Deck Designer 3 – Dr. Doom

 

             Well, hello everybody, it’s me, Josh again. Sorry I haven’t written anything in a while (for those of you who read my articles). Today, I am going to talk about a new dominate deck type, Dr. Doom.

 

Object of the Deck

 

            Doom deck revolve around one person. Who is that you ask? I think you can guess. For those of you who can’t guess, it’s Dr. Doom. Doom decks also play a lot of plot twists, to put a damper on their opponent’s plan.

 

Sample Dr. Doom Deck

 

As I said in my last article, this is not the best Doom deck out there. It is just to give you a primer of Doom. You can edit this deck depending on your metagame.

 

Characters – 26

4x Dr. Doom, Diabloic Genius

4x Boris, Personal Servant of Dr. Doom

4x Doom Bot, Army

3x Robot Destroyer, Army

3x Robot Sentry, Army

3x Puppet Master, Phillip Masters

2x Submariner, Ally of Doom

2x Dr. Doom, Victor Von Doom

1x Dr. Doom, Lord of Latveria

 

Other – 28

4x Faces of Doom

4x Acrobatic Dodge

4x Doomstadt

4x Micro Size

4x Burn Rubber

4x Mystical Paralysis

2x The Power Cosmic

2x Flame Trap

2x Overload

1x Latveria

1x Doom’s Throne Room

 

Playing the Deck

 

            With this deck, try to get initiative on the even turns. These are the turns that Dr. Doom (hopefully) will come out. Turns 4, 6, and maybe 8 are when Dr. Doom is supposed to come out. Although, on turn 7, you can play Submariner, and then The Power Cosmic. Boris is the guy you want out first turn, so that you can search for any plot twist that you want. Hope that gives you some insight on how to play the deck.

 

Card Analysis

 

Boris

Man, this guy is a staple to any Dr. Doom deck. ANY Doom deck or Doom Hybrid deck should play four of him. It is simply amazing to get any Plot Twist you want. Need a Dr. Doom to play fourth turn? Flip up Doomstadt, then use this guy to get Faces of Doom, play it, then proceed to play Dr. Doom. Amazing.

 

Dr. Doom, Diabolic Genius

            This guy is what I think is the best Dr. Doom in the game. He only costs four, has good stats as a 4-drop (he can stun Sabretooth. Your opponent can’t play Plot Twists from their hand. Now, that ability doesn’t seem like much, but it does stop those Flying Kicks from the hand, the Acrobatic Dodges, or the super annoying Surprise Attack. But, his best ability is the turn a face-up Plot Twist face-down. Want to reuse that Finishing Move, or Acrobatic Dodge, or whatever? Now you can.

 

Doom-Bot

            I like Doom-Bot. I think that every Doom deck should run at least 3, if not 4. The Doom deck that won the PCQ had 5 Doom-Bots. You can use many, many combos with this guy. Use Mystical Paralysis, exhaust your Dr. Doom, then KO this guy to ready Dr. Doom, then proceed to smash weaker characters, or have him attack your opponent’s noggin directly.

 

Robot Destroyer

            I believe that this guy is one of the best Dr. Doom army cards, second only to Doom-Bot. He is one of your biggest assets in your battle against the Brotherhood deck. You can stun anything in that deck except Magneto and the 5-Drop Quicksilver. But, the favorite thing this guy likes to stun is Sabretooth. He is also a good thing to have against other decks, even other Doom decks. He can stun other Dr. Dooms. Awesome!

 

Robot Sentry

            The Doom’s deck weakest point is during the first couple of turns (about turns 1 – 3). This guy help control the early game for you during turn two. He is also a 2/2 for 2, which isn’t bad. He shuts down Toad, Avalanche, Pyro, Boris, Johnny Storm, and many other guys in X-Men and Fantastic Four decks.

 

Puppet Master

            Hmmm. What to say about Puppet Master? He makes life really tough for your opponent, since they always want all of their guys ready to attack or reinforce. Shutting down one of those can quickly give you the advantage, and time to stall. By the way, did I tell you that your opponents love you to drop him turn 2? That’s when Brotherhood gets early attacks in, and also does Fantastic Four and X-Men. Your opponent’s will love you forever if you do that. J

 

Submariner

            My personal favorite guy in the deck. This guy is another reason you want the initiative on the even turns. If you play him turn 7, AFTER your opponent has done their movement step, then they can’t move all their guys to the front row. Then you proceed to “bring home the bacon”, for lack of a better phrase. If this guy didn’t have flying, then he would be bad. Fortunately for us, he does have flying. So he can attack the support row. Wow. This guy kills a lot of stuff. All this is besides the fact that he has a really good Attack and Defense for a 7-Drop.

 

Dr. Doom, Victor Von Doom

            On turn 6, you want to play this guy. He pretty much completely shuts down your opponents Plot Twists, since most of them would be in his resource row. This is the main control Doom. His attack is not that bad either. You can also put him in the Support Row, since he has range. All these factors combined makes for a very nice addition to the Doom family.

 

Dr. Doom, Lord of Latveria

            This is the god of all Dooms. He comes out, and he proceeds to smash anything in his path. Well, maybe not, but if you can survive long enough to put this guy out, then more power to ya. When he comes out, you should about 3 or 4 Doom characters in play. That’s 3 or 4 Plot Twists you get to play facedown. At the beginning of the game, if you think that you are going to get to turn 8, then START PLAYING PLOT TWISTS FROM YOUR HAND. That’s what this guy is all about. He can get back Plot Twists. You can get back an Acrobatic Dodge, then play it if he’s about to get stunned. So cool. This guy is so cool, I have to make up a whole new word to describe him. He is “coolrizzle”. Sorry, had to borrow that from Snoop Dogg. Okay, you can boo me now for the corny joke I made. Go on, you know you want to.

 

Faces of Doom

            Do I really need to convince you to play this in your Doom deck? Come on people, it searches for ANY Doom you want. Get the Lord of Latveria if your going into turn 8. Get Victor Von Doom if you’re going to turn 6. Or, if you need to, get the Diabloic Genius to play turn 4. Just play it, you’ll thank me for it later. I promise.

 

Acrobatic Dodge

            *In infomercial voice* Feeling sad because someone is about to stun your Dr. Doom? Well, fear no more! We have we got the number one product to save your Dr. Doom! It’s called Acrobatic Dodge! For the low, low payment of one resource point (or one threshold) you can give your Dr. Doom +3 Defense! No more stunning for your Dr. Doom!

 

Doomstadt

            This card is awesome. It is like an on going Acrobatic Dodge, except without the -3 Attack, and you can only use it on Dr. Doom. It also kinda sorta gives you a Dr. Doom. Except without the cool looking guy in the mask. So flip this, then use Faces of Doom, then play Dr. Doom. Yay!

 

Micro Size

            *Shrugs* There’s not much to say about Mirco Size. It can also save your Dr. Doom. It can also help you get a stun, push through the final amounts of damage for that turn. That’s pretty much all it does.

 

Burn Rubber

            This is a very important card in Doom decks. The character is reinforced, which is awesome. Say your opponent somehow gets out an Onslaught, and all you have is Dr. Doom, Diabloic Genius. Onslaught would deal about 18 damage. Just play Burn Rubber, and all you take is 4 damage. See how that works out? I don’t know how he would have Onslaught and you would have the 4-drop Dr. Doom, but we’re just being hypothetical.

 

Mystical Paralysis

            Awesome, you can exhaust any character. If they are about to attack you, just use this. That’s all. Actually, that’s not all. You can use it if they are about to deal large amounts of damage to you through burn (such as Pyro, or Human Torch). Cool.

 

The Power Cosmic

            I consider this the most important Plot Twist in the deck. I usually play this on turn 7, right after I play a Submariner. You steal initiative, then wreck all their guys. But, you could also play this turn 5, or any other turn you need the initiative.

 

Flame Trap

            This is an awesome card to stall early or late game. This card completely wrecks Sentinal decks, especially against the new “Vomit” decks that are running around. They can get about 4 or 5 guys out a turn, so just Flame Trap, and then they feel the pain. Muahahahahaha…ha…ha…

 

Overload

            Ah yes, the card that Brotherhood decks love to hate. This card KILLS Brotherhood decks. They will use the Lost City/Avalon Space Station combo, so just Overload their guys when they become to big. The larger they make it, the easier it becomes. Just watch out for them playing Not So Fast.

 

Latveria

            This is a good card if you can get it out, but don’t worry if you can’t. But it does allow you to play more Plot Twists from your hand, which can come in handy around turn 7 or 8.

 

Doom’s Throne Room

            This card you also don’t have to worry to much about getting out. If you get it out, more power to ya, but if you don’t, that’s fine. I don’t play more than one, since you only reveal the top 2 cards, but it is still good.

 

Well, that wraps up this article! This is my longest one yet. 5 pages and a little over 9,000 characters. Hope y’all enjoyed it! I will be back soon with another one. As always, you can email me at AMDYoung@comcast.net for any complaints or praise or whatever. Peace out, yo!

 

 - Josh Young