Wednesday, July 1, 2020

-30- The Swingers' Club (Spider-Friends + Hellfire Club)

By: Proposition Joe


Characters
4x Zabu, Constant Companion
4x Aunt May, Golden Oldie

4x Shanna the She-Devil, Shanna O'Hara Plunder
2x Friedrich Von Roehm, Black Rook
1x Black Cat, Nine Lives

4x Ka-Zar, Lord Kevin Plunder
1x Spider-Man, Friendly Neighborhood Spider-Man
1x Spider-Girl, Daughter of Spider-Man

4x Madelyne Pryor, Black Rook
1x Spider-Man, Parasitic Host

1x Firestar, Hellion
1x Spider-Man, Secret Avenger

Plot Twists
4x Join the Club!
3x Mobilize
4x Savage Beatdown
4x Flying Kick
4x Mega-Blast
3x Crushing Blow
3x Need a Lift?
2x Deadly Game

Locations
3x The Hellfire Club
2x Inner Circle


Plays like Injustice Gang Concealed but with some movement tricks.
Aunt May can be dropped for free on Turn 1 with Zabu for a strong open.
The Savage Land-based characters can be played as under-drops if you need to swarm and Firestar on 5 can swing then be moved into the visible to be stunned and then KO’d for some final burn to put you over the top. There is a Spider-Man at 3-4-5 as emergency drops if you miss Join The Club or Mobilize, Spidey FNSM can be used as a team attacker if you need to go rush.



-31- WEE (Wildpack + Emerald enemies)

By: Aaron Mead


Characters

3x The Shark, T.S. Smith
3x Crippler, Carl Striklan
4x Powell, Southern Charm

4x Chen, Amy Chen
4x Fatality, Emerald Assassin

3x Man-Eater, Intruders
3x Battlestar, Lemar Hoskins

3x Silver Sable, World's Deadliest Mercenary
3x Goldface, Keith Kenyon

2x Sandman, Intruders
2x Major Force, Clifford Zmeck
2x Sinestro, Corrupted by the Ring

Plot Twists
4x Bounty Hunt
4x Mobilize
2x Blind Sided

Locations
4x Prison Planet
4x Empire of Tears
2x Stryker's Island

Equipment
4x Capture Net


Look at the other decks then look at this,
Now back at the other decks.
Now back to this. 
This is not like other decks.


Disguised as a tempo rush, this deck is actually a suicidal power curve that builds some very large bodies as it does so at the expense of Prison Planet, which while an impressive, new brotherhood-styled pump is super helpful for early control, the removal of reinforcement for our team is less than ideal.
An early Bounty hunt will ensure some clutch bonus draw to help the cost of Goldface on 4.
On 5 we are going to finally flip our Empire of tears along with a possible Goldface activation to blow up 2-3 resources with a Major Force in play, bringing him to a respectable13/11 if prison planet is in play, and 15/13 on the empire of tears active. Closing out our tempo is a potentially discounted Sinestro for only 3 resources on turn 6 to keep up the pressure and force a game end if we have even initiatives.

A hella-fun build with lots of flexible outs and a full Sable control engine hidden inside!



-29- Tam'Ar Empire (Shi'Ar + Teen Titans)

By: Walter Alvarado


Characters
3x Professor X, Mutant Benefactor
1x Bumblebee, Sonic Sting
2x Mia Dearden - Speedy, Archer's Apprentice
2x Roy Harper - Speedy, Mercurial Marksman

1x Kid Devil, Teen Hellion
1x Argent, Toni Monetti
1x Kole, Kole Weathers
12x Shi'ar Soldier, Army
1x Lorena Marquez - Aquawoman, Titans Tomorrow West

2x Terra, Tara Markov

2x Garth - Tempest, Atlantean Sorcerer

1x Koriand'r - Starfire, X'Hal's Fury

1x Raven - Dark Raven, Titans Tomorrow West

Plot Twists
4x Mobilize
4x Cover Fire
4x Empire's End
4x Dirty Tricks
4x Bad Press
2x Heroic Sacrifice
2x Best Friends Forever

Locations
3x Birthing Chamber
1x Optitron
1x USS Argus

Equipment
1x Ultimate Nullifier, One-way Trip


 I decided to go the way of stall and focus on a defensive deck and use one of my favorite 7 drops: Koriand'r - Starfire, X'Hal's Fury. If we abuse the multiple Shi'Ar Soldiers along with our ATK reducers to survive until turn 7, she can decimate the opposing field and turn the game on its head. If after that we need another hit, then we use Raven on 8 to team attack with Koriand’r. The rest of the deck is all above survival and ensuring the curve from turn 4 onwards.

-28- IMMORTALS (Secret Society + Horsemen of Apocalypse)

By: Mark Smith


Characters
4x Chemo, Toxic Waste

4x Havok, Age of Apocalypse
2x Charaxes, Moth Monster

4x Dr. Sivana, Thaddeus Bodog Sivana
2x Cyclops, Age of Apocalypse

4x Dark Beast, Age of Apocalypse
2x Abyss, Age of Apocalypse

2x Black Manta, Underwater Marauder
2x Lex Luthor, Master Manipulator

1x Gorilla Grodd, Simian Mastermind
1x Mr. Sinister, Age of Apocalypse

1x Mark Desmond - Blockbuster, Mindless Brute
1x Doomsday, Engine of Destruction


Plot Twists
3x Unnatural Selection
4x Mobilize
4x Straight to the Grave
4x Path of Destruction
4x Code White
3x Survival of the Fittest, Age of Apocalypse

Locations
2x Gorilla City
2x Breeding Pens, Age of Apocalypse
3x Remote Facility, Non-Unique
1x Slaughter Swamp


Dr. Sivana + Survival of the fittest + Code White = An immortal crew that grows every single turn.
Splash in Manta for code white recursion, and chemo to deal with pesky Anarchy, then sneak in some alternative code white targets like Lex and Grodd, and the tried and true SS engine and you've got yourself a contender folks. I'd watch this one.


-27- Intergalactic Carpool (Fantastic Four + Kree)

By: Eric Isabedra


Characters
3x Mr. Fantastic, Reed Richards
4x Dr. Minerva, Starforce
3x Clumsy Foulup, Puppet Dictator
3x Captain Att-Lass, Starforce
3x Lieutenant Kona Lor, Lunatic Legion
1x Namorita, Atlantean Warrior Princess

1x Thing, Ben Grimm
2x Colonel Yon-Rogg, Commander of the Helion
2x Commander Dylon Cir, Lunatic Legion
1x Mar-Vell - Captain Marvel, Soldier of the Empire

1x Ronan the Accuser, Starforce
1x Admiral Galen Kor, Lunatic Legion
1x Ultimus, Starforce

1x Mr. Fantastic, Father of Invention

1x Human Torch, Flame On!

Plot Twists
4x Cover Fire
4x The 100 Ideas
4x Mobilize

Locations
1x Baxter Building
1x New Baxter Building
4x Stargate

Equipment
1x Ego Gem, Unique * Infinity Gem
4x Fantasticar 2.0
3x Flamethrower
2x The Pogo Plane
4x Universal Weapon

Deck Summary
Abuses Mr.Fantastic 2-drop to get lots of equipment while abusing Stargate/Minerva and Press mechanic to play characters to wield the equipment. Usual kill turn on 6.

Preferred Initiative: Evens

Mulligan condition: Stargate

Optimal play

Turn 1: No play.

Turn 2: Mr.Fantastic. If none, Dr.Minerva. Stargate to prepare for next turn drop. Mr.Fantastic searches for equipment (Pogo Plane if no Stargate, otherwise Universal Weapon)

Turn 3: Dr.Minerva + another 2-drop. Stargate Minerva to get next turn drop. Mr.Fantastic searches for equipment (Pogo Plane if no Stargate, otherwise Universal Weapon, or Ego gem).

Turn 4: Dr.Minerva + another 2-drop press + Thing 3-drop. Equip Universal Weapon to Thing. Stargate Minerva to get next turn drop. Attack their 4 drop with Thing (now 8/8) if will not be stunned. Attack with other 2-drop press. Use Thing's ability to stun their 3-drop if needed. Mr.Fantastic searches for equipment (Pogo Plane if no Stargate, otherwise Universal Weapon, or Ego gem). 

Turn 5: Dr.Minerva + another 2-drop press + 3-drop press + Ronan. Equip Universal Weapon to Ronan.  Stargate Minerva to get next turn drop. Use Cover Fire to stonewall opponent's attack.  Mr.Fantastic searches for equipment (at this point, Fantasticars)

Turn 6: Kill turn. Mr.Fantastic searches for equipment (at this point, Fantasticars). Stargate a 2-drop. Dr.Minerva + another 2-drop press + 3-drop press + 4-drop press + Mr.Fantastic 5-drop. Play all equipment (some from your resource row). Usually 6-9 characters at this point with 4-7 equipment.

Turn 7: If needed Human Torch 6 (if enough resources at this point)
equipped with Flamethrower to end then do Cover Fire.

Other Notes
- Can put Fantasticars and Flamethrowers in resource row as Mr.Fantastic 5-drop will come in on turn six. Normally don't need until then.
- Use The 100 Ideas to get the missing pieces and get as close as possible to the ideal play above.
- Pretty consistent pulling off the ideal plays above. Turns 1 & 2 not as critical. Important to have Mr.Fantastic online from turn 3 onwards.
- Started off as a Child named Valeria build but Cover Fire is more than enough and just nuts.
- Fantasticar 2.0 nuts as well with so many characters on turn 6
- If odd initiatives, you can probably steal the turn with Cover Fire and hopefully end it on Turn 6.



-32- Young Avengers Flight (Alpha Flight + Avengers)

By: Boris Karetny

Characters
4x Hank Pym - Ant Man, Diminutive Hero
1x Wasp, Janet Van Dyne-Pym
2x Speed, Thomas Shepard - Young Avenger

4x Natasha Romanoff - Black Widow, Super Spy
4x Captain America, The Patriot - Secret Avenger

3x Julia Carpenter - Arachne, Omega Flight
3x Patriot, Elijah Bradley - Young Avenger

3x John Walker - U.S. Agent, Omega Flight
3x Vision, Young Avenger

3x Monica Rambeau - Captain Marvel, Lady of Light
2x Sasquatch, Walter Langrowski - Omega Flight

2x Kang - Iron Lad, Non-Unique - Young Avenger
2x Weapon Omega, Michael Pointer - Omega Flight

1x Carol Danvers - Ms. Marvel, Mighty Avenger
1x Hercules, Secret Avenger


Plot Twists
4x Call to Arms
3x Legendary Battles
4x Avengers Reassembled
4x Reckless Youth
4x Alpha Flight: Reborn

Locations
3x Playroom



Team attack. Play Legendary Battles. Rinse and repeat until your opponent begs for mercy! For fun and profit use a reckless youth on John walker if he DOESN'T stun for an untap while returning reckless youth to your hand for more abuse!

Wednesday, June 17, 2020

Deck Doctor: Lessons from the Champ

For a good long while now, I've been wrestling with just exactly HOW I should break into another season of Vs system related blog mayhem.

But first, I thought it might be a prudent tribute to do a unique Deck Doctor, as this week marks the passing of VS System's, well... ONLY Vs system World Champion.

Brian Eugenio passed away June 15th, 2020 at the age of 34.

Almost unexpectedly, I find myself more stricken with the sense of loss than i'd otherwise have anticipated. As I only met him on several occasions as we clashed cardboard in events and via the old forums. I'll never know if he enjoyed the spotlight that often focused on him as he found success competitively throwing down his cardboard better than others did, but it is not disputable that he was a VS System PARAGON. A universe unto itself. And the world feels smaller without him in it.

So I find myself searching for VS wisdom from the guy that often joked "I never win with good decks."

Clearly.
You just can't prep against Eugenio, guys.

So in my online wanderings, I found a single hit on the way-back machine of an article Brian wrote for Majestic's old blog. I realize that his title may be a bit on the nose, but even now, I am legitimately jealous with how his mind processes VS theory-crafting. You will be missed Brian.

I'll just let his article speak for itself.





May 27, 2008
The Funeral

by Brian Eugenio


My mentality for deck building is always fun, but effective. A cool concept or combo are always fun, but losing the game takes all that away. This time around I played a deck with an old concept that I wanted to make for a long time, but never got the win condition to work. With the release of DCL, I finally found a character to finish games.

The Funeral: 

    Characters
    Solomon Grundy
  • 4 Technarx,, Cyborg General
  • 4 Klaw, Sonic Construct
  • 4 Dr. Doom, Richards's Rival
  • 4 Deadshot, Dead Aim
  • 8 Moloids, Army
  • 1 Titania, Temper Tantrum
  • 1 Divinity, Vampiric General
  • 1 Mr. Fantastic, Doom's Adversary
  • 2 Solomon Grundy, Died on a Saturday
  • 1 Mr. Mxyzptlk, Troublesome Trickster
  • 1 Mole Man, Moloid Master

    Plot Twists

  • 4 The Enemy Within
  • 4 For the Glory of Doom!, Team-Up
  • 4 Unthinkable
  • 3 Mask of Doom
  • 4 Straight to the Grave
  • 3 Doom Needs Only Doom
  • 2 Pathetic Attempt
  • 4 Enemy of My Enemy
  • 1 Transmutation

Enemy Within The way the deck works is that it uses multiple copies of [Enemy Within] and chaining it so that it can bring [Solomon Grundy] back in play to use his effect again and again. Since [Enemy Within]'s trigger just stipulate that if any 3 or more Doom characters gets KO'd in a turn you get to bring one of those back into play. Now when there are multiples in play then you can chain your triggers. Let's say [Technarx] is in the KO'd pile and you have 2 [Enemy Within] in play. Since all effects are yours, you can put any effect on whatever order you want. You can put the 1st and 2nd [Enemy Within] first on your triggers then [Technarx] 3rd. The deck just aims to blur the lines on chaining effects because this deck does a lot of chaining on resolution of effects. Since the first few turns it seems like a [Doomed Earth] deck, it's a nice surprise for the opponent that it becomes a burn deck. Even if the burn aspect of the deck doesn't go as planned the deck, the deck can rely on its strong board presence and [Divinity].

The cards:

Technarx
This card is amazing in this deck. Since he can create a KO effect from the KO pile that means his effect is an advantage. While you can discard him for [Enemy of My Enemy] or use [Straight to the Grave] to get him to the KO pile, setting him in the resource row and replacing him with [Dr. Doom’s] ability makes him even better.

Klaw
I've always liked this guy even though he rarely sees tournament play. His KO ability means he makes the cut and he does give you a turn 1 5 ATK into your opponent. His dual affiliation makes it you can flip the Doom team-up without Secret Society on the board but that shouldn't come up too often.

Dr. Doom, Richards's Rival
THE MAN. He basically makes the deck work. When you play him he gets [Enemy Within] and then the madness begins. Since the deck aims to trigger [Enemy Within] on turn three, Dr. Doom will get these effects off a lot. After he initially fetches [Enemy Within] he can grab your team-up or an [Enemy of My Enemy] to search for [Solomon Grundy].

Deadshot, Dead Aim
This guy is KO fodder and an easy way to team-up. Turn 5 is probably the time you start running out of cards. He makes it so you can still KO 3 characters. An exhaust on your 3 drop, then KO him or your 4-drop, then KO or Grundy and KO him is already 3 KOs.

Moloids
These guys are just too amazing. Dr. Doom eats them early for card advantage and [Enemy Within]'s requirement. Board advantage will help in the rush match-ups and these guys do that and do it well.

Titania
I put her in because I wanted a 4-drop that has KO ability. She's huge when you use her ability and there’s always an opportunity to use it.

Divinity
When the combo isn't working out, he can salvage the game by putting your opponent in the losing side. He devours fate artifacts and any important drop that they may have.

Mr. Fantastic, Doom's Adversary
Where there is [Moloids] there’s Mr. Fantastic. His effect is too big of an advantage if you pull it off. There is nothing like a come into play and generating a +2 board advantage.

Solomon Grundy
You may not remember what he does so I'll give you a reminder. KO Solomon Grundy -> Target opponent loses 5 endurance, and you gain 5 endurance. That may look awful but not so much when you can do it 3-4 times a turn and keep him going into next turn. Yes folks I made a deck around Solomon Grundy. His endurance difference effect just puts your opponent in such a disadvantage that it’s tough to get out.

Mr. Mxyzptlk
This guy is in almost all my decks. Card advantage by using discard effects is just insane and he's Secret Society, so that’s a plus.

Mole Man
I can't find room for 4 but he is in there. A turn 4 under drop with him gets you another [Moloids] and his replace effect may come in handy.

The Enemy Within
This never got the press it deserved. This card is one of those cards that need to be used and abused. So many things I tried to do with this card. Doom fetching [Time Thief] over and over is one of the decks I tried and failed over the months that this card came out. I know I didn't find all the cards that work with this card but I am sure after you read this article you'll sit and try and find more ways to use this card.

For the Glory of Doom, Team-Up
It KO's and crosses over, what else do you need from one card?

Unthinkable
This card made the cut because it’s a great combat card AND it KO's. I know the KO is supposed to be a penalty for attacking or defending (+4 ATK or +2 DEF), but in this deck all the effects on the card are all positives.

Doom Only Needs Doom
This is the same as [Unthinkable], and if an opponent tries to go pump wild on one of your characters you can always KO the defending character to negate all his pumps.

Mask of Doom
Dr. Doom must enter play on turn 3, no question. It is another form of search and KO for the team. The requirement to KO a character isn't team-stamped to the Doom affiliation so that’s a plus. This is a great card for the deck all around.

Straight to the Grave
This is a powerful of a search for the deck. It gets you Technarx, Mxy, or Moloids. Plus it’s an extra search for a non-character to thin out the deck by 1 is always a welcome bonus effect.

Pathetic Attempt
This was a late inclusion to the deck. I was worried about [Have a Blast] on turn five on the team-up so I included it. It can be searched out by Dr. Doom and he makes it so you don't have to run 4 copies.

Enemy of My Enemy
This is self-explanatory.

Transmutation, Magic
This card is to stop [Threat Neutralized] or [Omnipotence]. Maybe it can be increased to 3 by cutting [Pathetic Attempt], but I’m still not sure.

Chaining Madness:
Since trigger effects like [Enemy Within] goes on the chain as your effect as I said earlier you can chain it anyway you want. Let's say you've played [Unthinkable] and Dr. Doom’s effect on turn three. [Technarx] is in the KO pile as well. When [Enemy Within] triggers, so does [Technarx] and [Unthinkable]. You can chain [Enemy Within] first, then [Technarx], then [Unthinkable]. First in last out rule says [Unthinkable] will trigger first. That'll be the second KO of the turn, the first being Dr. Doom's effect. [Technarx] will trigger and give you the 3rd KO. When [Enemy Within] triggers, it will recognize the 3 KO'd characters and trigger its effect.

Multiple Enemy Within
Now when there are 2-4 [Enemy Within] in play, that’s when the deck shines. chaining all the [Enemy Within] at the start of recovery phase:
Enemy Within #1
Enemy Within #2
Enemy Within #3
Enemy Within #4
So when the first Enemy triggers and puts Dr. Doom in play. Dr. Doom will trigger and you search for another [Enemy Within] or get Grundy into play. Now since VS lets you chain off resolution of effects. You can KO Doom to his own effect or KO Solomon before the 2nd [Enemy Within] trigger. The 2nd [Enemy Within] will see all the KO's in the turn even though most of them are out play at this time. So, you can bring in Dr. Doom or Solomon. After which rinse and repeat for every [Enemy Within].

Turn Rundown
Early turns is just [Moloids] and [Klaw]. Try to do some damage but it shouldn't be too much. Turn 3 is where the deck gets going. Play Dr. Doom and search for the [Enemy Within]. Use the various effects in the deck to KO 3 characters (i.e. Dr. Doom’s effect, [Doom Only Needs Doom], [Unthinkable], etc.). When Doom comes back into play, search for the 2nd [Enemy Within]. Turn 4 is almost the same as turn 3 but this time you have 2 [Enemy Within] so you can search twice with [Dr. Doom], fetching a 3rd [Enemy Within] and the 4th or the team-up going into turn 5. Turn 5 is basically attack/defend as normal, but now you have the combo going gaining 15-20 endurance a turn while burning your opponent. This should put you in a huge advantage.

Modern Age Match-Ups: 

Checkmate/Villians United
Everyone’s favorite team-up with Checkmate. The main problem with this match-up is [Threat Neutralized]. Some players don't play it, some players do, and if it does show up then [Enemy Within] becomes utterly useless. [Transmutation] becomes the only answer in that situation. Other than that I think if the deck sets-up Solomon, then it can put the endurance so far apart that CM/VU cannot catch up.

Kree/Villians United
Erik Cabanero's mad creation has always been in my mix of best decks that are unfair. This match-up comes down to the Kree player playing Lt. Kona Lor over and over and destroying the row. If that's the case then bring back Moloids and Deadshot to clear some field. Keeping up board with Kree is always a lost cause but you just have to try and fight your way out.

Inhumans/Sinister Syndicate
Quicksilver and friends are always the fastest deck out there in Silver Age. My only hope is that the opponent doesn't kill on turn 3. The Funeral can put out as many characters as this deck can so clear the board and get to Grundy. He will save the day with the endurance gain part of his effect and set the endurance too far for syndicate to catch up.

Deadshot/Fate Artifacts
Deadshot decks can curve up in different ways, but it always involve the fate artifacts. Divinity eats fates, and if a certain king fetches [The Alley], the safest bet is to get to [Solomon Grundy] and burn them. Deadshot decks can play Mike Brenden style with [Chemo] and [Poison Ivy] ruining the day. If thats the case then just plow through with the combat pumps and try and win that way.

This is my first article for Patrick's site. Enjoy it and hopefully I can break more cards in the future for you guys to play casually, to make your friends cry, or win in local or big tournaments. I always encourage players to tweak the decks I write about and/or change it to their liking. What I feel comfortable with may not be the way you'd like it. Well that’s it for me this time around.

Until next time,
Brian Eugenio