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xphoenix87
Is
There a Doctor in the House?
06.14.05
Hey guys. I’m xphoenix87, and hopefully I’ll be doing some
feature writing for Pojo from now on. First of all, I want
to make it clear that I’m not the best player in the world.
I’m not a well known pro, or anything like that, but I’ve
played for a while and I know my way around the game pretty
well. Hopefully you guys will enjoy my articles, or else
I’ll just go cry in a corner. Ok, so now that I got that out
of the way, on to the actual article.
Recently, there has been a huge buzz among the VS community
about a certain deck that cropped up at the Philadelphia
$10k. I’ll start by giving you the decklists for it, then
we’ll get into what makes the deck tick.
Stephen Silverman
Characters
4x Rama-Tut
4x Dr. Light, Master of Holograms
3x Invisible Woman, The Invisible Girl
4x Boris
4x Valeria Richards
1x Ant Man
3x Sonar
2x Lacuna
2x Kristoff Von Doom
3x Dr. Doom, Diabolic Genius
1x Robot Destroyer
Plot Twists
4x Devil’s Due
4x Marvel Team-Up
1x Emerald Dawn
1x The Ring Has Chosen
1x Have a Blast
2x Gone But Not Forgotten
4x Signal Flare
4x Cosmic Radiation
Locations
4x Doomstadt
4x Metropolis
Craig Edwards
Characters
2x Rama-Tut
4x Dr. Light, Master of Holograms
3x Invisible Woman, The Invisible Girl
4x Boris
4x Valeria Richards
3x Ant Man
4x Sonar
1x Lacuna
4x Kristoff Von Doom
4x Henry King Jr.<>Brainwave
1x Black Cat, Master Thief
1x Hornet
Plot Twists
4x Devil’s Due
3x Marvel Team-Up
4x The Ring Has Chosen
4x Signal Flare
4x Cosmic Radiation
4x Millenium
2x Common Enemy
There you have it. What looks like an ungainly Emerald
Enemies/Fantastic Four/Doom team-up is actually a deadly
combo deck if you look deep enough. These two decks took
first and second place at the Philadelphia $10k, with
Silverman winning it all after the mirror match in the
finals. If you’re still wondering what in the world is going
on with this deck, just hang on and I’ll reveal to you the
genius that is Dr. Light abuse. Now, we’ve seen the six drop
version of Dr. Light be abused in decks like Jason Hager’s
Evil Medical School, or in the Knight Light deck type. This
deck, however, uses the good doctor’s three drop version to
win the game. The combo which this deck runs off of is
brutally efficient, and it yields jaw-dropping results. To
set the combo up, you need Dr. Light on the field, you need
Emerald Enemies teamed-up with Fantastic Four, you need Dr.
Doom’s presence (whether it’s the good Doctor himself, or
merely Kristoff von Doom/Doomstadt), you need Rama Tut in
the KO pile, you need Devil’s Due in your resource row, and
you need Cosmic Radiation in hand.
Now, you’re probably
thinking that what I just said is insane, and could never
happen in an actual game. However, I’m telling you that, not
only does it happen, but it happens on a consistent basis,
and usually on turn 4. Here’s how the combo works. Dr. Light
brings Rama Tut back to the field with his effect. Cosmic
Radiation readies Dr. Light. Devil’s Due KOs Rama Tut,
putting a +1/+1 counter on any Doom character (usually
Kristoff). Dr. Light brings Rama Tut back to the field with
his effect, and Rama Tut’s effect gets Cosmic Radiation
back. Lather. Rinse. Repeat. The end result is that you have
characters with an infinite amount of +1/+1 counters on
them, which is usually more than enough to win the game.
However, the deck also includes other tricks, like using
Valeria Richards to draw out your whole deck if she is on
the field, or teaming up Spider-Friends with Fantastic Four
and using Hornet to burn for an infinite amount of damage.
The crowning touch is
using Gone But Not Forgotten to gain an infinite amount of
life, which places your opponent in an almost unwinnable
position. Dr. Light’s ability makes the character search
cards in this deck incredibly powerful, because they allow
you to discard characters and bring them back out with Dr.
Light, saving you resource points and speeding up your
combo. Another point to make about these decks is that they
feature powerful card draw engines, like Valeria and
Millenium, in addition to Boris in order to get the combo
pieces out as quickly as possible. With it’s powerful search
abilities, the Dr. Light Abuse deck has proven to be
consistent and fast, usually winning on turn 4 or 5, and
occasionally winning on turn 3!
So, now that we’ve seen the enemy, and found out just how
powerful he is, what the heck do we do about it? Well, the
simple answer is that there isn’t much your ordinary
beatdown deck can do about this combo. There is no easy one
card tech to deal with this new threat, which is one of the
things that has everyone worrying about it. However, there
are some options available to stop this deadly machine, and
we’ll see what those are. The basic strategies for stopping
the Dr. Light abuse can be separated into two categories:
strategies that prevent the combo, and strategies that
manage the results of the combo. The latter means using
exhaustion, reinforcement, and auto-stun effects to prevent
the infinitely large characters from doing damage long
enough for you to get something out that can manage them
(like a Gamma Bomb). This won’t be very effective most of
the time because the Rama-Light player can use Hornet to
burn you to death or Gone But Not Forgotten put the game out
of reach. Trying to prevent the combo will be much more
effective, and there are a few cards that do that very well.
Dr. Doom, Diabolical Genius: This card definitely spells
DOOM for a Rama-Light player. The fiendish genius is the
bane of all combo decks, and this one is no different. No
plot twists from hand means no recurring Cosmic Radiation,
and therefore no infinite loop. It’s for this reason that
most Rama-Light decks run Robot Destroyer. If you can stun
Dr. Doom with Robot Destroyer, than the path is clear for
your combo to go off. If your opponent isn’t playing the big
robot though, Dr. Doom will probably mean a handshake and a
“W” on the scorecard for you. However, Dr. Doom being on the
prowl is the reason that the Rama-Light deck wants to have
even initiative. If the deck can get it’s combo off before
you have a chance to recruit Dr. Doom, then you might have
to resort to our next card...
Reign of Terror: As good a field-clearing card as there is
in the game, Reign of Terror can save you the game if your
opponent only managed to get 1 or 2 characters to the point
of infinity. It won’t help you if the go for the infinite
burn, or if they gain infinite life, but it can save you if
all those pieces weren’t assembled.
Black Cat, Master Thief: It’s hard to have a combo go off on
turn 3 when one of it’s crucial plot twists has a threshold
cost of 5. Black Cat makes it impossible for the Rama-Light
player to win by turn 3 or 4, and making the search and
team-up cards cost more also significantly disrupts the
deck’s flow.
Phantom Zone: This location could be the cause of a great
boost in Superman and Revenge Squad popularity in the near
future. Phantom Zone allows you to remove Rama-Tut or Cosmic
Radiation from the game, effectively stopping the loop until
your opponent can get another copy of that card. The only
problem with this method of prevention is that you have to
draw into the Phantom Zone, whereas your opponent can search
out his Rama-Tut or Cosmic Radiation. However, it’s still an
effective way to deal with the combo.
Have A Blast: This is the card that most decks will probably
be trying to tech against Dr. Light Abuse with, but it isn’t
highly effective. It’s threshold cost of 3 means that if the
Rama-Light player has odd initiative, you might not even be
able to use Have A Blast. Also, you have to use it against
the opponent’s team-ups, because by the time they flip
Devil’s Due, they have the combo ready and can chain to your
Have a Blast. So, at first glance this looks like a great
solution, but in reality it’s a rather limited option.
The Source: This option is limited to New Gods builds, and
suffers from many of the same drawbacks that Have a Blast
does. The advantage, of course, is that you can take out a
bunch of team-ups in one fell swoop, and significantly lower
your opponent’s chances of completing the combo.
Utility Belt: You need multiples on the field on order for
it to really make a difference in most cases, but this is a
very effective counter that Gotham Knights decks can use. GK
decks seem particularly suited to counter this Dr. Light
Abuse, because they also boast this next card...
Fizzle: Cosmic Radiation? I don’t think so. Stopping Cosmic
Radiation delays the combo until they can get another one,
and you get to beat their face in while they’re doing that.
Not as effective on it’s own, but in conjunction with
Utility Belt it makes Batman’s squad highly effective
against the Rama-Light combo.
Spider Tracer: If you can’t target him, you can’t pump him.
Sadly, this doesn’t prevent Dr. Light from being readied by
Cosmic Radiation, since that card doesn’t target, but it can
prevent the other characters on the field from being
targeted by Devil’s Due. However, this will only be a
temporary solution, because you’re going to run out of
Spider Tracer’s to play before your opponent runs out of
characters to play.
Sonic Gun: This little used equip does a great job of
countering the combo in the short term, but, again, won’t be
very effective in the long run. You can only bring out so
many Sonic Guns, and your opponent can just keep brining out
characters to pump up. Eventually, you aren’t going to have
enough Guns to take down all his counters. It’s a nice way
to stall though.
Stilt-Man: However big you are, I can be bigger. He doesn’t
help against infinite burn (of course, most of these
strategies don’t) or infinite life, but he can just grow and
grow along with your opponent’s characters. Plus, he’s
Stilt-Man, possibly the coolest incompetent villain ever.
Scarlet Witch, Wanda Maximoff: If the game goes to turn 5
and they haven’t gotten the combo off, Wanda is going to
shut it down for good. Unless they’ve got 3 copies of Gone
But Not Forgotten in the row, they’ll just kill themselves
on the burn. However, this requires you to get to turn 5,
which isn’t going to be a common occurrence against the Rama-Light
combo.
Well, there are some ways to combat this deadly combo. There
are probably many more, but these are just the main ones
that I wanted to list. Hopefully, this article has educated
you in just how bad a thing it is when doctors turn evil.
Hope you enjoyed this
(Right now I don’t have a good e-mail address for you to
send comments to because my current inbox is too small to
handle much. I’m working on that, and hopefully I’ll have an
address for you by my next article. Until then, you can
Personal Message me on the Pojo message board, where I am
xphoenix87.)
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