Of all the mini-sets that UDE came out with, the one I had least of, not surprisingly, was Marvel Equipment. It was still being released as the game was ending, and several of the cards were never officially released at all. As it was, I ended up with only two copies of The Ten Rings. It seemed like a really cool card, but given the state of affairs I was not motivated enough to collect the eight more copies needed to build a deck with it. Now that I am making my own custom proxies, though, I recently decided it was time to remedy that situation and create a deck built around the card.
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This deck works best on evens. The general plan is to create a very large Punisher for turns 4 and 5, who KO's whoever he stuns, and then finish on turn 6 with Dr. Fate after moving all the copies of Ten Rings from Punisher to Dr. Fate. It can win on odds, but it's optimized for evens.
Characters - 28
[1 - 6]
4x Ted Kord <> Blue Beetle, Heir of the Scarab (JLI)
2x Mr. Mxyzptlk, Troublesome Trickster (Secret Society)
[2 - 6]
4x San, The Alienated One (Inhumans)
2x Mr. Fantastic, Reed Richards (F4)
[3 - 6]
4x Barbara Gordon, Hacker Elite (Gotham, Birds of Prey)
2x Black Panther, King of Wakanda (Marvel Knights)
[4 - 5]
4x Punisher, Guns Blazing (Marvel Knights)
1x Samantha Parrington, Chooser of the Slain (Marvel Defenders)
[5 - 3]
2x Mr. Sinister, Visionary Geneticist
1x Lex Luthor, Metropolis Mogul (Injustice Gang, Revenge Squad)
[6 - 2]
2x Dr. Fate, Hector Hall (Shadowpact)
Plot Twists - 14
[1 - 2]
2x Wild Ride
[2 - 2]
2x Tech Upgrade
[3 - 6]
4x Enemy of My Enemy
2x Cannibal Tech
[4 - 4]
4x Fate Has Spoken, Magic
Locations - 4
[1 - 2]
2x New Baxter Building
[2 - 2]
2x Dr. Fate's Tower
Equipment - 14
[0 - 14]
2x Helm of Nabu
1x Cloak of Nabu
1x Amulet of Nabu
10x The Ten Rings
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In RavenPro's build, Reed Richards is the main 2 drop. He can get you an equipment card each turn, most likely, just like Ted Kord. But I went with San as the main 2 drop, because I think it's important to hit Dr. Fate's Tower by turn 4 if possible, and I didn't want to play 4 copies of it. And if you already have the Tower, use San to fetch New Baxter Building instead, which is also great to have.
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Because the deck really wants to be on evens, turn 5 is a "mess with the opponent" turn. The ideal play is probably Mr. Sinister, who turns off all opposing character effects in the combat phase, but there's no way to search for him, since he's unaffiliated. The alternate play is Lex Luthor, who is the next best thing, and can be searched for with Enemy. Ideally, on your kill turn on 6, you will be replacing your 5 drop with Samantha Parrington, so that she can activate to allow someone else to attack twice. Or you can just recruit her on 5 if need be.
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The two locations in the deck are Dr. Fate's Tower and New Baxter Building. I've already talked about their functions in the deck, as well as that of all the equipment. Most of the plot twists are just tutors, either for characters or for equipment. With 2x Wild Ride and 4x Enemy, you have ten ways to hit Punisher by turn 4. I'm still deciding between Tech Upgrade and Cannibal Tech as my main equipment search. Tech Upgrade is nice in that you don't have to discard anything; the downside is you have to exhaust someone. That makes it a good play early, and a bad one late. Cannibal Tech makes you discard a card. It's worse early in the game, better late. For now the 2-2 split is fine, and maybe it always will be.
The only other plot twist is Fate Has Spoken, which is terrific in this deck, because it can be used to ready anyone with the identity "Dr. Fate". That includes both Dr. Fate himself and anyone wearing the Helm of Nabu. One of the best plays this deck has to offer is a turn 4 initiative in which Punisher is loaded up with Artifacts and Rings, and you have Fate Has Spoken in hand. Swing him into the opposing 4 drop to KO it, then play Fate Has Spoken to ready him and take out their 3 drop. On turn 5, they will have a 5 drop facing both your 5 drop and Punisher, who will probably be bigger than either of the 5's. Your opponent will have to attack your 5 drop, leaving Punisher free to swing to the face, because if his 5 gets stunned by Punisher he will have an empty field heading into turn 6 and the game will be over.
This is a really fun deck to play when it draws decently, and in the testing I've done so far it usually does. Not the best deck to play in a tournament, but there aren't many of those any more anyway. If you have the cards or don't mind proxying the ones you don't have, give it a try. I definitely give this deck (or RavenPro's version of it, if you prefer) two thumbs up. When it works, it's as evil as the Mandarin himself. In a good way, though.