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VS Deck Garage
Fearsome Five

by Paul Hagan

09.08.04 

Hey all, and welcome to another edition of the VS Deck Garage! I’m finally back on track with my e-mails, so if you are writing in, you should have a reply back within a couple of days! Speaking of writing in, remember that if you want to see your deck in the VS Deck Garage, just drop me an e-mail at Hagan0001@aol.com and include everything you think I should know.

I received a strait Fearsome Five deck this week, and since I’ve managed to do a Deck Garage on every team *but* the Fearsome Five in DC Origins, now was probably the time! Here’s the e-mail I received:

---

Please help

Characters
4x Neutron
4x Shimmer
4x Jinx
4x Mammoth
4x Gizmo
4x Psimon
4x Dr. Light
Equipment
4 Kevlar Body Armors
4 Personal Force Fields
4 Escrima Sticks

Locations
1 GothCorp
1 X-Coperation
1 Base of Operations
1 Clocktower
1 Liberty Island Base
1 Muir Island
1 Baxter Building
1 Yancy Street
1 Doom's Throne Room
1 Negative Zone
1 ESU Science Lab

Plot Twits
4 The Underworld Stars
4 Gone But Not Forgottens
1x Gamma Bomb

I forgot to tell u its for tourney and i dont care what u take out or put in as long as i can win


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Fearsome Five are an interesting team, if only because you have the upside of having your characters pre-chosen for you (because there are so few), but that same fact is a drawback. You get no selection, really. With this in mind, I have to leave the characters alone, except for the addition of a couple of 2-Drops and a couple of 3-Drops.

If you look at the strengths of Fearsome Five, they definitely lie in the late game. With this in mind, I’m throwing in two additional 2-Drops and two extra 3-Drops to smooth out the character curve. Those two are both control characters of a sort: Puppet Master and Rogue.

+2 Puppet Master, Philip Masters

+2 Rogue, Anna Raven

As much as I don’t like jumping into other teams, it seems somewhat necessary with only four 2-Drops and four 3-Drops in the deck.

Because we have a card that allows us to hunt down a Fearsome Five character (Underworld Star), we can trim down the 6- and 7-Drops to just three each, giving us a little bit more room to breath.

-1 Dr. Light, Arthur Light

-1 Psimon, Dr. Simon Jones

In their place, why not throw in Apocalypse, En Sabah Nur? With Shimmer, Puppet Master, and Rogue, we have plenty of control elements, and as we see with Doom decks, any deck with a lot of control can drag the game into Turn 8 or later.

+2 Apocalypse, En Sabah Nur

Turning our attention from characters (that was quick) to equipment. I completely agree with having Personal Force Field in the deck (if only to protect the investment in Mammoth), but I’m not so much of a fan of Escrima Sticks or Kevlar Body Armor. If I am going to pay a resource point for a piece of equipment, it needs to do quite a bit – the Sticks don’t fit that description. If I am going to pay *two* resource points for a piece of equipment, it really needs to be a game ender (see: Blackbird), and Kevlar Body Armor doesn’t do that. I’m also trimming one copy of the Force Field for room purposes.

-4 Escrima Sticks

-4 Kevlar Body Armor

-1 Personal Force Field

In their place, why don’t we play Unstable Molecules and Dual Sidearms? I know they aren’t Fantasticar-quality, but due to the small size of a lot of Fearsome Five characters (barring Mammoth, of course), they seem like a good fit.

+3 Dual Sidearms

+3 Unstable Molecules

Next, we are going after locations. I realize that Jinx allows you to search for a location, but I’m not so sure that all of the locations in this deck are warranted. Why don’t we trim it down a bit – a short reasoning is beside each card.

-1 Baxter Building [too random]

-1 Clocktower [too random]

-1 Doom’s Throne Room [too random]

-1 ESU Science Lab [not enough dudes]

-1 GothCorp [not sure why this is good]
-1 X-Coperation [too little effect]



Finally, we arrive at Plot Twists. The first thing I want to go is Gone But Not Forgotten. Over the course of a game, GBNF is going to net the deck’s pilot between four and eight endurance, but if he were to play something like Acrobatic Dodge, Savage Beatdown, or Have a Blast!, he might be able to produce / prevent more endurance.

-4 Gone But Not Forgotten

Next, as I mentioned above, Acrobatic Dodge and Savage Beatdown will usually do more than GBNF, and since we have a bit more room, why not add both cards to the mix? As always, if Savage Beatdown is out of the price range of the deck’s pilot, Flying Kick is more than acceptable as a replacement.

+3 Acrobatic Dodge

+4 Savage Beatdown

Finally, to help combat against pesky team-ups, locations, or any other surprises (see: Total Anarchy), let’s throw in three Have a Blast! I honestly think it is the best card in DC Origins, and unless UDE prints a better card for resource-hate, it will be around for a long, long time.

+3 Have a Blast!


That about wraps up the work on this deck. Let’s see how it came out…

CHARACTERS (32):

4 Gizmo, Mikron O’Jeneus
2 Puppet Master, Philip Masters
4 Shimmer, Selinda Flanders
4 Mammoth, Baran Flinders
2 Rogue, Anna Raven
4 Jinx, Elemental Sorceress
4 Neutron, Nat Tyron
3 Dr. Light, Arthur Light
3 Psimon, Dr. Simon Jones
2 Apocalypse, En Sabah Nur

PLOT TWISTS (15):

3 Acrobatic Dodge
1 Gamma Bomb
3 Have a Blast!
4 Savage Beatdown
4 Underworld Star

LOCATIONS (5):

1 Base of Operations
1 Liberty Island Base
1 Muir Island
1 Negative Zone
1 Yancy Street

EQUIPMENT (9):

3 Dual Sidearms
3 Personal Force Field
3 Unstable Molecules

I hope that helps this week’s contributor, and good luck in those tourneys!

We’re about done for this week, but don’t worry – there’s another VS Deck Garage coming your way next week; same time, same place. If you’d like to see your deck in the VS Deck Garage, remember to drop me an e-mail at Hagan0001@aol.com, and I’ll get back with you as soon as possible!

Until then, happy gaming!

 

 

 
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