Friday, August 12, 2016

IN THE TANK part 1: To Know your Enemy, Know Yourself.

Facing an unnamed challenger could be interesting. He knows I am a huge fan of the child lock engine and have continually tweaked the Both Guns Blazing variant (Midnight sons engine to team fan 4 Fearsome 5 gotham knights and Teen Titans with Marvel Knights)

This allows access to the "Child Lock" - namely universal unstunnability of all characters with a cost of 3 or less if i control an invisible woman and a mr fantastic when i play A Child Named Valeria. Add a catchers mitt, and keep re-recruiting Alfred and you can stagger a stall quite late with it. This is meant to allow you the time to set up your teamups to enable a kill turn using Roy Harper, Dr. Light and a war wagon paired with copious uses of cosmic radiation to mass stun and mass remove his board before sending an extremely large team tactic-ed 1 drop with some help from a 40ish roy for overkill.

in short. very long build phases, and a general focus on using alfred to access the multitude of answers the deck retains access to as needed.

So knowing what he is likely prepping for, and given the toolbox nature of the challenge, I've decided to stick with the midnight sons engine and progress from there. At its worst it is a substantial amount of deck thinning. At best a remarkable means to access off-team options without ever running that affiliation at all. But first what options might I be facing?

The linked page in the previous post shows most of the Usual Suspects:


Left to right: Quickfate, Hulk, Wolvie Direct, TNNB and Keyser Soze.

Hulk
Moloids rush
QuickFate
TNNB
QuickVoltage
Wolverine Direct
X-Box
Crisis Doom
Migga City
Spider Stall
Black Bamboo
Bosom Buddies
Turbo Thing

Now There are certainly a few missing that I'm sure warrant a spot on the list (I'm looking at YOU Anti-GL, MKKO and Cold School!) But we have a starting point. The plan is to take what I currently have, and see how it matches up to those. The idea isn't to win them all as much as it is to learn what hurts the most.

Once I know what hurts the most, I can at least attempt to plan around it. Hell, if I am really good, I could even use it to anticipate the strengths of the deck he opts to play into me.

Thats the idea anyway. I am certainly no Sun Tsu, but the logic is sound enough for now.

*********************

So the tests have given some good results!
Here are my notes!
PLEASE NOTE:
All difficulty rankings are assuming I have the optimal initiative to play into them.

-Hulk
*Must rush Nullifier or War-Wagon to stop Hulk's pals from removing themselves from play on stun.
*Must control the Omnis.
*Play around hulk 4 wipe.
Difficulty:
THOUGHTS:
Skill match. Only Human a solid tech piece here.

-Moloids rush
*Rush Child defense and Catcher's Mitt
*utility belt/Nullifier negates Moloid payment effect to limit their board.
*Punish their KOs with death of the dream On doomed Earths for the easy win.
Difficulty: 6 
THOUGHTS:
Don't get a bad draw. Death of the Dream rules.

-QuickFate
*Need early Nullifier on 1 drop hidden black panther to safely prevent doubletaps.
*Doesn't tend to run equip hate making it manageable.
*Can still kill you by turn 3 with God-hand and no answers.
Difficulty: 7
THOUGHTS:
   Simple answers. Can i get to them by turn 3?

-TNNB
*Reinforcement options are more important than row management.
*Only play Catcher's mitt if you have a PA or Fizzle to protect it from Meltdown.
Difficulty: 7
THOUGHTS: 
Don't get a bad draw.

-QuickVoltage
*Burns absurdly fast nullifying Child lock and reinforcement tricks.
*Jester can poach catcher's mitt and rotate their advanced hardware for multiple uses.
*Easy access to Mikado and Mosha for alfred and invisible woman hate.
*Commissioner Gordon can hurt the speed of this deck in the long run.
*Try not to let this deck get odd initiatives.

Difficulty:
THOUGHTS:
    - brutal, but winnable. eye of Agamotto might be hilarious tech here.

-Wolverine Direct
*Direct swings completely bypass Child lock.
*Must focus on early Roy to stun on  BPRD recruits to get rid of protection.
*Camp Fizzle for PA.
*Try not to let this deck get odd initiatives.
Technical difficulty: 7
THOUGHTS:
    - Initiative matters too damn much. Roy can put serious hurt into this if I can manage affiliations.

-X-Box
*either play child before combat or bait out the warp shards and chain to it.
*Warp shards deletes equipment as a side effect.
*Standard swarm with potent tricks, but many of them require initiative or combat phase.
*Utility belt/Nullifier negate Birthing chamber.
*This build runs four Omnis and 4 birthing chambers so prioritize Death of the Dream.
*Beware of PA.
*Caliban WRECKS this deck.
Technical difficulty:
THOUGHTS:
    - More tricks than you would expect.

-Crisis Doom
*Lex is a problem Need answer.
*Lex solution can't be a plot twist to get around Dr. Doom 4's lockdown.
*Play around Reign of terror.
Technical difficulty: 10
THOUGHTS: 
    - Well, shit. This one hurts. Gotta deal with Lex somehow.

-Migga City
*Joker PT tax is rough.
*By turn 4 deck stabilizes and can afford playing around joker.
*Scarlet Witch! OUCH!
*Commish eats BPRD's for breakfast.
*Relies on combat.
Difficulty: 8
THOUGHTS: 
    Surprising counter-control in a curve beater.

-Spider Stall

*Slow pacing and low damage allow me more time to set-up my extremely profitable kill turn.
*Full suite of Omni's and PA's require defensive play.
*Ultimate Nullifier needs to be searched early to negate reality gems.
*Nullifier negates Galactus' enter-play trigger too.
Difficulty: 5
THOUGHTS: 
My late game is better than theirs.



-Black Bamboo
*Interesting skew for a potential 30/30 Black Bolt and a Tarnax activation for potentially 30 more.
*Doesn't bring reliable access to tech.
*Ability to replay Lex almost every single turn if they get to him. Which at best is inconsistent.
*Combat-oriented deck.
Technical difficulty: 3
THOUGHTS: 
Fun Skew. But not good into child lock.

-Bosom Buddies
*Absolutely no out of combat offensive interactions
*Negating Peak activations and negating black box is huge.
*standard omni + PA loadout
*Can catch you off-guard with chained warp-shards to child.
*Combat-oriented deck.
*Caliban WRECKS this deck.
Difficulty: 7
THOUGHTS:
Be aware of warp shards

-Turbo Thing

*Early Utility Belts/Nullifiers literally destroy the entire deck.
*Too many ways to kill Ahmed for the win.
Technical difficulty: 2
THOUGHTS:
A revised variant could show promise, but it is too much effort for no actual win condition.


*********************

A pretty solid day of testing! Lots of good info here! Most notable is the issue with any deck that can protect Lex. And of course, the weak opening few turns against any noteworthy swarm. But I have an idea about Lex at least...

Expect Part 2 in a day or so! All thoughts and comments appreciated!

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