This is a deck I've been working on for a little while. I could probably make it more effective by making it less of a Crisis Doom-style deck and more of a Spidey Stall deck, but I'm stubborn enough to keep trying to make it work this way. And work it does. Sometimes.
Characters - 31Obviously, this deck aims to win by wrecking your opponent's plans every way imaginable. No plot twists. No locations. No payment powers. No attack pumps. No defense pumps. No burn effects. When you draw the right cards for a given match-up, your opponent will be tempted to throw up his hands and walk away, because it will be very hard for him to do much of anything. On the other hand, when you draw poorly, this deck can lose very quickly. If you miss on turn 2 and have to play Dr. Doom on 3, for example, you probably aren't going to recover.
[1 - 4]
4x Boris, Personal Servant of Dr. Doom (Doom)
[2 - 7]
4x Black Cat, Master Thief (Spider-Friends)
3x The Rose, Richard Fisk (Sinister Syndicate)
[3 - 8]
4x Sage, Xavier's Secret Weapon (X-Men)
4x Dr. Doom, Richards’s Rival (Doom)
[4 - 1]
1x Dr. Doom, Diabolic Genius (Doom)
[5 - 4]
1x Mr. Sinister, Visionary Geneticist
1x Lex Luthor, Metropolis Mogul (Injustice, Revenge)
1x Kristoff Von Doom, Pretender to the Throne (Doom)
1x Red Shift, Rift Walker (Heralds)
[6 - 3]
1x Human Torch, Herald
1x Dreadnought Tank, Arsenal of Doom (Doom)
1x Cable, Temporal Traveller (X-Men, X-Force)
[7 - 2]
1x Spider-Man, Stark's Protégé (Spider-Friends)
1x Koriand'r <> Starfire, X'Hal's Fury (Teen Titans)
[8 - 1]
1x The Sentry, Golden Guardian of Good (Spider-Friends)
[9 - 1]
1x Galactus, Devourer of Worlds (Heralds)
Plot Twists - 28
[1 - 4]
4x Bad Press
[3 - 14]
4x Underground Movement, Team-Up
4x Enemy of my Enemy
4x Mobilize
2x Death of the Dream
[4 - 7]
4x Mystical Paralysis
3x Reign of Terror
[5 - 2]
2x Omnipotence
[6 - 1]
1x Siphon Energy
Locations - 2
[3 - 2]
2x X-Corp: Amsterdam
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Turn 4 is either 3 drop Doom with a Boris, or a 4 drop Doom. If you play the combination, recruit Boris first, then activate him when Doom's effect goes on the chain. That way you can get a Reign with Boris before placing Mystical/whatever on top of your deck. The 4 drop is the better play if you already have Reign or you don't have Boris. Play a Mystical in chain to his come into play effect and then turn it back down, or turn a used tutor back down.
Turn 5 is a toolbox. Lex destroys any deck that depends on payment powers, such as Checkmate decks or stall (see below). Mr. Sinister is good against various decks that depend on character effects that are used during combat. Red Shift is good against decks that rely on equipment or counters. Swing him into Radioactive Man, and when he comes back, no more counters. Kristoff continues the theme of negating plot twists. If you know you are playing against a deck that plays Sinister, you want odds, so you can recruit yours first. Since yours was recruited first, yours trumps theirs as long as both are upright.
Turn 6 brings more toolbox characters. Torch counters burn decks, among other things. The Tank is Reign of Terror on a stick, and hence is good against things like Faces and Brotherhood Reservist. Cable is used for flipping down spent copies of plot twists, notably Mystical Paralysis.
On turn 7, you can play Spidey if you need help slowing down your opponent. Against stall and other slow decks, Starfire is probably a better choice, since she will stun their field if she is upright at the start of recovery.
Turn 8 is Sentry. If you got this far, you are trying to make it to 9, and he will neuter the biggest opposing character to the point that they can do virtually no damage.
Galactus should normally win you the game on turn 9. If by chance you are playing against an opposing deck that also plays Galactus, and you are on odds, then you got all the remaining endurance when you recruited, only to have it all taken back. In that case, you had better hope that you played Red Shift on an earlier turn. If you did, then you will want to team attack with your Galactus into your opponent's. When everyone comes back, your Galactus's come into play effect will go on the chain first, followed by your opponent's, so yours will resolve last, allowing you to re-steal all the endurance.
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Mystical Paralysis and Reign of Terror serve their usual functions in a Doom deck, allowing you to jettison smaller threats and exhaust bigger ones. Against certain decks, such as Faces or an army deck, you may even want to replay a Doom or a Doom and a Boris on turn 5, just to be able to use these two cards on successive turns. Exhaust your 3 drop for Mystical, recruit the 4 drop and flip it back down, then recruit Boris and Reign someone. Siphon Energy can serve as your fifth copy of Mystical, Enemy, Mobilize, or Death of the Dream.
Last night I played this deck against my son, who had made the mistake of choosing our Psionic Stall deck. Quite the bad match-up. After an opening turn Boris, I played Rose on turn 2, which rendered Poison Ivy and all his locations useless. Then on 3 I played Sage who made his plot twists hard to play. On 4 I played the 4 drop Doom. Sadly I had lost Boris on the previous turn, so I had to settle for playing a single copy of Reign to bounce his Dr. Light. Meanwhile, Mystical Paralysis kept him from attacking with Rogue. On 5 I recruited Lex, who negated all of his exhaustion effects, although he was able to re-recruit Dr. Light and use him before Lex hit the field. A Bad Press revved up the negation engine a notch. By turn 6 I knew he had Mr. Sinister and was planning to play him, to shut down Lex during combat, but since it was my init I got my own copy first, and then it was scoopin' time, because my Sinister would trump his. No locations. No plot twists. No payment powers. No chance. My deck had worked like a champ.
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3 comments:
I like this idea of a sort of "fuck you" deck. I was toying around with this idea and was using a lot of the same bones but was also using stuff like caliban, Radioactive man, concrete jungle, and hidden surveillance, but it never came to fruition. I like the idea of the Doom engine, sorta streamlines the deck and Doom already has great toolbox options. Think I might revisit this idea using your list as an outline. But my 8 drop is definitely gonna stay the same: loki. Nothing says "fuck you" like giving them no power in combat lol
When I say power in combat I mean control. The 5's already do a great job stripping power lol
There are definitely a lot of ways you can go here. From now on will I think of this as my Eff Ewe deck. :-)
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