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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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