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Q's Universe
Great Balls of Fire 2.0

[[NOTE - Please read the article “Great Balls of Fire” if you haven’t already before you read the following.]]

Characters: 38

4x Boris
4x Puppet Master
4x Beast
4x Robot Sentry
4x Kristoff Von Doom
6x Doom-Bot
4x Dr. Doom (4)
4x Apocalypse
4x Onslaught

Plot Twist: 16

4x Acrobatic Dodge
4x Mystical Paralysis
4x Relocation
4x Gamma Bomb

Locations: 6

4x Latveria
2x Doomstadt


Here’s another version of Great Balls of Fire I’ve been kicking around. I like the concept of the deck but don’t like the fact that the original version relied too much on the Puppet Master. I’ve been using the old version a lot and didn’t like how the game kept coming down to weather or not I could get a Puppet Master in play.

THE CHANGES

The main change was making the deck play more like your average Dr. Doom but the same concept is still there. Stall until turn 7 and the game’s yours after that. Medusa left the deck because the players in my local area were not using a lot of Flying Kicks because they preferred Savage Beat down but after seeing this deck go off a few time they quickly made room for Flying Kicks.

Rama-Tut was replaced with Robot Sentry because they help the Puppet Master and when it comes down to it using a Robot Sentry is almost the same as getting Swift Escape to Puppet Master again if you’re opponent has early drops.
The Doom-Bots are there because they can reinforce your other Doom characters unlike Medusa and because they could help up set off 2 Mystical Paralysis or more in the same turn. Besides the deck needed a 3 drop and even though Darkoth has a higher defense I had to go with the Doom-Bots because they’re Army characters and because once in a blue moon they could allow you to use multiple copies of Mystical Paralysis. If you really that want that extra point of DEF feel free to try out Darkoth but do not be temped to use his ability because you’ll just end up hurting yourself in the long run.
The last major change was adding the 2 Doomstadts. They are not there to be used unless you need them to be able to set off a Gamma Bomb because Ka-Boom! is still this deck’s number one weakness. If you’re forced to activate it to stay alive then by all means but don’t make a habit of it. Keeping your Dr Doom from getting stunned one turn is not worth losing the game in the long run because you couldn’t make it to 7 resources thanks to Ka-Boom!

POSSIBLE CHANGES

The only thing I’ve been kicking around and going back and forth on is using Doom-Bots or Robot Destroyers. I like Robot Destroyers because they can stun Sabertooth but they require you to have Dr. Doom in play and they’re 5 drops. I’m still not a big fan of having to activate Doomstadt unless is needed for a Gamma Bomb because of Ka-Boom. The deck is already packing 4 Kristoff Von Doom but Robot Destroyers are 5 drops and that means you’ll only get 2 uses out of them, on turn 5 and turn 6. They do help incase you can’t get a Gamma Bomb by turn 7 but that shouldn’t happen unless you don’t see Boris either.
I’m kicking the idea of having 3 Doom-Bots and 3 Robot Destroyers because I’m still not sold on using more than 3 Robot Destroyers. Do some testing with the deck and see what you think and what aggress with your play style better.

That’s pretty much it. I think the deck is a lot more consistent now but Brotherhood decks can still give it a run for its money. I’ve been testing this variant for a while and believe is where it needs to be because it can handle the F4 100+ damage combos that normally go off turn 5 and it goes about 50/50 with Brotherhood decks. Besides it’s just fun to say Gamma Bomb and watch your opponent scoop. ^_^

Q signing off.



 

 


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