Hey all, and 
								welcome to another edition of the VS Deck 
								Garage! I’m finally back on track with my 
								e-mails, so if you are writing in, you should 
								have a reply back within a couple of days! 
								Speaking of writing in, remember that if you 
								want to see your deck in the VS Deck Garage, 
								just drop me an e-mail at Hagan0001@aol.com and 
								include everything you think I should know.
								
								I received a strait Fearsome Five deck this 
								week, and since I’ve managed to do a Deck Garage 
								on every team *but* the Fearsome Five in DC 
								Origins, now was probably the time! Here’s the 
								e-mail I received:
								
								---
								
								Please help
								
								Characters 
								4x Neutron
								4x Shimmer
								4x Jinx
								4x Mammoth
								4x Gizmo
								4x Psimon
								4x Dr. Light
								Equipment 
								4 Kevlar Body Armors
								4 Personal Force Fields
								4 Escrima Sticks
								
								Locations 
								1 GothCorp
								1 X-Coperation
								1 Base of Operations
								1 Clocktower
								1 Liberty Island Base
								1 Muir Island
								1 Baxter Building
								1 Yancy Street
								1 Doom's Throne Room
								1 Negative Zone
								1 ESU Science Lab
								
								Plot Twits 
								4 The Underworld Stars
								4 Gone But Not Forgottens
								1x Gamma Bomb
								
								I forgot to tell u its for tourney and i dont 
								care what u take out or put in as long as i can 
								win
								
								---
								
								Fearsome Five are an interesting team, if only 
								because you have the upside of having your 
								characters pre-chosen for you (because there are 
								so few), but that same fact is a drawback. You 
								get no selection, really. With this in mind, I 
								have to leave the characters alone, except for 
								the addition of a couple of 2-Drops and a couple 
								of 3-Drops.
								
								If you look at the strengths of Fearsome Five, 
								they definitely lie in the late game. With this 
								in mind, I’m throwing in two additional 2-Drops 
								and two extra 3-Drops to smooth out the 
								character curve. Those two are both control 
								characters of a sort: Puppet Master and Rogue.
								
								+2 Puppet Master, Philip Masters
								
								+2 Rogue, Anna Raven
								
								As much as I don’t like jumping into other 
								teams, it seems somewhat necessary with only 
								four 2-Drops and four 3-Drops in the deck.
								
								Because we have a card that allows us to hunt 
								down a Fearsome Five character (Underworld 
								Star), we can trim down the 6- and 7-Drops to 
								just three each, giving us a little bit more 
								room to breath.
								
								-1 Dr. Light, Arthur Light
								
								-1 Psimon, Dr. Simon Jones
								
								In their place, why not throw in Apocalypse, En 
								Sabah Nur? With Shimmer, Puppet Master, and 
								Rogue, we have plenty of control elements, and 
								as we see with Doom decks, any deck with a lot 
								of control can drag the game into Turn 8 or 
								later.
								
								+2 Apocalypse, En Sabah Nur
								
								Turning our attention from characters (that was 
								quick) to equipment. I completely agree with 
								having Personal Force Field in the deck (if only 
								to protect the investment in Mammoth), but I’m 
								not so much of a fan of Escrima Sticks or Kevlar 
								Body Armor. If I am going to pay a resource 
								point for a piece of equipment, it needs to do 
								quite a bit – the Sticks don’t fit that 
								description. If I am going to pay *two* resource 
								points for a piece of equipment, it really needs 
								to be a game ender (see: Blackbird), and Kevlar 
								Body Armor doesn’t do that. I’m also trimming 
								one copy of the Force Field for room purposes.
								
								-4 Escrima Sticks
								
								-4 Kevlar Body Armor
								
								-1 Personal Force Field
								
								In their place, why don’t we play Unstable 
								Molecules and Dual Sidearms? I know they aren’t 
								Fantasticar-quality, but due to the small size 
								of a lot of Fearsome Five characters (barring 
								Mammoth, of course), they seem like a good fit.
								
								+3 Dual Sidearms
								
								+3 Unstable Molecules
								
								Next, we are going after locations. I realize 
								that Jinx allows you to search for a location, 
								but I’m not so sure that all of the locations in 
								this deck are warranted. Why don’t we trim it 
								down a bit – a short reasoning is beside each 
								card.
								
								-1 Baxter Building [too random]
								
								-1 Clocktower [too random]
								
								-1 Doom’s Throne Room [too random]
								
								-1 ESU Science Lab [not enough dudes]
								
								-1 GothCorp [not sure why this is good]
								-1 X-Coperation [too little effect]
								
								
								
								Finally, we arrive at Plot Twists. The first 
								thing I want to go is Gone But Not Forgotten. 
								Over the course of a game, GBNF is going to net 
								the deck’s pilot between four and eight 
								endurance, but if he were to play something like 
								Acrobatic Dodge, Savage Beatdown, or Have a 
								Blast!, he might be able to produce / prevent 
								more endurance.
								
								-4 Gone But Not Forgotten
								
								Next, as I mentioned above, Acrobatic Dodge and 
								Savage Beatdown will usually do more than GBNF, 
								and since we have a bit more room, why not add 
								both cards to the mix? As always, if Savage 
								Beatdown is out of the price range of the deck’s 
								pilot, Flying Kick is more than acceptable as a 
								replacement.
								
								+3 Acrobatic Dodge
								
								+4 Savage Beatdown
								
								Finally, to help combat against pesky team-ups, 
								locations, or any other surprises (see: Total 
								Anarchy), let’s throw in three Have a Blast! I 
								honestly think it is the best card in DC 
								Origins, and unless UDE prints a better card for 
								resource-hate, it will be around for a long, 
								long time.
								
								+3 Have a Blast!
								
								
								That about wraps up the work on this deck. Let’s 
								see how it came out…
								
								CHARACTERS (32):
								
								4 Gizmo, Mikron O’Jeneus
								2 Puppet Master, Philip Masters
								4 Shimmer, Selinda Flanders
								4 Mammoth, Baran Flinders
								2 Rogue, Anna Raven
								4 Jinx, Elemental Sorceress
								4 Neutron, Nat Tyron
								3 Dr. Light, Arthur Light
								3 Psimon, Dr. Simon Jones
								2 Apocalypse, En Sabah Nur
								
								PLOT TWISTS (15):
								
								3 Acrobatic Dodge
								1 Gamma Bomb
								3 Have a Blast!
								4 Savage Beatdown
								4 Underworld Star
								
								LOCATIONS (5):
								
								1 Base of Operations
								1 Liberty Island Base
								1 Muir Island
								1 Negative Zone
								1 Yancy Street
								
								EQUIPMENT (9):
								
								3 Dual Sidearms
								3 Personal Force Field
								3 Unstable Molecules
								
								I hope that helps this week’s contributor, and 
								good luck in those tourneys!
								
								We’re about done for this week, but don’t worry 
								– there’s another VS Deck Garage coming your way 
								next week; same time, same place. If you’d like 
								to see your deck in the VS Deck Garage, remember 
								to drop me an e-mail at Hagan0001@aol.com, and 
								I’ll get back with you as soon as possible!
								
								Until then, happy gaming!