So after the original seating fiasco has been finally resolved, our week 1 matchups are nowhere near as clumpy as the original was. The pilots planned for the matchups are listed too! So lets walk through the matchups and review...
1 - TNNB (Steph) vs Sniper Shot (Mark)
Sniper shot has some pretty unique survival techniques but the issue is going to be breakthrough, Stupid large quantities of breakthrough. Once The Captain hits play, a well placed Tempo removes his ability to contribute to Sniping ideal targets. This is a pretty bad mismatch heavily favoring TNNB right up until Turn 5. IF somehow Sniper Shot can manage beyond 5, it's survivability begins to skyrocket with air walker on 5 and spider-man on 6 to subsidize key attackers. Sure, it's a big IF but it's there.
Favored to win: TNNB
2 - Black Bamboo(Lee) vs Spider-Stall(Josh)
At first glance, it would seem that the advantage belongs to spider stall. After all, they won't even need to invest many web counters to keep Black Bamboo on ice. Again however, the tide turns on turn 5 if bamboo can drop lex with a reasonable amount of endurance in tow, we could see an interesting back and forth here. bamboo can serve up surprise attackers fueled by Tarnak IV for some pretty insane damg swings. Spider-Stall's real salvation in this will more likely be from an early game bad press into Black cat to try to restrict Bamboo's access to hypnotic charms. This is one to watch.
Favored to win: Spider-Stall
3 - Quickfate(Steph) vs Captain Italy(Josh)
I still believe Captain Italy has some really good play potential, but I'm just not convinced it can do it into one of the fastest rushes to date. Getting to turn 5 will be a serious chore, barring all but the WORST possible starting hands for Quickfate, and some amazing Null Time Zone calls from Captain Italy.
Favored to win: Quickfate
4 - Moloid Burn(Josh) vs Randomizer(Mark)
The random abuse is for real folks, on top of that, I've yet to see Moloid Burn really show methat "wow" factor. I might be going against the grain here a bit but I actually feel pretty good about a randomizer pick this week. I just don't see Moloids closing it out before Random has a chance to cut loose.
Favored to win: Randomizer
5 - Secret Avengers(JS) vs Doomsday's Boomday(Aaron)
Ok so hear me out here. Boomday was literally DESIGNED for this kind of matchup. Lots of little characters working together with decent pumps. Not saying secret Avengers can't put this one to bed but if Boomday has its way... that's EXACTLY what could happen. A potential -4 ATK across the board with an even larger penalty on characters played that turn, makes over half of the Avenger roster useless in combat without pumps. Having said that, there's alot of utility behind Natasha in any curve matchup and between her and Carol Danvers, the Avengers have some options. But looking at both lists leaves me trying to come up with reasons the avengers can push through and not the other way around, which is telling. Look. Worst case scenario, I am just horribly wrong.
Favored to win: Doomsday's Boomday
6 - Invisible tOUCH(JS) vs Bosom Buddies(Josh)
Alt win condition vs TONS of damage? I feel like this one is going to be decided by initiative. If invisible tOUCH gets early tempo the Buddies will not be able to swing without being invisibility-countered. The race against the election clock might be rough with only a single copy of HaB.
Favored to win: Invisible tOUCH
7 - S.H.I.E.L.D. Burn(Lee) vs Rad Man(Aaron)
The burn doesn't need plot twists to kill things, I'm slotting Rad Man at a big disadvantage, but if it can crawl to turn 6 with enough Endurance to survive a wolverine shot, Human torch can save the day and keep things interesting. Thats quite the qualifier, I know. but technically possible, given the burn's lack of combat prowess.
Favored to win: S.H.I.E.L.D. Burn
8 - Just ONE(Mark) vs Crisis Doom(Aaron)
Doom finds your lock of plot twists, disturbing.
If we assume Just ONE does what it always does, I don't see Doom fighting its way out. The running joke here with this deck is that with an odd initiative you can hypothetically get "just ONE" turn to play a plot twist against it. And it's on turn 2. And it's 1 costs only. Mot looking so good for Crisis, paralysis and Reigns being played. At all.
Favored to win: Just ONE
9 - Migga City(JS) vs Secret Society Control(Mark)
This one is going to be interesting. Migga city can get huge swings, But Secret Society can spam a Chemo play every turn starting on 2. If migga protects it's row, I see it winning fairly handily. But a case can be made for a Secret Society Upset.
Favored to win: Migga City
10 - Both Guns Blazing(Mark) vs Hulk Smash(Lee)
Hulk Embodies everything Both Guns was designed to be able to beat. riiight up until you remove reinforcement. Then things get bad for the Guns child-lock control toolbox. Only human can help staunch the bleeding on a big swing with a timely reinforcement play, but the edge here, clearly goes to Hulk.
Favored to win: Hulk Smash
11 - Wolverine Direct(Aaron) vs Fantastic Fun 2.0(Josh)
Fantastic fun toolboxed for many things. However, it did not plan for direct attacks. This pick feels like a sure bet at first glance, and, honestly, at second glance too.
Favored to win: Wolverine Direct
12 - Exiles(JS) vs Xbox(Lee)
The X-teams go head to head in what feels like the most volatile matchup of the week. Xbox hits like an angry momma after being disrespected. While Exiles look to prove they are just as scary as before, thanks to some imaginative cable support added to the mix. Doubt will remain until the exiles deomonstrate they can do what they do while under the gun from an established rush.
Favored to win: Xbox
13 - Highest Voltage(JS) vs Sentinels 2.0(Aaron)
A blowout at first glance favoring Highest Voltage, The sentinels aren't without hope. With one of the largest tech pools in the tournament, a playset of Political Pressures early could help stem the burn long enough to see micro-sentinels turn things around. Without ongoing search, however... The sents will have to make their offerings to RNGsus and wear those lucky socks for a valid shot.
Favored to win: Highest Voltage
14 - Neutron Spider-Stall(Mark) vs Chess Press(Lee)
Neutron stall locks things at turn 5. Chess press likes to recruit 2-2-3-4-5 on turn 5 Something i can see taxing web counter abuse to its very limit considering turn 6 will look identical, and 7... The Kree hammer delivery service looks to run away with this, but Neutron keeps surprising me.
Favored to win: Chess Press
15 - Anti-Matter Rush(Josh) vs Ultimates(Steph)
Two of my golden age favorites face off in the mis-match of the century. Ultimates like to start mostly hidden. until turn 3 Anti-matter likes to hit face with extreme prejudice. I don't see any realistic means ultimates walks away without a trip to the losers bracket here.
Favored to win: Anti-Matter rush
16 - COMBEX(JS) vs Horsemen Stall(Aaron)
Horsemen Stall fields a veritable toolbox of NOPE while COMBEX is an infinite burn loop tucked neatly into a late game power curve, you know... just in case something goes wrong. IF Horsemen can interrupt the combo and say... Abyss Siryn on turn 4, maybe it can send things late. however it is entirely possible that strong guy will be bigger than Apoc by the time the late game gets under way. Mr Sinister will be integral to the Horsemen Stall's shot at a win here and and absolutley MUST to get in play turn 3 with odd initiatives, to be able to interrupt Ahmed's set-up efforts along with Blackthorne's loop. If that happens they still need Abyss to be an mvp Lategame for Horsemen to pull it off. Sound like alot of "if"s? It is.
Favored to win: COMBEX
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