One of my favorite decks of all time was the infamous Bizarro World deck that took the Vs. world by storm after DC Legends was released, when the text of Bizarro World was changed to read, "Characters you control named Bizarro have all character names and identities." With a Bizarro World on the field, the already powerful 4 drop Bizarro suddenly had access to a wide range of character-stamped effects: Mystical Paralysis, Force Field Projection, Juggernaut's Helmet, Berserker Rage, Gift Wrapped, and many, many others. For a brief period in late 2007 and early 2008, Bizarro World dominated the Silver Age metagame,
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The madness peaked at the So Cal Mega-Weekend in February. If you played at that event, you were either playing Bizarro World or playing something you thought could beat it. Or you weren't trying. Along with my son and a friend of ours, we flew from Colorado to Los Angeles for the event, which was one of the last big tournaments before the game died. Lots of great players were there, and plenty of fun people I had been chatting with online for years. It was a wonderful weekend, which got even better when I made the top 8. Of course, my deck completely crapped out on me at the point. It had been incredibly consistent throughout the tournament, but suddenly I either couldn't draw Ahmed or couldn't meet his loyalty requirements. Crash and burn. Patrick Yapjoco won with a better build than mine, though, so I had no room to complain.
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Seven years later I found myself missing my old deck, and I decided to see if I could build something fun to play and reasonably competitive that didn't need Plaza. After a few unsatisfying false starts, I hit on an idea that I instantly loved, a Bizarro World cocktail with an Insanity-laced twist. Whereas the old version was a model of consistency, this one would be a model of serendipity. 48 cards would form the base deck. The remaining 12 would come from The Pool of Insanity, made up of 24 cards, all of them unique. Before each match you separate all the cards into two piles of 48 and 24. Shuffle the 24 cards face down, and pick 12. These 12 then get shuffled in with the base deck to form a regular 60 card deck, while the other 12 get set aside. The result is a crossbreed of the old Bizarro World deck and an Insanity deck, since you never know which 12 cards you are going to get. I have to say, it's unquestionably one of my better ideas.
Base Deck - 48
Characters - 24
[1 - 6]
3x Connie Webb, Knight (Checkmate)
2x Alexander Luthor, Duplicitous Doppelganger (Villains)
1x Boris, Personal Servant of Dr. Doom (Doom)
[2 - 4]
4x Black Thorn, Elizabeth Thorne (Checkmate)
[3 - 4]
4x Ahmed Samsarra, White King (Checkmate)
[4 - 6]
4x Bizarro, ME AM BIZARRO #1 (Villains/Revenge Squad)
2x The Captain, Can't Remember His Real Name (Nextwave)
[5 - 2]
1x Lex Luthor, Metropolis Mogul (Injustice Gang, Revenge Squad)
1x Talia, Daughter of Madness (Villains/League)
[6 - 2]
1x Bizarro, Bizarro World's Finest (Revenge Squad)
1x Huntress, Reluctant Queen (Checkmate)
Plot Twists - 4
[3 - 4]
4x Enemy of My Enemy
Locations - 17
[1 - 1]
1x Doomstadt, Castle Doom
[2 - 11]
3x Brother I Satellite
2x Bizarro World
2x Checkmate Safe House, Team-Up
1x 31st Century Metropolis, Team-Up
1x Dr. Fate's Tower
1x Checkmate Armory
1x Soul World
[3 - 4]
2x Brother Eye
1x Poseidonis
1x The Science Spire
[4 - 1]
1x The Great Arena
Equipment - 3
[0 - 3]
1x Cloak of Nabu
1x Juggernaut's Helmet
1x Captain America's Shield, Unique * Badge of Courage
Pool of Insanity - 24
Plot Twists - 20
[1 - 1]
1x Warp Shards
[2 - 1]
1x Follow the Leader
[3 - 8]
1x Berserker Rage
1x Healing Factor
1x Bodyslide
1x Adamantium Claws
1x Force Field Projection
1x Iron Extraction
1x Gift Wrapped
1x X-Gene Decoded
[4 - 8]
1x Concussive Force
1x Hulk Smash
1x Fury of the Amazons
1x Unstoppable
1x Righteous Anger
1x You Dare? Epic
1x Mystical Paralysis
1x From the Darkness
[5 - 2]
1x Indestructible
1x Wave of Destruction
Locations - 2
[3 - 1]
1x Neverland
[4 - 1]
1x Genosha
Equipment - 2
[0 - 2]
1x Muramasa Blade
1x Hulkbuster Armor
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Turn 4 is where things get interesting. On this turn you always want the 4 drop Bizarro if at all possible, since he allows you to flip Bizarro World and open Pandora's Box of Chocolates. The only other decent play is The Captain. He's OK, in that you can give him the name you need to play Mystical Paralysis, or whatever, but there's no point in naming him Bizarro until turn 5, because he's not Revenge Squad.
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Turn 6 can be a 5 drop and a 1, of course, but the normal play is the 6 drop Bizarro. His effect can make attacking a bit tricky, even if you are on your preferred even initiatives, but all the Bizarros have flight, so it's usually not a problem to have your opponent choose who attacks next. You just need to be sure to activate Ahmed before your attack step. Huntress is also an option, but normally she should be treated as a plot twist. The deck runs out of gas fast after turn 6, but most matches will end by then, one way or another, so plan accordingly.
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Soul World can be used to get back needed character cards. Dr. Fate's Tower can fetch a Cloak for Ahmed or transfer equipment from one Bizarro to another. The Science Spire can be used to save you from a king kill, or to let you dig for cards on the final turn of the game by bouncing Ahmed or a stunned character.
The others are all character-stamped effects. Doomstadt gives all your Bizarros +3 ATK. Poseidonis gives you a way to reuse cards from the KO pile. But the best of these locations is The Great Arena, as my son proved last night when he was playing this deck against me and my Instant Replay deck. On my turn 4 init, he had Bizarro with Cap's Shield, Black Thorn, and Great Arena. In the build phase, he activated Arena to exhaust my 4, then readied Bizarro with the Shield and Arena with Thorn. He then exhausted my 3 and nuked my init entirely. We both took some burn, but I was going to KO his Bizarro if I had gotten to attack, so the game took a huge swing at that point.
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As I indicated before, The Pool of Insanity is a collection of 24 one-of cards, of which you will play half of them in any one match. Some of these, like Berserker Rage, are so good you will be tempted to move them to the base, but I really think it adds to the fun of the deck to have 1/5 of the deck be selected randomly. Anyway, these cards fall into several groups.
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The remaining cards are kind of a hodge podge. Genosha is a great play on the final turn of the game, or on turn 7 generally, to dig for more useful cards. Wave of Destruction can obliterate an opponent's row. You Dare is good against weenie decks, but can also be used to ensure that larger attackers get stunned back by smaller defenders. And X-Gene Decoded is a wonderfully random effect that can ruin an opponent's future plans by getting rid of key plot twists.
If you are looking for a really fun deck that is reasonably competitive, look no farther. This deck is a blast to play, and it holds its own against any deck that isn't crazy fast or wildly broken. And there is lots of room for customization. Feel free to move cards in or out of the base deck as you see fit, and to replace cards in the Pool of Insanity that you don't like with others that you do. This version may not be as powerful or consistent as the original, but it's got everything that was good about that deck and then some.
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