outsiders)
[5 - 2]
1x Lex Luthor, Metropolis Mogul (Injustice Gang, Revenge Squad)
1x Sunfire, Famine (Marauders, Horsemen of Apocalypse)
[6 - 2]
1x Wolverine, Unleashed (Weapon X, X-Force)
1x Martian Manhunter, Founding Member (JLA, JLI)
Plot Twists - 20
[1 - 4]
4x Hypnotic Charms
[2 - 8]
4x We Can Rebuild Him
4x Straight to the Grave
[3 - 4]
4x Enemy of My Enemy
[4 - 4]
4x Pathetic Attempt
Locations - 10
[1 - 4]I usually take odds with it, because turn 5 is the target kill turn, but it doesn't matter too much. It can win easily on either init, and it can win on an off-init, for that matter. Mulligan for Orb, or for Black Bolt and a way to get Hypnotic Charms.
4x The Dark Dimension
[2 - 6]
4x Tarnax IV
1x Slaughter Swamp
1x Avalon Space Station
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Most incredibly, the deck didn't even get off its best trick, which is to use We Can Rebuild Him to shift a copy of Black Bolt out from the KO'd pile (with Charms on the field and a Vision in the pile, he has the Weapon X affiliation), and then bring him into play during the combat phase with Timebroker. That maneuver can be pulled off fairly often on a turn 5 init. You shift out a Black Bolt with the plot twist, shift out Timebroker manually, and then recruit Ethan Edwards. Attack with the first Black Bolt, bring in the second one (the first one goes away, but who cares) and attack again, attack with Ethan Edwards, then attack with Orb or whoever with Tarnax. The amount of damage this deck can inflict by the end of turn 5 is just insane, and it does it pretty consistently. In a bad game, Black Bolt will be only 12/12 on turn 5. That's a 6 drop. In a good game, he's an 8 or a 9 drop, and he's hidden, so you can attack with him both on- and off-init.
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Most of the other characters are here mainly for their multiple affiliations, but many also serve special purposes. Dr. Doom is for searching out Hypnotic Charms.There is an Underworld character named Mobius you can play who can find it, but I think the deck works fine without him. Alpha Primitives can fix your row, allowing you to drop a Charms or a Tarnax from your hand into your row. Barbara Gordon gives you more draw. Spider-Man can protect Black Bolt from Reign of Terror and other effects that might target him. Sub-Mariner can work with Black Bolt, Professor X, or Mr. Fantastic to get back a key card like Tarnax or Charms from the pile, if all your copies have gotten dumped into it accidentally with Dark Dimension, or if you put one there on purpose with Straight to the Grave. And Lex Luthor can shut down stall decks to give you a chance to attack. Some people also play the 3 drop Spider-Girl, who can shut down Mr. Sinister, but if you have a Tarnax, you can just attack him with someone who has flight in your first attack of the turn and shut him down that way.
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The tutors are Enemy and Straight to the Grave. Very easy to use Enemy in this deck, because there is so little overlap in affiliations. Straight serves two important purposes. When you are gathering your combo pieces, you can use it to dump the character you need into your pile, for retrieval with one of the location cards or with We Can Rebuild Him. Once you have everything, use it to dump characters with missing affiliations into the pile, to give Black Bolt another +2/+2, and Ethan Edwards and whoever is using Tarnax another +2 in ATK. In the match against TNNB, I did that twice, which resulted in four different characters getting an extra +4 in ATK.
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I've seen other decks do more damage in one turn, and I've seen some decks that perhaps win fast more consistently than this one, but I don't know that I've seen another deck that can do so much damage, so quickly, so consistently. In that example I cited earlier, it did over 100 points in damage in six attacks over two turns. That's over 16 in damage per attack. At that rate, three attacks and you're done. Boom! Even if you don't have all the cards to build the deck (I didn't, and I have a huge collection of cards), proxy it up and give it a try. It's an amazing deck, and you have to see it in action to believe it.
10 comments:
I'm curious as to your thoughts about adding Thanos, 3 drop from MUN into this list. He is dual affiliated (UW/NZ) with a pertinent ability. He can basically give you an extra activation of Tarnax IV. You'd essentially always want to play him on your kill turn. Plus he would really take up no extra space in the deck. Since you're able to recycle locations, you can actually replace a copy of Tarnax IV with him in the decklist.
I had the same thought, and I tried him in the deck for a little while, but I could never pull off the effect. I wasn't even thinking so much about the double Tarnax trick as I was using him to replace a Dark Dimension with a Tarnax dumped into the pile with Straight (or Dark Dimension). It just seemed that there was always someone else I wanted to play more on the turns where I had him or could get him. If you build the deck, you should try it yourself and see if you have any better luck than I did, though. Keep in mind that you would normally have an Orb in the pile on your kill turn, so you would get only one extra affiliation from him being in your pile. I think if I were going to play another Underworld character it would be Morbius, to give me 6 ways to hit Charms instead of 5.
This is... amazing. XD
I never thought one of our list would end up on another blog. :-p
The deck is a great argument to present when someone tell you that "MEV makes the game boring", which surprisly happen quite often. XD
For instance, we usually just play Black Bolt visible... most decks just can't stun him... I can recall a tournament in France where people just kept quitting the game when they saw how huge he was. XD
Interesting. I've been playing him hidden all the time, partly because I've been testing a lot against decks that can KO characters, and partly because I want to be sure I can attack with him on every turn. I guess it depends on when you recruit him, the opposing deck, etc.
Anyway, nice work on the deck. Glad I could give you guys some extra pub.
It's especially funny that you actually google translate to understand what we were saying... that's probably going to be the only time you ever need to understand italian... and it was for VS System. XD
I sure hope not. Italy is at the very top of my list of places to visit when I finally make it to Europe.
That's great. Black Bamboo is one of the top deck in our italian Golden Age metagame (we consider it to be a top tier together with Migga City, Ultimate Spiderman and another Italian invention, called "Just One") and it's by far the most interesting to play. A great invention by one of our finest player.
The one you posted is actually an old version, the new one is a bit different, more suited for our meta, with some tech cards you can probably ignore, but you need to try adding soul world to the list, our actual version plays without the dark dimension, slaughter and avalon with soul world and have a blast instead and works perfectly fine.
Yeah, I consciously removed some of your tech cards. Since there are no longer any tournaments around here, I generally don't play many tech cards in newer decks. I'll have to try the Soul World, though.
What's about Poison Ivy, Deadly Rose?
She will help you finding the locations and sending your guys to the grave.
You are welcome to try her in the deck, but my thought is that she wouldn't fit very well. There's no one you would want to recruit and then sacrifice for her effect, and you wouldn't want to play four copies of her. And the locations are less essential to the deck than Hypnotic Charms.
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