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                        Alliance 
                        
                        by IQ 
						
						Alliance 
						 
						Characters: 26 
						 
						3x Ant Man 
						4x Forge 
						4x Boris 
						1x Kristoff Von Doom 
						2x Rama-Tut 
						2x Human Torch 
						2x She-Thing 
						3x Cyclops 
						1x Invincible Woman (4) 
						1x Dr. Doom (4) 
						1x Mr. Fantastic (5) 
						1x Dr. Doom (6) 
						1x Rogue (6) 
						 
						 
						Plot Twist: 23 
						 
						3x Common Enemy 
						4x Heroes United 
						4x Unlikely Allies 
						4x Ka-Boom! 
						4x Finishing Move 
						4x Signal Flare 
						 
						 
						Equipments: 6 
						 
						1x The Pogo Plane 
						4x Fantasticar 
						1x The Blackbird 
						 
						 
						Locations: 4 
						 
						1x Doomstadt 
						2x Antarctic Research Base 
						1x Professor Xavier’s Mansion 
						 
  
						Here’s 
						another new deck archetype you may not have ever seen or 
						thought possible. This deck is all about card drawing 
						and tutoring for whatever card you might need. Like what 
						that sounds like? Just wait until you see what it can 
						do.  
						 
						 
						HOW IT WORKS 
						 
						This deck focuses on having a lot of card drawing and 
						cards that allow you to tutor trough your deck so you 
						can get whatever you may need when you need it. You 
						could say it focuses more on having a lot of characters 
						with really great abilities than to having a couple of 
						characters with high stats. Don’t worry, just because 
						you have a lot of small characters in your deck it 
						doesn’t mean you’re going to get crushed by your average 
						Brotherhood deck.  
						You’ll normally start playing characters from the very 
						first turn and there’s no stopping after that. If you 
						get a decent hand you’ll be able to set up your first 
						alliance on turn 2 and should be able to have all your 
						affiliations on the same teams by turn 4. 
						 
						There are a lot of different things you can do with this 
						deck and a lot of different set ups for it. You can try 
						to get the Pogo Plane as soon as possible to set up the 
						Antarctic Research Base for Mr. Fantastic on turn 5 and 
						getting Doomstadt early doesn’t hurt either. Or you can 
						just try an early bomb rush by tutoring for as many 
						equipments as possible. Trust me when I say there are a 
						lot of things you can do with this deck and no two games 
						will be the same… at least during the early game because 
						the deck gives you A TON of options and ways to deal 
						with your opponent and yet it’s super consistent in the 
						late game. 
						 
						 
						 
						HOW IT BEATS YOU 
						 
						Here’s why I love this deck so much and why I can’t stop 
						using it. The deck is just a lot of fun to play because 
						you can get any answer you need at any time. I really 
						can’t stress that enough. For example, you get odd turns 
						and your opponent just dropped Sabertooth on his fourth 
						turn. What do you do? Signal Flare for the Invisible 
						Woman. Don’t have Signal Flare in your Hand? Use Boris 
						to get one. What if you get even turns and you want to 
						go on the offensive? Signal Flare for Dr. Doom or 
						Cyclops and get a Finishing Move while you’re at it to 
						KO Sabertooth. Your opponent’s giving you a headache 
						with his early location set up? Go find Ka-Boom! and use 
						it, then either go find another one or get the one from 
						you’re KO pile back. The best thing about it is that you 
						can careless if you start Ka-Booming things on turn 2 
						because with your super low curve you can handle it a 
						lot better than your opponent can.  
						 
						That’s pretty much how this deck beats you. It just 
						finds a card that your opponent can’t handle too well 
						and gets it every time as soon as you can play it. By 
						turn 5 you’ll pretty much have the game because by now 
						you’ll be able to tutor for Fantasticars with Forge, 
						play them at no cost thanks to Mr. Fantastic and draw a 
						card with Antarctic Research Base which will most likely 
						be another character you can discard with Forge to get 
						another Fantasticar or it’ll be an event you can play to 
						draw a card.  
						You’ll be able to get some damage trough in the early 
						game, especially if you get Cyclops down on turn 2 
						because you’ll be able to team attack your opponent. 
						Yes, Upper Deck as ruled that if your opponent has no 
						characters in play you can team attack the opponent 
						directly. Anywho, you’ll most likely be using Cyclops’s 
						great modifier to stun any char that could be a threat 
						and you should be able to Finishing Move that char in 
						the same turn when you’re the attacker. When you’re 
						defending just sit the Invisible Woman on your support 
						row and let your opponent come at you with everything 
						he’s got. 
						 
						On turn 3 and prior your opponent really won’t be able 
						to do much because you’ll probably have more chars than 
						him in play or because your characters will be bigger 
						than his thanks to a Fantasticar. Your opponent can 
						start trying to attack you on turn 4 but by then he’ll 
						normally only have 2 chars who might be able to stun 2 
						of your chars to deal you a max of 4 points of damage. 
						On turn 5 you’ll probably go equipment crazy and you’ll 
						be drawing more cards than you can imagine. Turn 6 is 
						either Dr. Doom if you get odd turns or Rogue if you get 
						evens to take out your opponent’s biggest threat. Even 
						if their 6 drop is bigger than Rogue don’t forget about 
						team attacking and the bonus from Cyclops that all of 
						your characters will be getting.  
						 
						 
						That’s pretty much how this deck works and once again I 
						have to say that this deck is not recommended for new 
						players. Because it will give you a headache with the 
						large amounts of options you’ll be getting each turn and 
						you might not understand what you need to do at a 
						certain point in the game. I’ve been playing this deck A 
						LOT because is hands down my favorite deck to use and 
						after a month I’m still finding new things I can do with 
						it and still learning new ways to deal with certain 
						situations that might come up. The best piece of advice 
						I can give you is to build this deck and play it at 
						least twice a day, goldfish if you have to so you can 
						understand how it runs. Well, til next time and hope you 
						like drawing a lot of cards. ^_< 
						 
						 
						 
						Q signing off.  
  
						
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