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