Anti-Matter
Mark
-VS-
Spider-Stall
JS
-GAME 1-
JS wins the flip and elects to take odd initiatives.
Mark Mulligans.
JS keeps.
TURN 1 (JS Initiative)
DRAW PHASE
(Both Players draw 2 cards)
BUILD PHASE
Js sets a resource and passes.
Mark sets a resource and recruits Chomin in his hidden support row.
COMBAT PHASE
Chomin swings direct for 2 damage and First Blood.
RECOVERY PHASE
Anti-Matter -> 50 Spider-Stall -> 48
TURN 2 (Mark Initiative)
DRAW PHASE
(Both Players draw 2 cards)
BUILD PHASE
Mark sets a resource and recruits 2 AGL's in his hidden front row and passes.
JS sets a resource and passes.
COMBAT PHASE
Both agl's and chomin swing direct for 10. Chomin uses his effect to stun an AGL dealing 1 damage to JS and then plays a rowed Emerald Dawn to KO the unstunned AGL to search his deck for Fiero.
Both pass combat.
RECOVERY PHASE
Mark recovers AGL.
Anti-Matter -> 49 Spider-Stall -> 37
TURN 3 (JS Initiative)
DRAW PHASE
(Both Players draw 2 cards)
BUILD PHASE
JS sets a resource and recruits Ultimate Spidey. It enters play with 2 web counters. JS then passes his build.
Mark sets a resource and recruits Slipstream in his hidden area front row. and passes.
COMBAT PHASE
Js removes 2 web counters to exhaust Anti Green Lantern and Chomin and then flips up ESU activating it and exhausting Ultimate Spidey to net a card. JS then passes.
Mark declares Slipstream into Ultimate Spidey. once legal he plays Thunderous Onslaught from his hand to make slipstream unstunnable with +2 ATk this atack and moves it into his visible support row. Once that resolves he pays 3 endurance to ready slipstream and plays a rowed megablast followed by a rowed Matter Convergence and a flying kick from his hand. They resolve and matter convergence moves slipstream hidden again, where his passive gives +1 ATK and the unstunnable ready attacker hits spider-man with 17 ATK.
JS plays an Enemy of my Enemy (discarding Lex) to fetch Spider-man <> The Spider discarding it to power up the ultimate spidey. he also powers up again 9discarding secret avenger spidey and passes into the 1-sided stun. Then Mark sends slipstream direct for 15, and activates Chomin to stun his AGL dealing 1 damage to JS.
RECOVERY PHASE
JS recovers his Spider-man.
Mark recovers AGL.
Anti-Matter -> 45 Spider-Stall -> 8
TURN 4 (Mark Initiative)
DRAW PHASE
(Both Players draw 2 cards)
BUILD PHASE
Mark sets a card and recruits Fiero into his hidden area. he immediately activates her effect to deal 6 damage to JS and passes.
Js sets a resource and reveals Scarlet Spider before recruiting a second Ultimate Spiderman. It enters play with 4 web counters. JS then spends all 4 to exhaust Slipstream and AGL and passes.
COMBAT PHASE
With only chomin able to attack, Mark instead opts to try to end. He then declares an attack with Chomin into one of the ultimate spideys. Once legal, he plays Cosmic Conflict from his hand, pushing chomin to the visible area and granting +4 ATK. before passing, Mark then uses Chomin's effect to stun fiero, to deal 4 damage to JS.
Js plays Straight to the Grave from his hand, sending Koriand'r to his KO pile and them plays a rowed Messiah Complex Boosting it and exhausting both of his Spider-men to return Koriand'r to his hand and gaining 7 endurance.
Realizing that will put JS to 1, Mark plays a rowed The Ring has Chosen to search out another chomin (discarding another ring has chosen) and powers up his attacker to end JS at exactly 0.
RECOVERY PHASE
Anti-Matter -> 41 Spider-Stall -> 0
Anti-Matter wins game 1!
Thoughts:
JS - With an opening hand of 2 ultimate spider-men I thought I could slow things enough through web counters. I was a bit off on that calculation.
Mark - I'm actually surprised at the damage output considering i only really saw 4 pumps over 4 turns. Mulling for Chomin was super worth it.
-GAME 2-
Having lost, JS elects to try even initiatives.
Mark mulligans.
JS keeps.
TURN 1 (Mark Initiative)
DRAW PHASE(Both Players draw 2 cards)
BUILD PHASE
Mark sets a resource and passes.
JS sets a resource and recruits Aunt May, golden oldie into play, fetching himself an ultimate spider-man and passing.
COMBAT PHASE
Both players pass.
RECOVERY PHASE
Anti-Matter -> 50 Spider-Stall -> 50
TURN 2 (JS Initiative)
DRAW PHASE(Both Players draw 2 cards)
BUILD PHASE
JS sets a resource and shifts The Spider with a shift counter. he then fips up ESU and activates it exhausting aunt may to net himself a card. He then plays Indebted (discarding Omnipotence) to search out another he Spider and shifts that with 1 shift counter as well before passing.
Mark sets a resource and recruits an AGL then plays a rowed Ring has Chosen to fetch a Chomin (discarding another AGL) and recruits Chomin in his hidden area protected by the AGL.
COMBAT PHASE
JS passes combat.
mark sends AGL into Aunt May for an easy stun and then swings direct with Chomin for 2 before using Chomin's effect to stun AGl and deal JS 1 damage.
RECOVERY PHASE
Js recovers Aunt May.
Mark recovers AGL.
Anti-Matter -> 49 Spider-Stall -> 43
TURN 3 (Mark Initiative)
DRAW PHASE(Both Players draw 2 cards)
BUILD PHASE
Mark sets a resource and recruits Slipstream in his visible area and then equips it with a Ring of the Sinestro Corps forming it into his support row. and passes.
JS sets and flips Bad press and recruits ultimate spider-man in the support row adjacent to aunt may. it enters play with 2 web counters. Js spends thos counters to exhaust AGL and Chomin before passing.
COMBAT PHASE
Mark sends Slipstream into Spider-Man at 6/5. Once legal JS exhausts Spidey for ESU to net a card and reinforces with Aunt May. Mark pays 3 endurance to ready it and both players pass into the reinforced stun. Slipstream then declares an attack over Aunt May and plays a rowed megablast. Aunt may stuns and JS takes 10 damage. Chomin uses his payment effect to stun Slipstream and deal 3 to JS.
To end, Mark then plays Emerald Dawn from his hand KOing AGL to search out Fiero.
RECOVERY PHASE
Mark recovers Slipstream.
JS recovers Spider-Man, KOing aunt may.
Anti-Matter -> 43 Spider-Stall -> 27
TURN 4 (JS Initiative)
DRAW PHASE(Both Players draw 2 cards)
BUILD PHASE
Js sets a resource and plays a rowed Straight to the Grave (sending Ultimate Spider-man to his KO pile) and then plays a rowed Messiah complex to put it into his hand.
JS reveals Scarelt Spider and recruits the second Spider-Man. It enters play with 4 web counters. next JS shifts in The Spider also entering his hidden area with 4 web counters. before passing his build.
Mark sets a resource and recruits Fiero protecting Chomin in the hidden area.
Both players then pass to combat.
COMBAT PHASE
Js declares a team attack with The Spider and the ultimate spidey with no web counters into the visible Slipstream. once legal JS spends 1 web counter off of The Spider to exhaust Chomin and then spends 4 more to exhaust Fiero.(3)
Mark chains Fiero's effect and JS negates it with his shifted Spider, removing a shift counter to negate the burn damage.
Combat resolves and Slipstream stuns back Ultimate Spider-Man in a mutual trade.
The remaining ultimate spider-man then swings direct for 4.
RECOVERY PHASE
JS recovers Ultimate Spidey.
Mark recovers Slipstream.
Anti-Matter -> 36 Spider-Stall -> 24
TURN 5 (Mark Initiative)
DRAW PHASE(Both Players draw 2 cards)
BUILD PHASE
Mark sets a resource and recruits Element Man in his hiodden area and passes.
JS sets a resource and reveals Scarlet Spider. He then recruits Spider-Man, secret avenger. it enters play with 4 web counters and JS forms him protecting his ultimate spiderman still holding 3 counters. Then he activates secret Avenger's effect (discarding Aunt May) to target Slipstream. Then he spends 5 counters to exhaust element Man.(2) and then spends 1 to exhaust Chomin.(1) before passing his build.
COMBAT PHASE
Mark declares Fiero into the protected Ultimate Spider-man. Once legal, Mark plays a rowed Crackshot and passes. JS exhausts the defending Spidey for ESU's effect netting a card. and passes for the 1-sided stun. electing to reinforce with his other ultimate spidey. Next Slipstream swings into Secret Avenger. Once legal, Mark plays a rowed megablast and activates Element Man's effect to move Chomin, Fiero and Element Man into his visible area to replace 3 face up resources (replacing both megablasts and the ring has chosen)
Next Mark plays Matter Convergence from his hand to move Slipstream to his hidden front row and grant +3 ATK. he follows up with a rowed Crackshot and a rowed Flying kick and after doing some mental math plays a thunderous onslaught from his hand to push Slipstream visible and prevent the stunback and a crackshot from his hand. (leaving his hand empty)
Js checks his row and his hand and powers up once (discarding stark's Protege) both players pass to the 1-sided stun. The 24 ATK slipstream deals 14 breakthough and stuns Secret Avenger.
Mark notes the shifted spider has no counters and activates Chomin's effect to stun Element Man dealing 5 damage to JS.
"so what you replaced into all pumps?"
"nah."
Mark flips up a rowed slipstream and a rowed AGL.
"Only needed 1 to land 1 though. Barring some crazy messiah complex play."
RECOVERY PHASE
Anti-Matter -> 31 Spider-Stall -> -2
Anti-Matter wins! 2 games to 0
Thoughts:
JS - All i ever needed was to make it to turn 6. I honestly thought it was smarter to prevent a doubleswing and start curving out rather than underdrop. Maybe an aunt may into zombie spider-man would have been a better play to cover his board but i would have had to use ESU earlier and he would have had an out through slipstreams re-readying. So I'm not sure if things would have ended differently.
Mark - even our playgroup treated the slipstream build as an underdog but I never felt like it was. To me his only hope was turn 1 bad press into turn 2 black cat. Or just me wiffing a decent play by turn 2 after an aggressive mulligan. I love how this list doesn't choke if the game goes late and it has seemed pretty relevant for the past few matchups.
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