Pojo's Vs. System Site
Pojo's marvel You need it. They Got it. This page view sponsored by

 

Marvel TCG
Home Page

Message Board

News

Trading
Card Game

Card of the Day
Fan Tips
Tournament Reports
Top 10 Lists

Featured Writers
Scott Gerhardt
Jason Matthews
Paul Hagan

Q's Universe

Spoilers
Marvel Origins

Spiderman Starter
DC Origins
Web of Spidey

Pro Circuit
Qualifier Locations

Other
Staff

 

Q's Universe
Heroes Reunion
Deck Fix by: IQ - 5.21.04
Deck Submitted by: hippiesmurf

Original Deck

This deck focuses around being able to pump up its characters with equipments and increasing their stats as much as possible.”

 Characters:29

(1 DROP)
2 ~ Moria MacTaggert
2 ~ Ant Man
2 ~ Forge
(2 DROP)
2 ~ Nightcrawler
4 ~ Mr. Fantastic
(3 DROP)
3 ~ Thing
3 ~ Wolverine
(4 DROP)
2 ~ Nightcrawler, Fuzzy elf
2 ~ Sue Storm
(5 DROP)
3~ Thing
2~  Mr. Fantastic, Stretch
(6 DROP)
2 ~ Hulk

Equipment:10
2 ~ Pogo Plane
2 ~ Duel Sidearms
3 ~ Fantasticar
3 ~ Black Birds

Locations:7
2 ~ Muir Island
2 ~ Baxter Building
3 ~ Antarctic Research Base

Plot Twists:14
2 ~ Salvage
2 ~ Signal Flare
4 ~ Hero's United
3 ~ It's Clobberin' Time
3 ~ Flying Kick

Overview

            The deck has a solid concept behind it that focuses around the ability to get equipments in play while drawing cards and some of the great abilities the X-men have to offer. The first problem with this concept is that as much as I hate to say it decks that combine two affiliations need Marvel Team-Up on top of whatever card’s already helping them combine their teams. Adding Marvel Team-Up makes your deck more consistent and helps you ensure that you’ll be able to combine your two affiliations before you get hit with an overwhelming an amount of breakthrough damage because your characters from different affiliations where not able to support each other.

            The next thing I noticed is that you’re trying to use cards like the Fantasticar and the Blackbird to boost all of your characters once you’ve been able to ally them. I’m personally a big fan of that idea but in order to pull if off you need to play a lot of low recruit cost characters… and I do mean A LOT. The two main reasons are that the more Fantasticars you have in play the better they get and in order to have a lot of them in play you need to have a lot of characters to equip them too. The other reason is that since the Fantasticar and the Blackbird have a recruit cost of their own you need to have a low curve so that you can still play a characters and equipments in the same turn. Otherwise you’ll have to decide weather you want to play a character or play equipments.

            Having a lot of low cost characters will also help you speed up your alliance and hopefully your two affiliations will be united by turn 3 or turn 4 latest. This means that all of your characters in play will be able to get the bonuses from your Fantasticars and Blackbird from the very beginning of the game. The other great thing about running a low curve and this two equipment is that you’ll most likely be able to sneak in a decent amount of damage in the early game because all of your characters will be bigger than your opponent’s early drops. Just because you have a great early game with this deck doesn’t mean you’ll be in trouble after turn 4 when your opponent starts playing his bigger characters. Don’t forget that with an early alliance and a couple of Fantasticars in play any character you recruit will have a bonus to his stats waiting for him.

            When it comes to the late game it’s not only about what characters you can stun but also about what characters can you get rid off for good. That’s where Finishing Move and Cyclops, Slim shine and practically carry the deck on their shoulders. With Cyclops, Slim in play your small army will be able to stun just about any character you send them after and whoever didn’t have to attack can finish them job by making sure your opponent’s biggest stunned character won’t be back next turn. When using decks like this one and am facing a Brotherhood deck I normally send everyone after my opponent’s big character even if some of them didn’t need to attack because you never know what Avalon Space Station and Lost City are going to stick their ugly heads out. Besides, Brotherhood decks only play one character a turn and with this strategy you can take out stun and finish off their one character every turn.

            The last thing I want to mention and this is only supported by my personal opinion so you don’t have to make this addition if you don’t feel it’s necessary. I believe that with the current environment in mind every deck needs to run either 4 Relocations or 4 Ka-Boom! because even tough a few decks don’t use locations either one of this cards is useful in just about any match up. Sentinels have their South American and Underground Base, X-Men have Cerebro, Danger Room and Muir Island, the Fantastic crew have Baxter Building and Antarctic Annoyance, Doom has Doomstadt, Throne Room and Latveria and last but definitely not least there’s Brotherhood and their…… wonderful and well balanced locations.

[[Writer’s Note: It took every bit of restraint in my being to write the last part of that paragraph and still keep the article PG friendly. If you would like to know how I feel about the “perfectly well balanced Brotherhood locations” please wait until The Great Pojosama adds a 18+ section to this site. 0.o; ]]  

Metamorphosis

            At the start of this project we had a deck with a good concept behind it and a lot of potential but it needed a little help focusing. In the overview we learned what type of changes the deck needed to help it be more consistent; now it’s time to get down to the small details and figure out what cards are coming in and which one are going out.

The first thing we need to work on is the character selection because what characters are used will help us determine what cards are needed and which ones are required. Here we have a deck with 29 characters, which is not bad at all but there is a small problem with the character selection. I like the fact that the decks running 18 characters with a recruit cost of 3 or lower because being able to recruit characters from the very first turn will help us set up our alliance early and we’ll have plenty of characters to equip.

After looking over the deck list a few times I think there are 2 changes that desperately need to be made. The fist one is to add 2 more copies of Forge, because having a character that can fish equipments out of your deck that’s focusing around them is a must. The next one would be adding Cyclops, Slim. With his ability to boost X-Men when they tag team and the 8 cards in your deck that can combine your alliances you’ll get a better modifier out of him than you would out of Duel Sidearms.

The next thing I can think of is to take out some of the late drops the deck is playing them and replacing them with lower cost characters. The lower cost characters will help for the reasons stated above and with the addition of Cyclops, Slim you just can’t go wrong. To make up for the loss of late drop characters the deck should run 4 Signal Flares instead of 2. This way you’ll be able to ensure you can drop the Invisible Women on turn 4, Mr. Fantastic turn 5 and find whatever other characters you may need form your deck. The deck’s current finisher is Hulk but I believe Rogue could do a lot better. She offers flight, range and the ability to KO any character that might be giving you a headache while still matching Hulk for his original attack value. Combine her with Cyclops in play, a couple o Fantasticars and a team attack and you have a character destroying machine that just keeps going and going.

The other thing I would do is only play one level 6 and use the other card slot for a level 7 because you just never know when you’ll need someone that’ll ensure victory. I tend to be a defensive player and my number one choice for the 7th turn slot would be Professor X but Wolverine sticks to the offensive concept of the deck and he’s also rather good at putting Sentinels in their place. I know running a lot of 1 copies of is not normally recommended because of the lack of consistency. To fight that we have Signal Flare but that alone is not enough which is why I believe Cerebro and Avalon Space Station can help this deck. With the Pogo Planes and Forge you should be able to get an Avalon Space station to get back one of your late gamers and Cerebro should be able to toss them in your KO pile or help you fish for them in the late game. Besides, you never know when you’ll run up against an infinite Gamma Bomb and Avalon Space station could really help if that ever happens.

 The last major chance to the characters is that instead of running multiple copies of certain ones I actually recommend taking as many different ones as possible. Having a lot of different characters will help you play out all of your equipments and come turn 5 or 6 you can decide between dropping a small army or a single higher stats character. I’m a big fan of always having options and unless I really needed Rogue to take out a threat on turn 6 I wouldn’t mind being able to play a second wave of characters that could become your opponent’s nightmare when combined with Cyclops and a couple Fantasticars. Another reason why I would go with the many different characters is because you’ll never have to really worry about not being able to play a character you just drew because you already have another copy of him in play. The best part about it is that a lot of low cost characters just happen to work really well with a little card named Ka-Boom! and you already know how I feel about using Ka-Boom! or relocation in every deck.

Think that about sums it all up. The only thing that’s still bothering me about this deck is that it’s 61 cards because I feel it needs to play at least one Salvage and just couldn’t find anything I would be willing to cut. I would say just let it be 61 cards but if you don’t tweak a deck to reflect your play style it won’t be any fun playing it. I suggest you build the deck as listed below and try it a couple of times before you make any changes to it because I had to put it together myself and it’s not too shabby. Who am I kidding? I love playing with new decks and this one’s almost as fun to use as Alliance but that’s a whole different story. Since I’ve already written a novel and a half I should really find a stopping point soon because I’m pretty sure not a single one of you out there is still reading.

hmmm…. That means I can say anything I want and it won’t matter because no living soul would actually take the time to sit still long enough to read all of this. I can be offensive and rude and get away with it…. If Pojosama catches me it would be back to the basement for at least a week but I don’t think even he would scan over all my miscellaneous rambling. Bah! It’s well worth it so here it goes………

Purple dancing MunKeYs!    \m/ ^_^ \m/    

Revised Deck

Characters: 27

3x Ant Man
4x Forge
1x She-Thing
1x Luke Cage
2x Human Torch (2)
4x Cyclops (2)
1x Thing (3)
1x She-Hulk
1x Banshee
2x Wolverine (3)
2x Invisible Woman (4)
1x Thing (5)
2x Mr. Fantastic (5)
1x Rogue (6)
1x Wolverine (7)

Equipment: 7
2x The Pogo Plane

4x Fantasticar
1x Black Bird

Locations: 6
1x Antarctic Research Base
1x Avalon Space Station
1x Cerebro
2x Muir Island
1x
Professor Xavier's Mansion

Plot Twists: 21
1x Salvage
4x Heroes United
4x Marvel Team Up
4x Finishing Move
4x Ka-Boom!
4x Signals Flare

~Q signing off.


IQ


Pick up our
New Big Book of YuGiOh!
- 256 pages!

Without Victory, there is no survival...

 

Copyright Pojo.com 1998-2004

WizKids, LLC has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game . WizKids, LLC has granted permission to pojo.com to use such names, logos, and/or marks for promotional and informational purposes on its website but does not endorse, and is not affiliated with pojo.com in any official capacity whatsoever.