Saturday, March 3, 2018

Something New: The VS System Commander format

Bored with VS? Need something new in your life but don't know what it is? Why don't you try the ...
 

VS SYSTEM COMMANDER FORMAT

Not THAT commander.

As our playgroup flew through the springtime smackdown sequel event these past few months, we found ourselves playing "Commander VS" on the side between games, it reached a point where the group became much more eager to try their commander builds than they were to get their games done in a timely fashion. Perhaps you guys will like this as much as we did!


****The Commander****

- Select a unique character with a cost of 3 or less to be your Commander before building your deck. At the start of the game It begins the game in play in the "commander zone". (similar to Alter ego's and the Galactus event avatar card.)

- Commander cards cannot be targeted by effects, they cannot become stunned, KO'd, Removed from Play or returned to a players hand, nor can they otherwise be made to leave their commander zone.
(If a commander's effect text has a cost instructing a player to do any of these, the cost cannot be played and therefore. The effect may not be used.)

- Commander cards are considered to have no printed Cost, or ATK or DEF values during a game. Similarly, Commanders do not have flight or range.

- A commander may be used to pay costs such as exhausting a dr. doom commander to play a Mystical Paralysis.

- The commander may never declare an attack or be attacked.

- Commander cards can never generate a counter that is not a cosmic counter. (sorry rad-man)

- The Commander is an avatar. It is not considered to be a "character" you control. However its effect is always relevant to your field.


****The Deck****

- The Character Cards in a Commander deck must consist of the affiliations represented on the commander. Unaffiliated cards, however, cannot be used unless your commander is unaffiliated.
(So for example, if your Commander is dual-affiliated X-Men and X-Factor, All characters in the deck must also represent one of those two printed affiliations)

- *Super Uniqueness* All character cards present in a commander deck may not contain cards with the same name as the selected commander. After all, there is only ONE TRUE Dr. Doom.

- Commander decks must consist of exactly 60 cards with no duplicate non-army cards. (this includes reprints)

- Commander decks may contain 2 copies of any army card.

- Unlike the character restrictions, Commander decks may use non-character cards that feature teams not present on the commander. (Straight to the grave, and slaughter swamp under an Avengers commander for example)

- Insanity can not be declared in commander. While insanity cards may be played, all insanity card effects are considered to be blank.


***The Commander Phase****

- At the start of each turn, before the Draw Phase, there is a commander phase. Here, you may declare your commander as inactive. Inactive Commanders are flipped face down, and are considered to have no powers or keywords. At the start of the next commander phase,  inactive commanders are flipped face-up. And the owner may once again decide if their commander will be active/inactive.
(this helps if your commander has a difficult negative penalty that is not viable at certain stages of the game, such as Lizard 1-drop or Lex luthor, president lex.)


****Gameplay Rules to note****

- Endurance totals in a commander game Begin at 50. In the cases of team games, add 25 endurance for each ally on your team to a maximum of 100. (Regardless of how many allies you have)

- At the start of the game, each player selects all printed team affiliations on their Commander and all character cards in their deck gain those affiliations. In team games, friendly affiliations are automatically crossed over. Any player running an unaffiliated commander deck may not gain any team affiliations in this way. (unaffiliated commander is essentially hard mode.)


****Multiplayer Card Errata****

When playing a multiplayer game we recommend the following errata on the following cards:

 - Amazo, Ivo's Android
 - Man-Bat, Dr. Robert Langstrom
 - Sabretooth, Killer Instinct
 - Sinestro, corrupted by the ring
 - Tasmanian Devil, Hugh Dawkins
 - Trok, deep six
 - Knockout, Female Fury
 - Two-Face, Split Personality

Add the preface:

    [When this card enters play, select an opponent.]

Then Replace all effect text with instances reading:

    [your opponent(s) control(s)]

with:

    [your selected opponent(s) control(s)]

Add this additional text using a line break:

    [At the start of your build phase, you may select an opponent.]

 
****Specific Card Errata****

 - Superman, Metropolis Marvel

Errata'd text for Multiplayer:

    [When this card enters play, select an opponent.
    Superman gets +1/+1 for each opposing character the selected player controls]

Add this additional text using a line break:

    [At the start of your build phase, you may select an opponent.]


 - Fatality, Okaaran Warrior

Errata'd text for Multiplayer:

    [When this card enters play, select an opponent.

    Fatality gets +1 ATK for each character card in the selected opponent's KO'd Pile.]

Add this additional text using a line break:

    [At the start of your build phase, you may select an opponent.]

 In addition, feel free to make your own adjustments, bannings or errata based on your local playgroup. We personally feel this covers most concerns but it may not cover them all.


 ****TLDR****

Commander format VS system is actually pretty damn fun! You'll find yourself with one deck that can easily use multiple commanders for some pretty unique effects! Just remember the super-uniqueness commanders demand! an arkham deck with great white as a commander will play drastically different from the same deck running rat catcher or calendar man! My personal favorite aspect of a commander format for VS is how a highlander build doesn't typically tax my cardpool very much, so i can make sure the decks i don't want to dismantle can stay relevant for standard play. also, this format finds a use for weapon of choice and other general searchers we long-forgot about!









Friday, March 2, 2018

The Springtime Smackdown 2 Conclusion: To the victor(s) go the spoils!


First and foremost: If you prefer no spoilers, you can jump directly to the
FINALS BATREP HERE


One Hundred and Nine blog posts ago, I had an itch. A tic in my mind. A compulsion that wouldn't subside. A nagging urge.

The VS System itch.

VS System has always latched onto me in a way I am unsure I will ever fully comprehend. I met my wife playing it. My daughter's first christmas ornament contribution was a lightly chewed Power-girl she found on the floor. At its best and worst, This game nurtured fond memories of a fantastic game, great sportsmanship, and long reaching coverage granting me close allies, lifelong collegues, and of course, some bitter farewells that I will carry with me to the end of my days.

It doesn't strike that often, to be honest, every 2 to 3 years maybe. But that itch, though.

God bless her, my wife doesn't understand it entirely. She patiently, perhaps even wisely allows it to run it's course. Every time I seek to "one-up" the previous one. Adding something to make it just a tad more convoluted or involved than the last time.

This is the origin story of the Springtime Smackdown.

 

And as long as there is a community to share it with, it will continue re-appearing every few seasons on your facebook feed asking a question, and doing its utmost to grant a good answer.

This year we asked: Which deck is king of the monster format we call "golden age"?

Well I have your answer for 2018:

Winning the best of 3 finals with a final match result of 2 to1, Touting a Game 3 score of an insane -32 to - 47 on turn 5... It was CAPTAIN ITALY, crushing its way to a victory over the Ever-deadly TNNB build. securing itself as the one true King of the Monsters!

...for now.

But that was not our only winner.

Concluding the springtime Smackdown 2: Kingmaker betting series, We have our final standings:

RESERVED FOR LUCA INVERNIZZI

Luca Invernizzi (spider-stall)
This Week- 50 pts
Total     -235 pts

Alessio Menzella (Spider-Stall)
This Week- 30 pts
Total     -231 pts

DJ Foley (Wolverine Direct)
This Week- 20 pts
Total      -219 pts

Aaron Atwood (Randomizer)
This Week-  0 pts
Total     -101 pts

Chad Jackson (Spider-Stall)
This Week-  0 pts
Total      - 50 pts

Joseph Corbett
This Week- 40 pts
Total     - 42 pts

Alessandro de Cossini (Spider-Stall)
This Week-  0 pts
Total     - 23 pts

Adam Miller (Just ONE)
This Week-  0 pts
Total     - 20 pts

Aaron Atwood
This week- 10 pts
Total     - 10 pts


It was Lucca's pick that shot him from 3rd place to 1st overall only missing the endurance total options in his picks!

The official results were as follows:

****FINAL RESULTS****

Series Winner - Captain Italy
Coin-toss - Captain Italy (Aaron)
First Blood - TNNB
Last turn - turn 5
Series result - 2 games to 1
life of winner - -32 endurance
life of loser - -47 endurance



I hope you readers out there had some measure of enjoyment reading these match reports and following along as a grown man skirted his duties to host a tournament of champions and share it with the world with as much detail as he could manage.
I'd like to thank my wife for her unwavering patience as we worked on this for what became 2 straight months, My playgroup, none of this happens without you. And the community. Still proving that Upper Deck was wrong all these years later.

So get building those Captain Italy variants folks! There's a new Big Nasty on the block.

And he is Italian.




GRAND FINALS: TNNB VS Captain Italy

TNNB
Steph

-VS-

Captain Italy
Aaron

-GAME 1-


Aaron wins the cointoss and elects to take evens.


Steph mulligans.

Aaron keeps.



        TURN 1 (Steph Initiative)

    DRAW PHASE
(Both Players draw 2 cards)

    BUILD PHASE

Steph sets a resource and recruits Tempo and passes.

Aaron sets a resource and recruits Moonstar and passes.

    COMBAT PHASE

Aaron activates Moonstar, returning her to his hand and rallying for a plot twist 3 times (Revealing Null time zone, trouble with dinosaurs and moonstar) keeping the plot twists and placing the character onthe bottom of her deck.

Steph swings direct for 2.

    RECOVERY PHASE

    TNNB -> 50    Captain Italy -> 48




        TURN 2 (Aaron Initiative)

    DRAW PHASE
(Both Players draw 2 cards)

    BUILD PHASE

Aaron sets a resource and recruits Moonstar then passes.

Steph sets a resource and reveals Scanner and Rem-Ram in her row to play Amelia for free. She then recruits Rem-Ram from her row, replacing the resource with a card from her hand. Rem-Ram's effect triggers (revealing The next Brotherhood, KLeinstock Brothers, Unuscione, and the new brotherhood) She elects to keep Unuscione, placing the rest on the bottom of her deck.

    COMBAT PHASE

Aaron activates Moonstar (revealing Warp Shards, Trouble with dinos, and Techno-organic virus) keeping them all.

Steph swings direct with everything for 5.

    RECOVERY PHASE

    TNNB -> 50    Captain Italy -> 43




        TURN 3 (Steph Initiative)

    DRAW PHASE
(Both Players draw 2 cards)

    BUILD PHASE

Steph sets a resource and recruits barnacle and Unuscione. She forms unuscione protected by Barnacle and forms Tempo and Amelia on either side of Banacle in her front row with Rem-Ram in the wings before she passes.

Aaron sets a resource and recruits Dr. Doom, richards' rival. His effect triggers and Aaron searches his deck and places Trouble with Dinosaurs on the top before passing.

    COMBAT PHASE

Steph declares her 4/1 Barnacle into Doom. Once legal, Aaron powers up. Steph responds with a rowed Planet X plipping and replacing it for +2 ATK on Barnacle. She continues with The Next Brotherhood played from her hand granting her board an additional +2 ATK for the turn and both players pass into the mutual stun. Then steph swings everything direct for 18 more.

Aaron flips up Lust for power, KOing Doom.

    RECOVERY PHASE

Steph recovers Barnacle.

    TNNB -> 49    Captain Italy -> 19




        TURN 4 (Aaron Initiative)

    DRAW PHASE
(Steph draws 2 cards)

    BUILD PHASE
Instead of drawing cards, Lust for Power triggers (Revealing 2x Trouble with dinos, Recon Program, Only Human and Bodyslide.
Aaron also plays a rowed Null Time Zone and calls The New Brotherhood.

Aaron sets a resource and recruits the Captain and passes.

Steph sets a resource and recruits Kleinstock Brothers. She forms for reinforcement. With Kleinstock Bros, Unuscione, and Rem-Ram protected by Amelia, Barnacle and Tempo, respectively. And Steph passes.

    COMBAT PHASE
The Captain's effect triggers and Aaron ponders the board for some time before finally deciding for it to gain the name Cable and drawing a card. He then plays techno-Organic Virus from his hand to draw 4 cards. And then plays another for 4 more. he plays a Straight to the Grave from his hand to send The ca[ptain to his KO pile and then plays a rowed Recon Program to get it to his hand.

He then declares The Captain into Unuscione. Passing once legal. Steph reinforces with Rem-Ram and both pass for the 1-sided stun. Aaron thebn passes his combat.

Steph team swings her front row into Captain Cable for a mutual stun between Cap and Amelia and both players pass to recovery.

    RECOVERY PHASE

Aaron recovers Captain Cable.

Steph recovers Unuscione, KOing Amelia.

    TNNB -> 45    Captain Italy -> 15




        TURN 5 (Steph Initiative)

    DRAW PHASE
(Steph draws 2 cards)

    BUILD PHASE
Instead of drawing cards, Lust for Power triggers (Revealing 2x Null Time Zones, Flame Trap, Savage beatdown, and Reconstruction program) keeping them all.

Steph sets a resource and recruits a rowed Scanner, opting not to replace it. She then reveals a rowed Unuscione and Rem-Ram to recruits a Rowed Amelia for free (replacing the resource with a card in her hand) She then forms up Rem-Ram and Kleinstock into her front row and passes.

Aaron sets a resource, and recruits the Captain followed by Moonstar protecting the new 4 drop and passes.

    COMBAT PHASE
Captain Cable gains the name Annihilus. Drawing Aaron a card.
The Captain gains the name Cable. Drawing Another card.

Aaron Activates Moonstar, spinning her (Revealing Techno-Organic Virus, Pathetic Attempt and Bodyslide) keeping them all. he then plays the virus to draw 4. and plays Flame Trap from his hand (discarding a Bodyslide and a Pathetic Attempt) This stuns Stephs entire board with the exception of Scanner. Steph then activates Scanners effect replacing a rowed Rem ram.

Steph flips up The New Brotherhood and declares Scanner into Captain Cable Annihilus. Aaron surveys the board and plays 2 rowed Common Bonds (discarding 2 Pathetic Attempts) to grant his 4 drops +8 ATK also ensuring the stunback. Steph plays Air Strike (replacing a face down Meltdown) for +4 ATK and Aaron responds with a Wave of Destruction, paying 6 endurance to replace all 5 of his face up resources and stephs New Brotherhood.
After it resolves steph plays air strike replacing a face down New brotherhood for +4 ATK and plays 1 final air strike replacing a rowed tempo for +2 ATK before passing with a 20 ATK scanner.
Both pass for a mutual stun. Aaron chooses not to reinforce.

Aaron sends Captain Cable direct. Once legal playing a Common Bond from his hand (discarding pathetic Attempt) and once legal he plays a playset of Trouble with Dinos and 2 Savage Beatdowns before powering up twice and then playing two recon programs to power-up 2 more times for a total swing of 57 direct.

    RECOVERY PHASE

    TNNB -> -25    Captain Italy -> -9


Captain Italy wins game 1!



Thoughts:

Steph - Everytime this list misses Senyaka it loses. As soon as i saw him score the flametrap I knew it was over though.

Aaron - FLAMETRAP. Oh man what a nuke!





-GAME 2-


Steph chooses Even initiative.


Steph keeps.

Aaron Keeps.



        TURN 1 (Aaron Initiative)

    DRAW PHASE
(Both Players draw 2 cards)

    BUILD PHASE

Aaron sets a resource and recruits Moonstar.

Steph sets a resource and passes.

    COMBAT PHASE

Aaron activates Moonstar (revealing The Captain, techno-Organic Virus and trouble with Dinos) keeping the plot twists and placing the cap on the bottom of his deck.

    RECOVERY PHASE

    TNNB -> 50    Captain Italy -> 50




        TURN 2 (Steph Initiative)

    DRAW PHASE
(Both Players draw 2 cards)

    BUILD PHASE

Steph sets a resource and recruits Rem-Ram (Revealing barnacle, Spoor, Kleinstock Bros and Call down the Lightning) She chooses Kleinstock Bros and recruits them in her front row, passing her build.

Aaron sets a resource and recruits Moonstar.

    COMBAT PHASE

Aaron activates Moonstar (revealing 2x Bodyslides and a captain) keeping the bodyslides.

Steph sends rem-ram and Kleinsock Bros in a team swing Direct. Once legal She flips up The New Brotherhood to deal 7 direct.

    RECOVERY PHASE

    TNNB -> 50    Captain Italy -> 43




        TURN 3 (Aaron Initiative)

    DRAW PHASE
(Both Players draw 2 cards)

    BUILD PHASE

Aaron sets a resource and recruits Moonstar then passes.

Steph sets a resource and recruits Senyaka. forming him behind Rem-Ram

    COMBAT PHASE

Aaron Activates Moonstar (revealing Pathetic Attempt, Flame Trap, and recostruction program)
"aww MAAAN."

Steph declares a mass team swing direct. Once legal she plays a rowed Planet X, replacing it to give Senyaka +2 ATK. She then follows up with a Next Brotherhood played from her hand and plays air Strike (replacing a face down barnacle) targetting Senyaka as well for 26 direct.

    RECOVERY PHASE

    TNNB -> 50    Captain Italy -> 17




        TURN 4 (Steph Initiative)

    DRAW PHASE
(Both Players draw 2 cards)

    BUILD PHASE

Steph sets a resource and recruits a rowed Spoor into her front row. Senyaka's effect triggers dealing 2 endurance damage to Aaron and she replaces the resource with a card from her hand and forms Spoor Protecting Senyaka with Kleinstock Bros and rem-ram in her front row she then passes.

Aaron sets a resource and recruits The Captain in his support row and plays Only Human onto Spoor before he passes.

    COMBAT PHASE
The Captain Gains the name Cable and Aaron draws a card.

Steph declares Rem-Ram and Kleinstock Bros in a team-swing into The Captain, flipping up a second New Brotherhood once legal.
Aaron plays Techno-org viris to draw 4. then plays another for 4 more. He then plays Flametrap (discarding Moonstar and Doom) to stun her attackers.

Steph then sends Senyaka into Captain Cable with at 9/4.
Aaron plays SttG (sending The Captain to his KO pile) and plays reconstruction program to recur it and power-up following up with another captain powering up again.

Steph makes note of Aaron's endurance total (12) and sends the 11 ATK Spoor direct. Once legal playing Call down the Lightning (replacing Joanna Cargill) for +3 ATK and game.


    RECOVERY PHASE

    TNNB -> 45    Captain Italy -> -2



TNNB Wins Game 2!


Thoughts:

Aaron - double New brotherhoods will get ya.

Steph - Smashy Smashy!





-GAME 3-


Aaron chooses even initiative.


Steph Mulligans.

Aaron keeps.



        TURN 1 (Steph Initiative)

    DRAW PHASE
(Both Players draw 2 cards)

    BUILD PHASE


Steph sets a resource and recrtuits Tempo in her front row and passes.

Aaron sets a resource and recruits Moonstar and passes.

    COMBAT PHASE

Aaron activates Moonstar (revealing Warp Shards, wave of destruction and Trouble with Dinosaurs) keeping them all.

Steph declares a direct attack with tempo. Once legal, she flips up The New Brotherhood.
"Well Shit."

    RECOVERY PHASE

    TNNB -> 50    Captain Italy -> 46





        TURN 2 (Aaron Initiative)

    DRAW PHASE

(Both Players draw 2 cards)

    BUILD PHASE

Aaron sets a resource and recruits Moonstar and passes.

Steph sets a resource and recruits Rem-Ram (revealing 2x new Brotherhoods, Amelia voght and barnacle) She curses and takes Barnacle recruiting him in her front row.

"close call, a second new brotherhood on turn 3 would have been brutal. a third on 4 would have been GG."

Steph forms Barnacle in her front row between Rem and Tempo and passes.

    COMBAT PHASE
Moonstar activates (revealing Lust for power, Reconstruction Program adn Only HUman) keeping them all.

Steph swings with everything direct for 10.

    RECOVERY PHASE

    TNNB -> 50    Captain Italy -> 36




        TURN 3 (Steph Initiative)

    DRAW PHASE

(Both Players draw 2 cards)

    BUILD PHASE

Steph sets a resource and recruits Senyaka from her hand. Forming him behind Barnacle and passing.

Aaron sets a resource and recruits Dr. Doom. Entering play Doom lets Aaron fetch and place a Flametrap on the top of his deck and passes.

    COMBAT PHASE

Steph sends barnacle into Dr. Doom. Once legal, she plays The Next Brotherhood from her hand resulting in an easy mutual stun. she then sends the rest direct for 20.

    RECOVERY PHASE

Aaron recovers Dr. Doom.

Steph chooses not to recover Barnacle, KOing it.

    TNNB -> 49    Captain Italy -> 9




        TURN 4 (Aaron Initiative)

    DRAW PHASE

(Both Players draw 2 cards)
At the end of the draw phase, Aaron Flips up a rowed Null Time Zone. Steph has no response and Aaron calls The Next brotherhood. Then he flips up Lust for power since it triggers in the build phase, KOing Doom.

    BUILD PHASE
Lust for power triggers (revealing Trouble with Dinos, 2x SttG's Dr. Doom and Pathetic Attempt) Doom goes to the bottom, the rest Aaron keeps.

Aaron sets a resource and recruits The Captain in his support row adjacent to Doom and passes.

Steph sets a resource and recruits a rowed Anne-Marie Cortez. Senyaka triggers dealing 2 damage to aaron dropping hisprecarious Endurance totals even lower to 7. She forms Anne Marie protecting Senyaka with re and tempo on either side of her and passes.

    COMBAT PHASE
The captain triggers and as the off-turn player anne marie triggers afterwards. The chain resolves:
Anne-marie triggers, Revealing a face down Joanna.
The Captain triggers, becoming Captain Blink and drawing Aaron a card.
"No techno-organics for you this turn"

Aaron plays warp Shards from his hand, shifting Anne-Marie from play with 4 shift counters. Then he plays another Warp Shards, shifting Senyaka from play, shifted with 3 shift counters. Next he plays a rowed Flametrap, (discarding Wave of Destruction and The Captain) to stun the rest of Stephs board.

Aaron declares an attack direct with Captain Blink and plays 2 trouble with Dinos once it is legal for 21 direct.

Both pass to recovery.


    RECOVERY PHASE

Steph recovers Tempo, KOing Rem-Ram.

    TNNB -> 26    Captain Italy -> 7




        TURN 5 (Steph Initiative)

    DRAW PHASE

Aaron chains to the draw and plays and plays a rowed Null Time Zone. Steph passes and Aaron calls The next brotherhood.
(Steph draws 2 cards)
Aaron plays two SttG's from his hand (sending The Captain and Dr. Doom)

    BUILD PHASE
Lust for power triggers, (revealing savage beatdown, SttG, Techno-organic virus, Moonstar and reconstruction program) keeping all but Moonstar. He then plays SttG (sending moonstar)

Steph sets a resource and shifts Anne-marie and senyaka into play and recruits a rowed Scanner, dealing 2 damage and electing not to replace the resource. She forms Anne-Marie protecting Senyaka and passes.

Aaron sets a resource and recruits the captain and moonstar, forming moonstar protecting captain Blink and passes.

    COMBAT PHASE
Anne-Marie triggers, followed by Both of Aaron's Captains.
The chain resolves:
Captain Blink gains the name Cable, drawing Aaron a card.
The Captain gains the name Annihilus, drawing Aaron a card.
Anne-Marie triggers, and Aaron chains Techno-organic virus and Moonstar.
Moonstar resolves (revealing Wave of Destruction, recon program, and savage beatdown, then The virus resolves drawing Aaron 4 cards
Again Aaron chains to Anne-marie and plays another virus to draw 4 cards.
Chaining again to Anne-Marie Aaron plays a rowed Common Bond (discarding a Pathetic Attempt) and then chains Wave of Destruction, paying 6 endurance to replace all his resources as well as Stephs New Brotherhood.
Wave of destruction resolves.
Common Bond resolves giving all Aarons 4 cost characters +4 ATK this turn and again, Aaron chains to Cortez's effect a rowed Tech virus, and two Recon programs.
the recons each get a captain and tech virus draws Aaron 4 cards

One last time, Aaron chains to Anne-Marie before she resolves. He plays 3 common bonds from his hand (discarding Pathetic attempt, and 2 Captains) and then plays 2 bodyslides.

the bodyslides resolve, removing the two 4 drops from play and the common bonds resolve.
FINALLY Anne-Marie resolves, revealing a 3 cost Joanna.

Steph activates Scanner's effect (replacing a Joanna) to stack ehr top 4 cards. and team swings everything direct, powering up Senyaka twice and playing meltdown to replace a face down Rem-Ram. Then she plays a rowed Call-down the lightning On tempo (replacing Kleinstock Bros) Flipping and replacing a planet X for another +2 ATK on tempo and discards a tempo from her hand powering up to push Aaron to -31 Endurance. She passes.

"That's all I've got."

Both captain return to play still enjoying the quad Common Bond modifiers and Aaron sends the first one into Senyaka at 23/6 for an easy stun. Next The remaining Captain swings into Tempo. Once legal, Aaron plays a rowed Trouble with Dinos and then plays a playset of savage beatdowns onto his attacker. He then plays 2 recon programs to power up twice, hitting for 51 and sealing the game.

    RECOVERY PHASE

    TNNB -> -47    Captain Italy -> -32



Captain Italy wins the Springtime Smackdown 2: Kingmaker event 2 games to 1!


Thoughts:

Steph -  I was digging deep but couldn't find another 4 drop for Anne-maries effect to lockdown the pile of pumps i knew were coming.

Aaron - So many other games I was misplaying Lust for power. I kept treating it like a draw phase effect not a build phase effect. so you can draw, THEN ko doom THEN get up to 5 more cards. A stupid good card in this deck.