Archive for the ‘VS System’ Category

Deck Discussion: Wild Titans

Posted: June 10, 2015 in CCG, VS System
Tags:

SpideySable

Hello guys. Today’s deck discussion will focus on the very first competitive VS System deck I ever built. Way back when I was a poor student with no money to pay for expensive singles, I built this deck out of mostly commons and cheap rares and did surprisingly well with it at all levels of competition from casual play to Hobby League and I even lent it out to people who did well at Pro Circuit Qualifiers (I did not play in PCQs at the time as I was usually judging them).

While I wouldn’t go so far as to claim that this deck has aged well, I think it is still competitive even after all this time. It has a couple of troublesome match-ups but it also has some really good ones. Here is the list:

12 Wild Pack
4 Mary Jane Watson, MJ
2 Dawn Granger <> Dove, Agent of Order
2 Hank Hall <> Hawk, Agent of Chaos
2 Tim Drake <> Robin, Young Detective
4 Silver Sable, Silver Sablinovia
4 Roy Harper <> Arsenal, Sharpshooter
4 Friendly Neighborhood Spider-Man
1 Garth <> Tempest, Atlantean Sorcerer
1 Scarlet Spider, Ben Reilly
4 Teen Titans Go!
4 Millenium
2 Stark Tower, Team-Up
3 Press the Attack
2 Fun and Games
2 Foiled!
2 Kaboom!
2 ESU Science Lab
3 Birthing Chamber

Now that list is a thing of beauty. It was really strong at the time I made it too. I would easily consider it Tier 1 for that time period, if not for the deck’s vulnerability to Flame Trap. That weakness probably brings it down to Tier 1.5, but I think that a deck which only has a bad match-up against dedicated hate is pretty strong. I mean, Techno-Organic Virus can basically never beat Caliban and it’s considered to be one of the most powerful strategies in the game.

It’s a real budget deck too. I created the list above from memory, and it should be pretty accurate aside from the Garth. I couldn’t afford a Garth back then so I played a Human Torch, Friendly Rival in that slot. Probably a worse choice overall but in certain situations it was actually better.

So let’s talk about the deck itself. This strategy actually takes the regular Teen Titans team-attacking synergy and cranks it up to eleven by using army characters to create a bigger team-attacking force. It loses the ability to destroy aggressive decks with Terra but it gains the ability to deal much more damage when it kills. It also draws a lot of extra cards. Like, a ton of them. If you like drawing a lot of cards while stunning your opponent’s board over and over, this is the deck for you. Another important reason to play this deck is that the foil versions of MJ and Silver Sable are really nice-looking. Seriously, check ’em out. They look sweet!

Ahem.

Now let’s move on to the gameplay.

When playing the deck, you start by developing a sizable board with your army characters. This was easier back in the day when two-drops and three-drops were a little smaller, but it’s still doable. You want to play a Wild Pack on turn one, followed by another Wild Pack and MJ on turn two. At that point you can team-attack your opponent’s two-drop, draw a card, and then ping them for one more damage with your remaining character.

Turn three is where it starts to get more complicated. You need to change your strategy depending on what your initiative is. You’re going to want to recruit a bigger drop like Spidey if you’re defending and boost Hawk, Dove or Silver Sable for more card advantage if you’re attacking. If you do not have initiative you should exhaust your characters to ESU to draw cards. If you’re on the attack you should put priority on stunning the opposing board rather than card-advantage. Turn four is a flexible turn where you basically do whatever the opposite is of what you did on turn three (Spidey when you’re attacking, boosting when you’re defending). If you can, you should try to clear your opponent’s board on turn three or four. Spidey and Teen Titans Go! should make this easy, and you don’t have to worry about running out of resources because MJ will draw you more cards with every stun. You also shouldn’t need any combat pumps since Wild Packs attack as 4/3 characters with Silver Sable on the board. One trick you should remember is that if you’ve been team-attacking with all your characters but don’t need to use all of them to stun one of your opponent’s remaining characters after using Teen Titans Go! you should just exhaust them for ESU. If your board is pretty big you can draw a ton of extra cards this way.

You should recruit Garth on turn five and start recurring important plot twists (or characters if you need them!). On turn six you should be able to stun your opponent’s board with Roy Harper tricks and then attack with Garth multiple times using Press the Attack for the win. Of course, the above scenario assumes you don’t find any juicy targets for your copies of Foiled! and Kaboom!. If you do, feel free to set your opponent back a turn where they may not have an on-curve play but you almost certainly have the ability to develop your board.

The non-character cards are pretty self-explanatory. Millenium is a team-up that draws you an extra card, Stark Tower is a team-up that fixes your resource row. Teen Titans Go! and Press the Attack allow you to do fancy tricks with Roy Harper. Birthing Chamber fuels your hand. Fun and Games is a nice utility card that often catches people by surprise. The Foiled!, Kaboom! and Fun and Games slots are the most flexible ones. You can put pumps or maybe some copies of Pathetic Attempt here if you like. You could add a fourth Press the Attack. You could add Ego Gem. You could play Finishing Moves to mess up a Legend deck’s day.

So yeah. That’s the deck. If you really like the feel of Bosom Buddies but your friends are sick of Techno-Organic Virus, give this deck a try. Think of it as a “fair” version of that deck for casual play. This is also a perfect deck for those of you who think that Spidey and Silver Sable should hook up, and that MJ should be in there too. Plus some random Teen Titans and a whole mess of Wild Pack Members. Yeah, that’s totally a valid reason to play this deck. Not weird at all.

Deck Discussion: Good Guys

Posted: March 18, 2015 in CCG, VS System
Tags: ,

team-up

Most decks in VS System are incredibly aggressive, aiming to win by turn four or five with regularity. Other decks want to push the game to turns eight or nine and leverage powerful drops like Galactus for victory. Today I will talk about a deck that can be quite aggressive with the right draw, but generally aims to win a bit later than most aggro decks. Hopefully this can provide a blueprint for how to constructively deviate from established deck-building norms.

We have rules of thumb because they work, and you need to be able to follow those rules to go from a beginner to an intermediate player. To get to the next level, though, you must be able to recognize instances where optimizing on a slightly different axis can work well.

I present to you… Good Guys!

4 Ted Kord, Blue Beetle
4 Sue Dibny
4 Maxwell Lord
2 Booster Gold
4 Shayera Thal
2 Batman, Founding Member
4 Katar-Hol, Thanagarian Enforcer
2 Wonder Woman, Ambassador of Peace
2 Fire
4 Nth Metal
4 Kooey Kooey Kooey
4 Hall of Justice
4 World’s Greatest Heros
4 Hero’s Welcome
4 Bwa Ha Ha!
4 UN General Assembly
4 Magnificent Seven

Good Guys is… a weird deck. It’s a JLA/JLI crossover build that looks like an aggro deck, plays like an aggro deck and wins like an aggro deck. All while not really being an aggro deck.

As I mentioned before in my deck-building article, aggro decks generally want to win by turn five. This deck is perfectly capable of doing that, and would be happy to do so given the chance, but it has a bit more staying power and can comfortably win by turn six or seven if it has to.

In exchange for that staying power, it forgoes the usual assortment of highly aggressive low drops in exchange for a more value-oriented early game with a focus on building up resources and not falling behind. When the time is right, it expends a lot of resources in one turn to generate a sudden burst of damage that drains the opponent of endurance quite suddenly. Let’s take a closer look at how the deck works turn by turn.

Ted Kord and Sue Dibny are not among the most aggressive cards ever printed for VS System, but they are both capable of setting up the next few turns for the Good Guys deck. Either one can find the two-drop, which makes up for their average stats. Booster Gold is a necessary evil because he is the only option Ted Kord can search for, but Maxwell Lord continues the trend of average bodies that help the player to set up. His ability to search for the team-up card is invaluable for a deck with such strict demands for the resource row.

Speaking of the resource row, the Good Guys player should be careful to set it up well whenever possible. Between the team-up, Hall of Justice and Kooey Kooey Kooey it can be very easy to wind up with a lot of dead locations in hand. It’s worth taking the risk, though, because of how powerful the locations can be when active.

There is an argument to be made for putting a JLA 2-drop in the deck as an option for Sue to search for, to be able to team up earlier. However, this would make it harder to use UN Assembly and may even necessitate a shift to a different search card like Enemy of my Enemy, which would then necessitate a reworking of the entire curve to ensure that options from both affiliations are available at all cost points.

By the third turn the player would normally play out a copy of Shayera Thal, which can then fetch Katar Hol for turn four. The alternative for turn three is Batman, who conveniently can be searched out with UN General Assembly because he has both the JLA and Gotham Knights affiliation. Wonder Woman is the alternative drop for turn four. Batman and Wonder Woman do not really follow the deck’s Ally focus, but they give it access to such powerful utility effects that it would be foolish to exclude them.

Turn five belongs to Fire, who is an excellent option for finishing the game off. A flurry of Kooey Kooey Kooey activations can find multiple copies of Magnificent Seven, which power-up characters and draw cards allowing for even more power-ups.

So looking over the curve described above, you can see that the deck doesn’t actually need to deal damage continuously over the whole game like a traditional aggro deck (ie. High Voltage). It puts more emphasis on set-up, almost like an off-curve deck (ie. X-Faces). You just try to hang in there with Nth Metal and Hall of Justice activations then finish off the opponent in a sudden burst of damage.

Good Guys is an incredibly powerful deck that functions as a hybrid of several different strategies. I hope you give it a try and see what other possible hybridized concepts can succeed in this excellent game.

Deck Discussion: Forever Stall

Posted: July 10, 2014 in CCG, VS System
Tags: ,

Forever People

What’s up guys! To make up for the long interval between my Press Chess and Life Model Decoy articles I decided to put up this one with a much smaller gap. As an added bonus, today’s deck features none other than the New Gods!

Ah, the New Gods. The weakest affiliation from the worst set in VS System by a wide margin, the team has almost no redeeming qualities. They have very few unique capabilities to exploit and their shortcomings are legion.

The main problem is that Cosmic, which is supposed to be the main mechanic of the New Gods, is actually a drawback. Normally you’d expect them to get plenty of bonuses to offset this drawback, but things did not play out that way at all. Imagine if Shadowpact retained its “losing endurance” theme but lost all of the abilities and effects that rewarded them for doing so. That’s kinda what happened to New Gods. Instead of being really strong with a cosmic counter and average without, they ended up being pretty bad even with their cosmic counters in place, and completely abysmal without them. Thus, I will begin this post with a warning:

The New Gods suck. They suuuuuck. Do not play them if you want to win. Stop reading now. Go back to my Quicksilver Voltage article and melt some faces off.

Still here? Okay. With full recognition of the fact that the New Gods are terrible, let’s go through my experience trying to put lipstick on this pig.

I read through the different cards of the New Gods several times but failed to get any inspiration for a mono-team list. They were just so terrible that I couldn’t even imagine hypothetical scenarios where having any of them would be good. I soon concluded that playing New Gods by themselves would not be the way to go, so I had to team up with a better team (the joke being that literally every other team was a better team).

The obvious team-up deck for New Gods is, of course, Superman Blue Abuse. One of the few useful things about New Gods is that they have an army one-drop with cosmic. If you load up your deck with them you can ensure that you’ll have plenty of cosmic characters by the time Superman Blue comes around. If you can keep cloning and reloading him with counters you can come out on top. This was actually a viable deck from way back when DGL was modern-legal, and it only got better with time because now we have Ego Gem to supplement Birthing Chamber to draw cards and we also gained Supertown as a consistent way to reload Superman’s counter.

I mocked up a few lists and tested them solo. They were fine. Maybe even good. I wasn’t satisfied with them though. Even though the deck had a whopping 18 New Gods characters, they were all Soldiers of New Genesis. I wanted to get some bigger names in there.

So I went back to the list of New Gods cards, looking for something to work with. I agonized trying to find their team. The only thing the cards had in common, it seemed, was that they were all terrible.

Then I had an idea.

What if the terribleness was actually their theme? Maybe I was failing because I was trying to pair up the New Gods with good, powerful cards. Maybe what they needed was to join forces with other cards that are an insult to the trees that died to make them!

I pored through the card lists again, this time with a focus on looking through terrible cards that I had skipped before. It took a while, but soon I hit paydirt. Ladies and gentlemen I give you: Forever Stall

4 Lockjaw
4 Ahura
4 San
4 Silver Surfer, Skyrider of the Spaceways
3 Franklin Richards, Creator of Counter-Earth
3 Serifan
4 Beautiful Dreamer
1 El Guapo
1 The Herald
1 Galactus

4 Enemy of my Enemy
4 Vicarious Living
4 Straight to the Grave
4 Extended Family
4 Forever People
4 Crowd Control
1 Stark Tower
2 Slaughter Swamp
2 Avalon Space Station
2 Coast City

OK, so I know what you’re thinking. There are only seven New Gods character cards in this entire list. Much less than what Blue Abuse is packing. I get that. I still prefer this because Serifan and Beautiful Dreamer are actual Forever People and not nameless soldiers. There’s also the fact that this deck plays Ahura and The Herald, who are so bad that they practically qualify as New Gods even without the printed affiliation. Crowd Control and Coast City round out our list of terrible all-stars. The final thing I like about this list is that unlike Blue Abuse which leans on Superman, this deck intends to emerge victorious through the (ab)use of Beautiful Dreamer. Speaking of which…

Here is how the deck “works”. It tries to set up a situation where the only visible characters are two Beautiful Dreamers and an Ahura is in the concealed area. Once this is achieved, whenever a Beautiful Dreamer is stunned her ability and that of Ahura will both trigger. You can put Ahura’s ability on the chain first, so that Beautiful Dreamer’s ability resolves first. This means you can recover a stunned Beautiful Dreamer with the other Dreamer’s ability, then put a counter on it with Ahura. From there you can reinforce them so you only lose two endurance per attack, and finally if you can make them invulnerable you don’t take any damage from attacks at all.

The above explanation is a bit complicated, so let’s work through an ideal scenario of how the game should play out.

You have even initiative. On turn one you recruit Ahura and the opponent hopefully has nothing so you can attack for a point. By turn two you recruit Franklin while your opponent recruits a 3/3 and attacks you. Franklin surges with a counter when the turn ends. On turn three you recruit Serifan and put him into the hidden area with Franklin. Once that’s done you crossover New Gods and Inhumans and use your remaining resource point to recruit Lockjaw, discarding a copy of Beautiful Dreamer to search out another Beautiful Dreamer. Your opponent recruits a 5/5 and attacks you for eight. On turn four you recruit Beautiful Dreamer, exhaust Ahura to play Forever People and get the discarded Beautiful Dreamer into play, and finally recruit Silver Surfer and put him in the hidden area with Franklin.

At this point you have “assembled the lock”. If your opponent stuns one Dreamer you recover the other and put a counter on it. They are both invulnerable so they soak up two damage each time. If you have a Crowd Control you won’t take any damage at all because you can reinforce them. Silver Surfer can search out The Herald and when you recruit him next turn Franklin can hide him and you have reinforcement forever.

Assembling the lock is only the first step of course. Once turn four ends you will end the turn with two Beautiful Dreamers, one with a counter and one without. On turns you have the initiative you can use the New Gods mechanic of “pitiful combat stats” to suicide the counter-less Dreamer into your opponent’s defender and keep up the lock. When the opponent has initiative, maintaining it is trickier because they can attack the one with a counter first.

If the opponent has no flyers or you have Coast City you can just form up with the counter-less Dreamer protecting the other one. If they do have flyers and you do not have Coast City you will need something like Extended Family to give a counter to the last Dreamer that gets stunned. You can also use a search card to find another copy of Beautiful Dreamer and recruit it, but then you’d need another copy of Forever People to reanimate the rest who will die due to uniqueness. Generally you’ll need to have planned for this before the turn comes, so you would have used San to search out a Coast City if you need it.

So anyway, assuming you are able to assemble and maintain the lock you simply coast into turn nine and recruit Galactus for the win. Simple.

Of course, the above scenario assumes you just draw everything you need. This will often not be the case. As such, the deck plays 24 cards that search for different pieces of the combo. Lockjaw, Vicarious Living, Enemy of my Enemy and Straight to the Grave find characters. San can find Slaughter Swamp / Avalon Space Station to turn on Straight to the Grave, Stark Tower to team up or Coast City to solidify the lock. Silver Surfer can find Forever People, The Herald or even Galactus. El Guapo is a global reinforcer that only costs three resource points, unlike The Herald. I tested the decklist ten times last night and was able to assemble the lock on turn four seven times, and turn five twice. Once I whiffed completely.

There is also the issue of the opponent breaking up the lock. Answers can be played in the deck and searched out, but you’ll need to shave other cards to fit them in. Pathetic Attempt and Omnipotence solve a lot of problems and can be found by Silver Surfer. San can search out a variety of answers. The Alley prevents KO effects. The Source can get rid of troublesome things in the resource row. New Genesis can be used to recover characters. Birthing Chamber can draw cards. Leslie Thompkin’s clinic is an alternative to Coast City that games some marginal amount of endurance. Moonrider and The Prophecy Fulfilled might be a faster win condition that can win before turn nine. Mr. Mxyzptlk can alleviate the discard costs and be searched by Straight to the Grave. Basically there is almost always some way to get around the many things your opponent can throw at you, but you will need to make cuts to the deck and have it be less consistent. You can decide for yourself which cards you want to shave.

Deck Discussion: Press Chess

Posted: June 23, 2014 in CCG, VS System
Tags: ,

Ronan

At its heart, VS System as a game revolves around the efficient use of resource points. It’s almost impossible to overstate their value in the game.

In contrast to other games like Magic the Gathering, VS System guarantees a steady flow of resource points to each player because any card can be used as a resource. The same mechanic also deals with the problem of having one player or the other getting flooded with too many “resource” cards that don’t do anything. There are very few ways to generate extra resource points, and none of them are permanent. It is extremely difficult to remove resources that have already been played, and all but impossible to deny the opponent a chance to play a resource. Simply put, resource points in VS System are efficient, reliable and predictable.

The result of this is a game environment where each player is trying to maximize the value he gets from each resource point. Characters with stats that “jump the curve” are highly prized for their ability to simulate having extra resource points. Cards like hard sound construct and Netherworld Gift that allow you to recruit extra characters are very powerful, and even combat pumps are mostly prized for their ability to let characters stun opponents in combat that cost more than they did.

Kree is a VS System team that takes that carefully crafted system and tosses all the balance out of the window in a single turn by essentially generating more than twice the resource points that they are supposed to have access to. A turn six Press turn by the Kree will involve the recruitment of a pair of two-drops, a three-drop, a four-drop and a five-drop. Each character in the chain reduces the cost of the next character by an additional point, such that every recruit aside from the first two-drop really only costs one resource point. By recruiting sixteen resource points worth of characters on turn six, Kree decks generate an advantage that is all but insurmountable.

The problem with the Kree deck, as the observant readers among you have doubtless figured out by now, is that whole “turn six” thing. Barring hate cards like Political Pressure, Kree decks are most likely to lose when they are killed before turn six or when they lack the initiative on turn six, allowing the opponent to shut them down with a character like Amazing Spider-Man by turn seven. This is a list that tries to solve both of those problems:

4 Dr. Minerva
2 Lt. Kona Lor
2 Captain Att-Lass
1 Sgt. Steel
4 Ahmed Samsarra
1 Colonel Yonn-Rogg
1 Commander Dylon Cir
1 Neutralization Protocol
1 Ultimus
1 Admiral Galen Kor
1 Ronan the Accuser
1 Alan Scott
2 Annihilation Protocol
1 Bron Char
1 Shatterax
2 Huntress, Reluctant Queen
4 Universal Weapon
4 Checkmate Safehouse
4 Brother I
2 Penal Colony
2 Hala
2 Stargate
2 Brother Eye
1 Rook Control
1 Slaughter Swamp
4 Enemy of my Enemy
4 Cover Fire
4 The Lunatic Legion

This is Press Chess, and unlike most Kree-based decks it’s not limited to recruiting sixteen resource points worth of characters on turn six for the win. This list can do so on turn five. Here’s how:

Like most decks that incorporate Checkmate, what you really want from your opening hand is the ability to recruit Ahmed Samsarra on turn three. Basically any hand with Ahmed or a way to search for him is keepable. Unlike other Checkmate decks, however, this one is perfectly OK with keeping a hand that “only” has Stargate and a two-drop. If the two-drop is Dr. Minerva, so much the better. Dr. Minerva is the favored initial recruit because of her ability to dig for further characters. Sometimes Kona Lor is the best recruit, because her ability can turn some of the best TNB draws into complete garbage. Att-Lass and Steel are rarely optimal, but they will do in a pinch.

Ahmed is the best recruit on turn three. If you can chain Minerva into Ahmed, you can immediately search for a team-up to turn Minerva into a 2/4 and protect your endurance. If you already have the team-up, it may be better to immediately search for a Stargate and bounce Minerva to search for Neutralization Protocol. If you decide to bounce Minerva against an aggressive deck, you might need to recruit Ahmed in the visible area to protect you (you can protect him from KO effects with Penal Colony so this is relatively safe). Otherwise put Ahmed in the hidden area and just take the hits.

On turn four you ideally want to replay Minerva, recruit an additional two-drop and then Neutralization Protocol. With three recruits for the turn, you can put a Universal Weapon on Neutralization Protocol and it’ll be like you didn’t even under-drop. Depending on what characters you have in your hand, you may need to replay Minerva, bounce her to search for something, then replay her a second time before recruiting Neutralization Protocol. Of course, it goes without saying that you can easily flip the script and recruit Neutralization Protocol on turn three then Ahmed on turn four. Against aggressive decks recruiting a visible Ahmed and then putting a Universal Weapon on him by turn four can be an extremely powerful line of play. If chaining is not feasible you can always just recruit Galen Kor, Alan Scott or any of the other four-drops. It speaks to the power of Press Chess when you consider that on-curve plays that other decks would find extremely desirable are just one of many powerful lines it has access to. After recruiting on turn four, you can make use of cards like Cover Fire and Checkmate Safehouse to survive until Turn five.

One last thing to keep in mind for turn four is that if you suspect your opponent has Political Pressure, you should recruit Ronan and put him in the hidden area with Rook Control (swapping with Ahmed). This will prevent the opponent from reusing Political Pressure and beating you with just one card. A hidden Ronan can also be used to beat decks like Faces of Evil, Moloid Burn and even TNNB that rely on the resource row to function. Even opposing Checkmate decks can instantly lose to a hidden Ronan.

Turn five is where things get crazy. If things had gone well you would have access to Neutralization Protocol here. If you managed to retain a two-drop, this would be a great place to stun it for the extra resource point. Otherwise you can recruit a two-drop, stun it and then bounce it with Stargate to be replayed. From there you can continue the Press chain like a normal Kree deck, except here you use the resource point from Neutralization Protocol to end with Annihilation Protocol. That’s sixteen resource points worth of characters on turn five, which is more than enough to generate an insurmountable advantage if not win outright. Play the Lunatic Legion and kill the opponent if you can. If you can’t kill him, consider stunning his whole board and then using your smaller characters to KO his guys with Annihilation Protocol’s ability.

If you did not have access to Neutralization Protocol for turn five, you could still recruit a pair of two-drops, a three-drop and then Alan Scott. In many games a 9/9 with flight and range can get the job done with the help of a few friends. This deck has incredible offensive potential with both Hala and Brother Eye, so it’s very doable to win on turn five even with a smaller Press chain. One thing to keep in mind is that even when you find yourself unable to kill on turn five, it is usually possible to deal so much damage that recruiting Huntress on turn six seals the deal.

If you get the even initiative, winning on turn five is much less feasible. In these games you have the option of just doing a normal Kree sixteen resource point Press chain for the win. When you have even initiative it’s more important to chain both on turn four and turn six, because if you can stun your opponent’s board on turn four it’s unlikely that he’ll be able to kill you on turn five. It’s unlikely that you have a Neutralization Protocol still in play on turn six, but if you do you can actually Press out twenty-one resource points worth of characters by ending with Annihilation Protocol. This line is very powerful and super cool, but generally it’s a “win more” kind of play. You shouldn’t take unnecessary risks just to set it up.

In the absolute worst-case scenario, this deck can curve out with Ahmed into any four-drop, then Annihilation Protocol, Huntress and boosted Annihilation Protocol. If you find yourself reduced to this it usually means that disaster has struck and you are unlikely to win. However, it is still an important line to keep in mind because some decks will lean on Political Pressure to keep you from Pressing out and you won’t be able to search for Ronan. In these games you can beat them by just playing on curve and using combat pumps to kill them, since they’ll be losing four extra endurance points every turn to flip Political Pressure.

This deck has tons of options and search cards, so there is almost always a winning line of play from any position. You need to keep in mind that filler Press characters like Bron Char, Yon Rogg and Dylon Cir have powerful but situational abilities that can be used to your advantage. Annihilation Protocol’s KO ability is something a lot of players forget about, but in a deck like this with plenty of bodies to exhaust it can be absolutely back-breaking. Sometimes players lose because they forget that Annihilation Protocol can be boosted, or even that Huntress can be recruited. The important thing is to have a clear plan in mind as early as possible, revise it constantly as the game goes on, and work towards it constantly by making every decision with future turns in mind. This deck won’t work if you try to figure out your line of play on the turn itself.

If you are the type of person who prefers powerful decks, likes having options and enjoys crafting plans from incomplete information you should definitely give Press Chess a try.

LMD

After a pair of Magic the Gathering articles, I think it’s about time we had some more VS System content in this blog. This time I’m going to discuss a deck that I like to play in casual settings. On the surface it seems like a regular old curve combat deck, but the list actually has some powerful but quirky combos it can pull off to surprise an unsuspecting opponent. I still consider it to be a powerful list, but the fact that it doesn’t win brutally fast or ignore combat is perfect for playing with friends. They get to live past turn five. They get to attack, and play combat pumps. They get to do all that fun stuff.

And then they lose.

But before they lost, they had fun. That’s what really matters in a casual setting isn’t it? And speaking of fun, here’s the list:

4 Life Model Decoy
4 Roscoe Sweeney
4 Yelena Belova Black Widow, Agent of SHIELD
4 Red Skull, Aleksander Lukin
4 Spider-Man, Unmasked
4 Kingpin, Overboss
1 Human Torch, Herald
1 Taskmaster, Mnemonic Assassin
1 Melissa Gold Songbird, Caged Angel
1 Hulk, Joe Fixit
1 Thor, Cyborg Clone
1 Sentry, Mighty Avenger

4 Enemy of my Enemy
4 Tech Upgrade
4 Enemies of the State
4 Company of Heroes
4 Code White
4 Double Agent
2 Slaughter Swamp
2 Armed Escort
2 Cosmic Cube

Yeah! That’s what I’m talking about! A real curve deck has character from zero to eight! Seriously though, I love this list. It’s so ugly, yet so beautiful. Like the Life Model Decoy itself, it is so much more than meets the eye. This is a curve deck, so as usual I will go through the characters at different points in the curve and highlight the rest of the cards as I go along.

Although Life Model Decoy costs zero, you can’t actually play it without a SHIELD character in play. This is unfortunate, but that’s how it goes. What you actually want to do on turn one is recruit Roscoe Sweeney. He’s the reason this deck can get away with running only one set of characters at each point in the curve. Mulligan every hand without him. Keep every hand that has him. He makes this deck work. If you don’t get him on turn one, play him on turn two even if you have Yelena. He’s that good.

Yelena is the drop on turn two, and she’s mostly in the deck because she has both the Crime Lords and SHIELD affiliations. Roscoe searches her up, you play her in the concealed area, crossing over of affiliations happens, and they both survive to the next turn. Perfect. Oh, and at some point you get to bounce her back to your hand and KO something. This will be relevant later.

Red Skull is the drop on turn three, and he’s pretty sweet. Decent stats go with a powerful Leader ability, making him relevant even without considering the interaction with Cosmic Cube. Speaking of Cosmic Cube, this deck has two copies of it along with four copies of Tech Upgrade to search them out. Basically this deck has an almost Checkmate-like ability to access any card it wants. That’s pretty awesome. Personally my favorite play is to exhaust Roscoe to search for Skull and Yelena to Tech Upgrade for Cube. This sets you up to fetch anything you want, and if the opponent decides to get into combat you can even bounce Yelena to KO anything you stun back. Synergy!

On turn four we have a full set of the much-maligned Spider-Man, Unmasked. Easily one of the worst versions of the web slinger on four, this little guy nonetheless combos with many other cards in the deck. Put a Life Model Decoy on zero in front of him and if the opponent has no flight they need to waste an attack because you just reinforce and bounce the decoy back to hand. The 6/9 stats are also quite relevant when you consider that Spidey is a Leader who can be recovered via Code White. If you’ve teamed up by turn four (and you should have) you even get access to Enemies of the State, which is a +2/+2 buff on attack or defense. It’s always awesome when you do something amazing with chaff like Spider-Man, Unmasked. Play this deck and live the dream!

On turn five the deck starts to really get mean with the weird defensive combos. Kingpin loves to have Life Model Decoys take the bullet for him, and Spidey loves to bounce them back to your hand so you can do it again next turn. Armed Escort ensures that the opponent has no choice to attack Kingpin. It’s like having Superman in play with Indestructible at the ready, except this is even better because Superman and Indestructible are chase cards while Kingpin and Life Model Decoy are fringe playables.

On turn six we have Melissa Gold as the last Leader in the curve. I like to put a Decoy beside her and Kingpin, then have Kingpin attack something for the double-stun. The Decoy takes the bullet, Melissa grows from her Leader ability, and Spidey bounces the Decoy back to hand. When this plays out I like to imagine the decoy trying to take orders from three different leaders at once, getting confused, then dying. I also like to imagine that I live in a world where Upperdeck didn’t run VS System into the ground, but then I kinda do that all the time. The alternative drop on turn six is Taskmaster, and he’s in the deck mostly because all of the defensive play in the early turns usually means players live to turn eight. When that happens, it’s nice when your six-drop has 19/19 stats thanks to your opponent. Human Torch, Herald rounds out the toolbox just because he instantly wins the game against a lot of stall decks. If you know you’re going to need him, search him out with Cosmic Cube while Skull is still alive! If you don’t like Torch, you could run Karla Sofen, Field Commander instead. She has nice stats, flight + range, and she’ll let you replay Yelena for more KO goodness.

The drops for turn seven are Hulk and Thor, which is awesome just because they are Hulk and Thor. Hulk is very good on defense and Thor can take all of those characters you’ve been bouncing back to hand (Yelena and LMD!) and maybe turn them into useful things. He also burns the opponent, which is nice. If you want to use his ability but don’t want to discard Sentry, don’t forget that the Mighty Avenger has reservist and can be placed in the resource row. Seriously, this deck has so much synergy it’s liable to start a business meeting at any moment.

Finally, as I mentioned before, Sentry is the man we close games with. He’s pretty good. Throw the opponent’s best guys into the sun every turn until you win.

I already talked about many of the non-character cards, and the ones that remain like Enemy of my Enemy are largely self-explanatory. Keep in mind that Company of Heroes can be used while attacking if needed, and that you can use Slaughter Swamp to set up a big draw with Thor if you plan well. Speaking of Company of Heroes, it’s necessary to get to the late game when you’re playing against top tier decks but in a more casual setting you could probably get away with putting Flying Kick in that slot. The endurance gain from Double Agent is surprisingly relevant. It vastly outperformed my expectations. You could also jam some tech cards in here like Have a Blast, Meltdown, or really anything at all because Cosmic Cube can just search them out. I’ve been known to put random things in the deck like “This Bores Me” just for fun. That’s really what this deck is about. Fun times!

Deck Discussion: X-Stall

Posted: February 12, 2014 in CCG, Uncategorized, VS System
Tags: ,

Galactus

After a long string of posts related to Magic the Gathering, I think it’s about time I return to my roots and discuss a VS System deck. This is my personal build of a favorite archetype:

4 Jean Grey, Teen Telepath
4 Puppet Master, Philip Masters
4 Air Walker, Gabriel Lan
4 Iceman, Jack Frost
4 Rogue, Power Absorption
1 Mr. Sinister, Visionary Geneticist
1 Sunfire, Shiro Yoshida
1 Frankie Raye, Harbringer of Death
1 Red Shift
1 Human Torch, Herald
1 The Fallen One, The Forgotten
1 Mimic, Exile
1 Galactus, the Maker
1 Professor X, World’s Most Powerful Telepath
1 Jean Grey, Phoenix Force
1 Galactus, Devourer of Worlds
2 Mikado & Mosha

4 Xavier’s School for Gifted Youngsters
1 Soul World
1 Avalon Space Station
1 Slaughter Swamp
3 X-Corp Amsterdam
1 Stark Tower
1 31st Century Metropolis
1 The Herald Ordeal
4 Enemy of my Enemy
4 Creation of a Herald
3 Omnipotence
3 Have a Blast

Ah, X-Stall. It was the first deck I had ever encountered that sought to ignore combat completely, and immediately after playing against it for the first time I realized that the ability to make half the cards in your opponent’s deck irrelevant is very powerful. If you’ve read my previous post on VS System deck-building concepts, this archetype taught me many of the concepts I discussed in the section about stall decks. Most VS System decks are full of cards that are relevant only to combat, and X-Stall aims to turn every single one of them into blanks. It’s extremely difficult to interact with the deck when the plan comes together.

Speaking of the plan, the short version of it is “avoid combat by exhausting opposing characters until you are able to recruit Galactus”. The concept of the plan itself is very simple. Successfully executing it is where the deck becomes extremely complex.

You start by, hopefully, recruiting a Puppet Master on the second turn. If your opponent only has one character at this point, you get a free pass and can skip combat with a single Puppet Master activation. If he has a one-drop, you could either take some damage or use Mikado & Mosha to save endurance. Most of the time this is a bad deal. You don’t really want to spend your copies of Mikado & Mosha until you can get a lasting benefit by stunning multiple characters to reduce the number of exhaustions you’ll need in succeeding turns. This is not a hard rule, however. Sometimes you just need to pull the trigger or you won’t survive. Against decks where Mikado & Mosha is live, finding the perfect time to use them is key. It is incredibly easy to lose outright because you used the card too early… or too late.

If you miss Puppet Master you’ll have to make do with Jean Grey. She’s really only in the deck to enable her Phoenix Force version, but the card drawing and slight damage soaking she provides is better than nothing.

On the third turn you have the choice of Iceman or Airwalker. Most people like Iceman here, but I actually prefer Airwalker. I find that he’s better for complete lockdown most of the time, and against an opponent who curved from turn one to three I like being able to fly over and stun their two-drop with Airwalker, followed by a Mikado & Mosha to stun the one-drop and a Puppet Master activation to exhaust the three-drop. In the end both options are very powerful and you should be fine with either of them.

Turn four gives access to the classic Rogue, Power Absorption to continue the trend of exhausting opposing characters. I find that the deck normally doesn’t need alternate drops here, but against High Voltage decks in particular a copy of Human Torch, Invisible Man can give X-Stall a better chance at survival. The reason that I didn’t include him here is that the improvement is very minor, and Human Torch is just so much worse against every other deck. Personally I’d just tough it out and try to win with Rogue, but Torch is not a bad option if you want to play this in an environment with tons of aggro.

On turn five you can begin to diversify drops into toolboxes. Mr. Sinister is essential to avoid instantly losing to Lex Luthor. Sunfire kills off-curve strategies that might otherwise have been problematic. Frankie provides a steady supply of cards. Red Shift kills equipment and is good for removing big characters, no questions asked. A frequently forgotten option here is to recruit Puppet Master and a three-drop. I can’t count the number of games I’ve won by starting out with a curve of Jean into Iceman into Rogue, then slamming Puppet Master and Airwalker on turn five.

Every option on turn six is powerful. Human Torch beats some decks by himself (he even wins the mirror if the opponent was not wise enough to search for Mr. Sinister). The Fallen One is a good option for whittling down the opposing board if you can trigger his ability. Mimic can keep the exhaustion plan going and ensure getting to the next turn.

On turn seven you will almost always want to recruit Professor X. Galactus is really only in the deck to be discarded to Creation of a Herald. Still, the ability to halve the opponent’s life is a strong one and there are several characters in the deck that can copy it. You will almost never recruit Galactus here, but every now and then you’ll use him to win and it’ll feel awesome.

The late game is pretty Standard, featuring the classic Phoenix Lock into Galactus. One thing to remember is that if you have odds on the Galactus mirror, you will probably want to play the game in such a way that you have Red Shift on turn nine. You will recruit Galactus and drain your opponent, then he will do the same to you. You will then team-attack his Galactus with Redshift and your own copy. When they go back into play your Galactus effect will go on the chain first, then theirs. As such their effect will resolve, followed by yours. What this basically means is that you get to reverse the order of life draining. It’s a very effective tactic, especially if your opponent is not expecting it.

The support cards in the deck are mostly there to enable the exhaustion plan and toolbox strategies. Xavier’s School obviously interacts well with cards like Airwalker and Iceman. It can even work with Puppet Master if you manage to give him an affiliation with 31st Century Metropolis. You have Enemy of my Enemy and Creation of a Herald to search out characters (it’s important to remember that Creation of a Herald can search out unaffiliated characters even if you don’t discard Galactus, so don’t miss that play!) Soul World, Avalon Space Station and Slaughter Swamp provide recursion for the Phoenix plan and allow you to discard cards like Galactus over and over again to effects. Teaming up is important here, so you have three copies of X-Corp Amsterdam to search out the best one. Usually this means 31st Century Metropolis because it can give Puppet Master the X-Men affiliation so that he works with Xavier’s School. Sometimes Herald Ordeal is needed to gain life and enable Frankie. Stark Tower is in the deck mostly because his Terraform ability will occasionally save the day. Finally, Omnipotence and Have a Blast are there to serve as generic utility cards that are useful to a stall deck like this. You can tune those slots as you see fit, running Meltdowns or Have a Blast or whatever is relevant to the decks you expect to go up against.

If you’ve only ever played combat-based decks in VS System, I highly recommend giving X-Stall a try. It’s a fun deck to play that works on a different axis that is a breath of fresh air to the jaded aggro player.

Deck Discussion: Hail HYDRA!

Posted: December 9, 2013 in CCG, VS System
Tags: ,

Bob

Hey everyone! How are you guys doing? I’ve been super busy with work these past few weeks. I was assigned to a new project that is a little bit out of my wheelhouse so just learning all the skills needed to get up and running has been hard, not to mention the actual software development tasks. All work and no play makes for a dull boy, however, so I’m taking a little breather to bring to you a VS System deck that I feel is really sweet. Hail HYDRA!

4 Sin, Synthia Schmidt
4 Dr. Sun
4 James Barnes, Winter Soldier
2 Crystal, Elementelle
4 Silver Sable, World’s Deadliest Mercenary
1 Human Torch, the Invisible Man
1 Rictor, Julio Rictor
2 Deathwatch, Unrepentant Killer
1 Sabretooth, Savage Killer
1 Lex Luthor, Metropolis Mogul
1 Human Torch, Herald
1 Cable, Temporal Traveller
1 Daredevil, New Kingpin
1 Carnage, Symbiote Surfer
1 Spider-man, Stark’s Protege
1 Apocalypse, En Sabah Nur

4 Enemy of my Enemy
4 Mobilize
4 Hail HYDRA!
4 Face the Master
4 Enemies of the State
3 Pathetic Attempt
3 Meltdown
2 Omnipotence
2 Avalon Space Station

You know that a deck is really special when it plays four copies of Enemy of my Enemy and four copies of Mobilize together!

All kidding aside, this is a “good stuff” deck in the same vein as Crisis Doom and the various Superhuman Registration Act decks. It uses Hail HYDRA! to support a ridiculously strong curve of characters, teaming them up and in some cases cheating their loyalty costs. It also allows them to use the team-stamped Crime Lords combat pumps. The fact that it gives an affiliation to all characters also means that the deck can search out powerful unaffiliated characters if it wants. I think it’s a pretty nifty concept. Let’s take a look at how the turns are supposed to play out:

Your turn two options are Dr. Sun and Sin. Neither of them are especially impressive but they have decent stats, the correct affiliation and abilities that go with the rest of the deck. You can’t really ask for more on this slot. You could play Night Thrasher on instead to search for Hail Hydra, taking out Crystal on turn three for Red Skull. I prefer this split, though, because Crystal actually allows you to KO a plot twist in your row after having already used it. She’s also a three-drop so Enemy of my Enemy can be used to indirectly find Hail Hydra on turn three without having to under-drop for it. Night Thrasher is better in Crisis Doom because he doesn’t conflict with the Dr. Doom three-drop.

On turn three you really want to be recruiting Winter Soldier if you can. Even if you never use him, just the threat of his ability can really mess with the opponent’s combat steps. One of my favorite strategies with him is to use a search card after putting him on top of my library. This shuffles the deck so you don’t even need to miss a draw step. The alternative drop is Crystal, who I already talked about.

The main drop for turn four is Silver Sable. She’s an incredibly powerful card that hasn’t seen much play, and I think that’s a real shame. In this deck Hail HYDRA! turns her recruitment restriction into a non-issue and the combat pumps allow her to destroy the opponent’s board presence. This is a welcome effect since the concealed early drops usually have some trouble trying to KO the opponent’s characters. Even up to the later turns she’s a threat against the opponent’s bigger characters because of Face the Master. The alternative drops are Rictor and Human Torch, to serve as hate for hyper-aggression and decks that are heavily dependent on the resource row. Don’t forget that Human Torch gives himself reinforcement through his own ability, which is often relevant in this deck.

Turn five is Deathwatch’s time to shine. He’s another strong character that hasn’t seen much play because of recruitment restrictions. Like Sable, Hail HYDRA fulfills his loyalty requirements in one shot. He’s really the whole package for this deck, bringing both impressive stats and a relevant ability to the party. Sabertooth is available as an alternative for those times that you’re up against concealed characters, and Lex Luthor is included as an option because a lot of decks simply cannot function as long as he is in play.

On turn six the deck has several impressive options. Human Torch single-handedly stops many decks from even working, and Hail HYDRA! allows your search effects to find him. Daredevil can invalidate all of the opponent’s initiatives from turn seven onward if he gets a chance to work with Carnage. Cable is a good character to search for when you are running low on search cards, because he will recycle a copy of Mobilize or Enemy of my Enemy when he gets into combat.

For turn seven it’s a split between Spidey and Carnage. Carnage can ensure that your opponent never gets another initiative, especially if you have Daredevil to go with him. If the board is looking hostile for our cosmic finisher, Spider-Man serves as an option that is generally good. Magneto can also work here but in testing I’ve found that the Carnage/Spidey split was more effective in my specific metagame. I would suggest to go with Magneto if you face a lot of Silver Surfer, Last Zenn-Lavian or if you feel that you need more ways to gain card advantage from Avalon Space Station. The final character in the deck is Apocalypse, who like Human Torch is searcheable because of the global team-up. He’s mostly there to keep the stall opponents from being able to recruit Galactus.

I’ve already talked about most of the non-character cards, but let’s run through them again quickly. Enemy of my Enemy and Mobilize keep the deck consistent, and Hail HYDRA! is the glue that binds the whole deck together. I alloted eight slots for combat pumps. They are pretty flexible. You could use Acrobatic Dodge, Savage Beatdown, Flying Kick, or anything really. I chose Face the Master and Enemies of the State because pumping attack on defense is just really good in a deck with Silver Sable in it. Pathetic Attempt stops effects that target, Meltdown handles equipment and Omnipotence is just too good not to run. Avalon Space Station gives access to recursion if you are forced to discard a singleton character and need it later, and with Sabretooth in the deck it will sometimes provide card advantage too because of his Brotherhood Affiliation.

So that’s our latest VS System list. I hope you like it. This is just one of the ways to build around Hail HYDRA! because the global nature of the team-up allows you to use just about any character you want. Let me know in the comments if you have any suggestions for improving the list!

VS System Deck-Building Concepts

Posted: October 3, 2013 in CCG, VS System
Tags: ,

Harley

Hello guys. I’ve been super busy lately so I haven’t been able to find time to write up a new post. For today, rather than talk about a specific deck, I would like to talk about the deck building process in VS System instead. Hopefully it will help interested folks to make their own lists based on what I feel are sound principles. This post is a bit long, so don’t force yourself to read it all in one go. Absorb what you can. Take breaks if you need to. The important thing is to learn.

Trinity

The Big Three

So let’s start off with the basics. Before you start making a list, there are three important things to think about:

1. What is your plan for winning?
2. When do you plan to win?
3. How do you plan use your resource points?

Section One: What is your plan for winning?

Batman

The most important difference between a VS System deck and a random pile of cards is that the deck has a plan for winning. There are generally three ways that decks expect to win. The first way is to be better at combat than the opponent so that you come out ahead in every attack step. The second way is to recruit an unbeatable character. The third way is to assemble a combination of interactions that instantly create a win.

As a game, VS System was designed to revolve around combat. This means that the most straightforward way to win will be through combat. It’s a victory condition that is available to every affiliation. Because of this, it will be easier for anyone to build and use a decent combat deck. I recommend this approach for VS System beginners.

The problem with this strategy, however, is that you can expect every opposing deck to be built with combat in mind. Your opponents will be prepared. They will have a plan in mind for combat. You just have to hope that your plan is better than their plan. There won’t be any match-ups where your opponent just has no way to interact with what you’re trying to do.

The second way to win is both much simpler and immensely more complicated than the first. On the surface recruiting an unbeatable character is ridiculously simple:

1. Draw the unbeatable character
2. Recruit the unbeatable character
3. ???
4. Profit

Of course, as anyone familiar with this strategy knows, it’s never that simple. The fact of the matter is that there are no completely unbeatable characters in VS System, and the few that come close come with fairly high resource costs. Take the most common choice for this slot: Galactus. Recruiting him will most likely instantly win the game because most decks are not prepared to deal with a 25/25 character that drains every point of endurance when it comes into play.

What they are prepared to do, however, is win before turn nine. Having Galactus in your deck only matters if you actually get to recruit him. Pretty much every character that could be described as “unbeatable” costs seven resource points or more (there are “indirectly unbeatable” characters like Amazing Spider-Man that all but ensure that the game goes to turn eight). That’s why most decks utilizing this strategy opt to go for a “stall” approach to the game. Coming out ahead in combat is no longer important. Surviving until the unbeatable character can be recruited is all that matters.

Or is it?

Like I said before, no character in VS System is truly unbeatable, and even the small group of characters that comes close has varying degrees of “unbeatability”. Galactus is the most common character used here, but it’s not impossible to lose after recruiting him (ie. the opponent has his own Galactus). Phoenix is another option for this slot, but she can be negated by a simple Omnipotence. Every other option is vulnerable to something, be it Ras Al Ghul, Amazing Spider-Man, Onslaught or Apocalypse. It sounds silly, but your deck must also be able to beat the cards that beat your unbeatable character. There are few things in VS System that feel worse than recruiting Imperiex on turn nine, only to lose to your opponent’s even more unbeatable boosted Dr. Light.

So if this strategy is so complex and fraught with risk, why even bother with it? The answer lies in the fact that combat-based decks are by far the most common type used in VS System. When everyone else is all about winning combat steps, and you only really care about not losing until Amazing Spidey can single-handedly win the game for you, that can be a tremendous tactical advantage.

Take the Fantasticars vs X-Men Curve match-up as an example. If you’re on the X-Men side it doesn’t matter how far behind you are as long as you manage to recruit Phoenix and use her ability. Phoenix lock is “unbeatable”. The only card in the Fantasticars deck that can stop it is Omnipotence. Once turn eight rolls around every other card might as well be blank.

The situation gets a lot more interesting when you consider two decks that are both using the “stall to unbeatability” strategy. A Green Lantern deck using an “unbeatable” Mogo will actually lose to an opponent running Onslaught, so it might decide to try and beat that by running a copy of Galactus. The other player might try to negate Galactus with Apocalypse. This game of one-upmanship can go on for quite a while.

Of course, each successive card added to shore up the end game makes the deck worse at actually stalling to get to it. Stalling to the later turns against dedicated combat decks is really hard, and requires lots of slots! Designing a deck that can traverse this tightrope is where the fun lies.

The last strategy is actually a variant of the second one, except instead of recruiting an unbeatable character you are assembling an unbeatable combination (or combo) of interactions. Whether you are putting 25 votes on Rigged Elections on turn six or recruiting Thing, the Ever-Lovin’ Blue-Eyed Thing on turn four, the idea is the same:

1. Draw the combo
2. Play the combo
3. ???
4. Profit

It’s just like the second strategy, and you don’t even need to stall to turn eight or nine to do it! It’s almost like a day-walker, with all of the strengths and none of the weaknesses! How could you go wrong with this?

Well, there are actually several ways you could go wrong with this.

For one thing, you might not draw into your combo. Given that the components tend to be highly specialized cards that don’t do much for combat, you might find yourself durdling around and accomplishing nothing while a dedicated combat deck just kills you. You will need ways to search out your combo pieces, and if those combo pieces are characters you will need to recruit them all and keep them alive until your combo can “go off”. This can be done in one turn if they have low costs, but sometimes you’ll need a character to survive one or more turns before the combo happens. If the opponent knows what you’re up to he will do everything he can to get rid of that character, and stopping him can be tricky.

You will also need to protect your combo. Aside from the risk of characters dying that I already discussed, your opponents might have cards that directly stop your combo so you will need to have solutions for those. Your opponents might have cards that stop your search cards, so you will need to have solutions for those. Different opponents will try to disrupt you in different ways, and having a solution for every possible option is always difficult and sometimes impossible. Sometimes the cost of running answers is too much, or no answer exists. You’ll need to just dodge the problem cards through good ol’ luck.

Finally, you’ll need to protect yourself. Your opponent will most likely be attacking you as you assemble your combo, and if their deck will kill you before your combo can kill them you will need to defend yourself. Of course, running defensive cards will leave you with fewer resources to find and protect your combo (not to mention fewer slots for the combo itself) so you’ll have to find the right balance. This can be very challenging, which is what makes it a lot of fun. I would recommend it to the more advanced players who can anticipate the contents of their opponent’s deck and plan the next few turns accordingly. It would be terrible if you missed out on a Rigged Elections win because you searched out a Fizzle instead of a Pathetic Attempt two turns ago.

In the end, though, perhaps the most important thing to keep in mind when constructing a decklist is to avoid diluting the plan with cards that don’t help it! Is that Savage Beatdown going to help you get to turn nine? Will those late-drop Hulks help you make one giant attack that completely drains your opponent of life on turn four or five? Will that Acrobatic Dodge help you exhaust every opposing character? If not, think carefully about whether you want to include it at all.

Most decks have a few flexible slots that they can devote to cards that don’t directly help the main plan, but it’s really easy to go overboard and end up with a deck that doesn’t actually do anything very well. If you devote too many slots to shoring up your aggro deck’s late game “just in case” it gets to that point, you end up actually ensuring that it does.

Section 2: When do you plan to win?

Kang

Well, that first section was a bit of a doozy! Luckily, the second one should be short and sweet. The game of VS System was actually designed in such a way that three distinct phases emerge:

* Turns one to five are the early game. If a VS System deck dedicates itself completely to winning as fast as possible through combat, it will need to start attacking on turn one and will most likely win by turn four or five. Turn three wins are possible but unlikely.

* Turns six and seven are the mid game. A normal VS System deck that dedicates slots to both aggressive and defensive combat cards will typically be able to win on these turns. Turn seven wins are most likely. Turn six wins are possible with a good draw or if the opponent stumbles.

* Turns eight and beyond are the late game. It’s unlikely for a VS System game to get to these turns unless one or both decks actively try to stall towards them.

It’s important to recognize when you intend to win the game, because otherwise you might waste slots on cards that won’t really help you. For example, Omnipotence is a powerful option that is good in general. However, its threshold cost of 5 means that it will not be useful in a deck that intends to win by turn four at the latest. There’s a bit of leeway here where you can afford to run cards that are relevant one turn after you should have won “just in case”, but each slot dedicated to this makes the whole deck worse at actually winning when it wants.

My personal rule of thumb is that one or two cards that can be searched out when needed is fine. A curve deck that plans to win on turn seven isn’t really hurt by running a single 8-drop, for example. However, running drops from turns seven to eight in a deck that ideally wants to win on turn five is probably a terrible choice.

Section 3: How do you plan use your resources?

Curve vs Off-Curve

So you’ve figured out how you plan to win and when you plan to do it. Now it’s time to iron out how you plan to use your resource points. This is where you will learn about the “curve”, and why it’s so important. This topic can get really long and involved, but the concept can actually be boiled down into one sentence:

The player who spends the most resource points will most likely win the game.

That’s it. Even if you don’t really get the idea of curving out, you can go a long way by playing with that rule of thumb in mind. Let’s suppose I am playing an aggressive deck against a stall deck. If I recruit a character from turn one to five and my opponent only starts recruiting on turn three, I am three resource points ahead and have the advantage. If I end the game on turn five I will have spent fifteen resource points while my opponent would have spent only twelve. If he survives to turn eight he might recruit and 8-drop while I can only muster a 5-drop. Now he’s the one with the advantage.

Resource points are a big deal in VS System. Wasting them can easily lead to a loss. Good decks waste as few resource points as possible. Great decks even generate “phantom” resource points by reducing costs or even creating resource points outright (ie. the Checkmate/Kree “Press Chess” deck wins by effectively spending fifteen resource points on turn five, for a ridiculous ten-point resource advantage).

When it comes to fully utilizing resource points, the two main strategies are to go with the “curve” or “off-curve” approach. To fully understand the logic behind going curve and off-curve, it is important to know a couple of things:

1. You draw two cards per turn, so you can maintain your hand size by playing one resource and recruiting one character.

You start the game with four cards in hand, and draw two cards per turn. This means that in order to maintain this hand size you can only afford to recruit one character and play one resource per turn. If your deck recruits two characters per turn, for example, by turn four your hand will be empty. Your deck will stop working by turn five. You will need to draw extra cards just to keep doing what your deck wants to do. If you only recruit one character per turn, you can keep playing forever with only your regular draw step.

2. VS System Characters get significantly stronger the more they cost.

Abilities matter, of course, but to keep things simple let’s just look at the stats. A single 7/7 four-drop is better than two 3/3 two-drops. A 16/16 seven-drop is better than a 12/12 six-drop and a 2/1 one-drop.

3. Once you get to turn seven, you start to see “finisher” characters with very powerful and potentially game-winning stats and abilities. Based on average stats of VS System characters, this is also roughly the turn where most “normal” games will end.

Going by the average stats of VS System characters and the 50 endurance starting life total, most games will end on turn seven. Turn seven is also where you start to see “game-ending” cards like Two-Face, Amazing Spider-Man, Warpath and many more. These characters can typically win the game if given enough support.

4. On turn eight or more the “unbeatable” characters start to become commonplace.

Since most games are supposed to end on turn seven, players who manage to get to turn eight or higher are rewarded by ridiculously powerful characters like Ra’s Al Ghul, Sentry, Apocalypse, Phoenix, Onslaught, Imperiex and many more. These characters can typically win the game all by themselves.

But what does all that mean for someone making a deck?

Based on the above, you will see that the fundamental design of the game is based on recruiting one character per turn, ideally the highest cost character you can muster. Characters do combat, and the cycle repeats every turn until the game ends on turn seven. Traditional curve decks work along this axis. They recruit the best combat characters they can and strive to hit their curve and finish the game on turn seven. These decks usually recruit characters on turns two to seven, because you would need to play ten or more one-drops to consistently drop them on turn one and there isn’t enough space in the deck to accommodate them.

Short curve decks seek to exploit the late starts of traditional curve decks by playing characters from turn one to five. They aim to end the game early, before the more powerful six and seven drops of traditional curve decks come online. The trade-off is that they usually have no good plays if the game goes past turn five.

Stall decks aim to exploit the fact that most decks have no intention of letting the game go past turn seven. They play cards that stall the game out so that they can recruit the ultra-powerful eight-drops or higher.

All of the above decks are curve decks, aiming to play one resource and recruit one character on most if not all turns. Off-curve decks aim to work on a completely different axis, playing multiple characters every turn and flooding the board. This means that they won’t draw enough cards to maintain their hand size and their characters will also be underpowered in terms of stats and abilities (even though they have more of them). Off-curve decks counter those drawbacks by playing cards that provide extra draws and effects that key off every character, or that count the number of characters. They usually aim to win on turns five and six because it takes time to accumulate a big enough character advantage and have all the effects come online. They can’t wait any longer than this, though, because characters with cost seven and higher exist that can beat all but the largest opposing swarms of characters.

So now I’ve laid out the theory. Let’s translate it into something useable to a player.

Playa

Going with the previously discussed information, your typical deck has several options on how it plans to optimize resource use:

1. You can follow the game’s intended design. This means recruiting one character per turn to maintain your hand size and winning on turn seven. This is a “normal” VS System deck. It doesn’t need to do anything special. Just recruit a single on-curve character every turn to maximize power and play plot twists that ensure they do well in combat. In magical Christmas land you could recruit characters from turn one to seven every game, but draws are random so in reality you need to build your deck with more copies of early characters so that you can consistently draw them when you need them. You also need to play a lot of cards that search for characters so that you can further ensure that you don’t miss any drops.

Unfortunately, this means that most curve decks need to “skip” one-drops entirely. Eight to twelve one-drop character cards are needed in the deck to consistently draw them naturally on the first turn, and they cannot be searched out because character search cards typically have a threshold cost of two or more. The deck just doesn’t have the space for them.

2. You can try to exploit the game’s design by building a “short curve” deck that aims to recruit characters from turn one to five instead of two to seven. Instead of ending the game on turn seven you intend to end it on turn five. With this approach you don’t have to worry about resource use on turn six or seven because you don’t plan for the game to get to that point. This means you have the space for one drops and can play more copies of your drops on turn two to five because you don’t play any drops for turn six and up at all. You can devote the entirety of your deck to the first five turns and slant it completely towards aggression.

The drawback of playing a short curve deck is that it becomes significantly less effective after turn five. Sometimes the deck will play a few direct damage cards to finish off an opponent that managed to survive turn five with just a little bit of endurance left, but if the opponent is at a healthy life total the short curve deck will almost always lose.

3. You can exploit the games design the other way around. Instead of ending the game on turn seven you intend to end it on turn eight or later. The idea is that the opponent will not have any way to efficiently optimize resource use on the later turns, giving you the resource advantage.

The drawback of playing stall is that the stall deck must be ready for anything. It has to be prepared to defend against any angle of attack the opponent might employ, be it attacking or direct burn damage. Whether through locations or equipment. Whether through curving out or swarming. The stall deck needs a little something for everything. The deck needs to be playing answers to the opponent’s threats, it needs to be able to draw them or search them out, and it needs to have enough of those answers so that it doesn’t run out of them before the game-ending characters can be recruited. It even needs to plan for opposing game-ender characters in case of a mirror match!

4. The last basic strategy a deck can employ is to go “off-curve”. This means that the deck does not seek to recruit a single character every turn to maximize strength. It aims to recruit multiple characters every turn to maximize numbers. A single 7/7 four-drop is better than four 2/1 one-drops, but if every one-drop gets +2 attack and flying they start to look a lot better. These decks typically use the first four or five turns of the game to build up a critical mass of characters, and then on the fifth or sixth turn they unleash whatever trick their deck has to take advantage of having a large number of characters on the board.

Off-curve decks have a ton of problems to contend with because they go against the design of the game so completely. They need to draw extra cards to keep recruiting characters. They need to find away to keep their numbers up despite having generally underpowered characters compared to curve opponents. They need to defend against low-drop hate cards like Flame Trap. They need to have effects like Blackbird Blue or Faces of Evil to generate an advantage from their superior numbers, and they need to ensure getting those cards by turn six (on turn seven and higher cards like Thing, the Ever-Lovin’ Blue-Eyed Thing makes it all but impossible to win). They need to ensure that they can consistently flood the board with characters without running into uniqueness issues. If they can solve all those problems, however, they can reap the benefits.

There are other ways to build decks. Hybrid strategies combining different approaches exist, as well as crazy combo decks that break the rules even more completely than off-curve decks. In general, though, VS System decks are built with the above rules and strategies in mind. I hope that you find this post helpful next time you decide to make a VS System decklist!

Deck Discussion: Glock

Posted: July 31, 2013 in VS System
Tags: ,

Green Lantern Corps

There was a time when Glock was the best deck in all of VS System. A curve of characters with naturally high def was further enhanced by the inclusion of G’Nort, who gave a global pump to the entire team. Add some life gain from Katma Tui, a dash of Cover Fire and a pinch of Helping Hand to the stew and it was a recipe for reaching the Sinestro/Gardner/Mogo endgame, which at the time was pretty much unbeatable.

Another way of looking at it is that Dr. Light was one of the most busted cards in the history of VS System, and Glock was just the best deck for exploiting him. That works too. Anyway, the important thing is that times have changed and Dr. Light is now banned. With the exile of the evil doctor Glock has faded into obscurity, relegated to unplayable status. As it turns out the apparent power of the affiliation was entirely reliant on recursive low drops, and without Dr. Light to keep the board clogged up the deck just can’t stand on its own.

Or can it? Check out this list that I like to play from time to time:

4 G’Nort
1 Arisia
4 Kyle Rayner, Last Green Lantern
4 Olapet
2 Tomar Tu
4 Jade, Emerald Beacon
1 Oliver Queen, Green Arrow
1 Rot Lop Fan
4 Katma Tui
3 Sinestro, Green Lantern of Korugar
1 Hal Jordan, Reborn
1 Guy Gardner, Ego Maniac
1 Mogo
1 Kyle Rayner, Torch Bearer

2 Chopping Block
2 Breaking Ground
4 Lanterns in Love
4 I’m Back Poozers
4 Cover Fire
4 Mobilize
4 The Ring Has Chosen
2 Omnipotence
2 Oa

A lot of newer players may not know this (and a lot of older players may no longer remember) but Dr. Light was not originally the most feared card in Glock. It was this little equipment:

Chopping Block

Ah yes, chop-lock. There was a time when it was even more feared than “hounds-lock” out of the Curve Sentinels deck. The basic idea is that Chopping Block can be equipped onto a character and used as a KO effect turn after turn. Against an opposing curve deck, that can be absolutely back-breaking. There are few VS System decks that can afford to have their board cleared every turn. Chop-lock was strong back then and it’s still strong now. In my opinion, it’s currently the best reason to be playing Green Lanterns. Let’s go over the game plan turn by turn:

The most common setup is to play G’Nort on the first turn and follow up with a Kyle Rayner. Kyle would search out a copy of Chopping Block that would be equipped onto G’Nort, and from there it isn’t difficult to simply stun whatever character the opponent recruited for the turn and chop it away. Arisia and Tomar Tu work as well, but G’Nort is generally better than Arisia and Tomar Tu requires that you draw the Chopping Block naturally.

This line of play allows the Green Lantern deck to behave almost like MKKO, keeping the opponent’s board clear while developing an unbeatable board presence of its own. It’ll win just by playing any on-curve drop and attacking. The advantage here, of course, is that Green Lanterns don’t have to devote the vast majority of their combat tricks to KO effects. Unlike Marvel Knights, Green Lantern has game even if the opponent manages to avoid being “chop-locked”.

Ideally chop-lock would be established every game and the Green Lantern player would cruise to victory on that interaction. Unfortunately, other decks often play things like “Pathetic Attempt”, “equipment hate” or “weenie hate”. These things can make chop-lock difficult if not impossible to establish.

That’s where plan B comes in. The rest of the deck isn’t just there to perpetuate chop-lock. It has the option of simply playing towards the Sinestro/Guy Gardner/Mogo endgame. It’s not quite as unbeatable today as it was during the prime of Glock dominance, but generally it gets the job done.

On turn three, if chop-lock was not successfully established, Olapet is generally the best play. He can search out G’Nort, or Arisia if G’Nort is already in play. Having more characters on the board is important because it makes cards like Cover Fire and Lanterns in Love that much more powerful. The deck can also be modified to run one less Tomar Tu and a single copy of Tomar Re. This provides an additional turn three option that has good def and the ability to search out constructs. I prefer to maximize my chances of getting the lock going with max copies of Tomar Tu, but cutting one to play a copy of Tomar Re is not wrong.

On turn four Jade is the default play. She has decent stats and can generally stun the opponent’s four-drop safely if G’Nort is in play. Her leader ability is surprisingly strong if you manage to keep a sizable board presence (and you should, with eight recovery effects and four def boosters in the deck). Sometimes the opponent is playing a lot of one-drops or concealed characters. The deck has singletons of both Green Arrow and Rot Lop Fan to deal with those situations.

Turn five brings the awesome Katma Tui, and the endurance gain she brings is a welcome ability indeed. Her def value is nothing to scoff at either. If you can get to Katma Tui with a decent board it becomes very hard for the opponent to end the game before your big guys come into play. Turn six continues the classic curve with Sinestro. His ability is just really powerful and hard to play around in a deck with so many recovery effects. Sometimes Sinestro just can’t be beat.

On turn seven the classic option of Guy Gardner is available, but there is a single copy of Hal Jordan in the deck as well. Guy is vastly superior to Hal against combat-oriented decks, adding an impressive amount of def to the stats of every defender. Against stall decks that intend to win via Galactus, however, Hal can make the game impossible for them to win. Hal is actually really important to the deck. Without him the Mogo-based endgame simply gets outclassed by what a lot of other decks bring to the table.

The last two characters in the deck are Mogo and Kyle Rayner, Torchbearer. Mogo is pretty much an unbeatable wall, of course, but Kyle is a much more interesting addition. Honestly the main reason I went with Kyle here is simply to have more options for powering up the two-drop. I just didn’t want to get into a situation where I would play Arisia on turn one and Kyle on turn two, put a Chopping Block on Arisia and then not be able to stun the opponent’s 3/3 two-drop. That would really suck! On turn nine, I figure that Kyle is as good a play as any in this deck. You could play Galactus instead for the easy win, or even Onslaught if you wanted. Basically I figure that any nine-drop wins the game here so I went with the one that might possibly help me out in the early game.

I’ve already explained why Chopping Block is in the deck, and I think the role of The Ring Has Chosen and Mobilize is fairly obvious. Lanterns in Love, Cover Fire and I’m Back Poozers give the deck defensive oomph and help it to stay in the game until Sinestro starts the endgame. Omnipotence is there to stop annoying effects from the opponent’s side of the board, and Breaking Ground defends against things like The New Brotherhood (or even opposing Omnipotences). The last card in the deck is Oa, and I put it in there just because reusable pumps are generally good. Even without chop-lock established I can totally see the deck stealing a few games on the back of Oa pumping, especially on a card like Olapet. I’d play more copies if I could, but currently I can’t find the space for it. Let me know if you do!

So that’s my take on Glock 2.0. It’s a fun deck that can still get the job done. Try it out if you want to experience the feeling of complete security that comes from having a Mogo in the front row protecting a Hal Jordan and a Sinestro!

Rigged Elections

Hi guys. It’s time for another one of my VS System deck discussion posts! Today’s article has “Rigged Elections” as its title, but that’s actually a bit of a misnomer. Rigged Elections is how this deck wins, but it’s not how this deck works. It actually falls under the “A Child Named Valeria” category of combo decks in VS System. This category includes decks like “Fantastic Fun”, “Cosmic Cops” and “Child-Lock Burn”. One of those lists wins via combat, one wins through burn, and one wins through a combination of the two. I personally think that Rigged Elections is a bit better than them, though, because it wins through an alternate win condition that ignores endurance totals completely.

Child-Lock strategies are among the most powerful ones available in the game because they are able to completely ignore the combat step while at the same time advancing their win condition. Even a deck like “Bosom-Buddies” which is widely considered to be one of the most broken strategies available in Golden Age, can easily lose to the lock (although a Techno-Organic Virus deck with an infinite combo will probably fare a bit better). Actually, most decks that rely on combat to win have a bad match-up against Rigged Elections. I once played in a tournament with Child-Lock where I faced off against TNNB three times back-to-back and then Migga City after… and won easily every time.

However, while Child-Lock strategies are definitely powerful they are also very fragile. Specific cards like Political Pressure, Doctor Doom (Diabolic Genius), Speedy and Black Widow (MVL) can give them trouble. They are also completely helpless in the games where it fails to assemble the lock pieces in its combo. Decks like Spider-Stall can at least attack and defend with on-curve bodies when their stall strategies fail to work. Child-Lock decks just roll over and die.

So how do Child-Lock decks work anyway?

The basic idea behind Child-Lock decks is to abuse the power of the card, A Child Named Valeria:

A Child Named Valeria

If you control both Mr. Fantastic and Invisible Woman when this card is played, all characters you control that cost three or less become unstunnable. This effect is already extremely effective at stalling the game for a turn by itself, but if you combine it with a card that gives blanket reinforcement like Catcher’s Mitt then combat is effectively nullified for a turn. Figure out a way to do this turn after turn and all that’s left is to decide what win condition you want to use to end the game. In my case, I personally feel that Rigged Elections is the best choice:

4 Alfred Pennyworth
4 GCPD Officer
1 Spoiler, Stephanie Brown
1 Maggie Sawyer
1 Harvey Bullock, Bishop
1 Barbara Gordon, Information Network
4 Mr. Fantastic, Stringbean
4 Invisible Woman, Invisible Girl
2 Valeria Richards, Child of Light and Darkness
1 Uatu, The Watcher
1 Namorita, Atlantean Warrior Princess
4 Shimmer
1 Poison Ivy, Deadly Rose
1 Calendar Man

4 Enemy of My Enemy
4 Vicarious Licing
4 Millenium
4 A Child Named Valeria
4 Cosmic Radiation
1 Rigged Elections
1 Pathetic Attempt
1 Only Human
1 Death of the Dream
1 Bat Got Your Tongue
1 The Peak
1 Slaughter Swamp
1 UN Building
1 31st Century Metropolis
1 Catcher’s Mitt

That’s my take on Rigged Elections. I feel that it is a very powerful and streamlined list and while it is by no means easy to play, it definitely has the tools to not only run over unprepared opponents but also to beat specific problem cards that tend to make Child-Lock’s life miserable. As you can see from the list, the characters span four teams and there are a ton of one-ofs in among the plot-twists and the locations. Each singleton card was carefully chosen to fill a specific purpose in the deck. This is an off-curve deck, so I won’t be able to tell you which specific characters you need to recruit on each turn, but I will go over a turn-by-turn plan so you can get an idea of what you want to be doing at each phase in the game.

But before that, let’s look at how we perform the combo in the first place.

Basically you need a bunch of characters in play that all have the Arkham Inmates and Fantastic Four affiliation. Alfred also needs to be teamed up with Fantastic Four so you might as well throw Gotham Knights into the team-up requirements. You also need Rigged Elections in the row and if Alfred is not in play at the ready you’ll also need a Cosmic Radiation to get things started. From there you simply use all of your extra characters to vote before using Cosmic Radiation to ready everyone. This allows Alfred to search for a second Cosmic Radiation before being recruited again, at which point you can use the second Cosmic Radiation to do a second round of the Voting Loop. Whether you’ll have enough resources to accumulate twenty-five votes depends on how many characters you have in play, whether Alfred is already in play and in the ready position, how many copies of Cosmic Radiation you have in hand, and how many resource points you have to work with. Try to do the math properly in your head before you start looping because nothing is more embarrassing then starting the loop and coming up short.

Moving on to the early part of the gameplan, in the first three turns you’re basically just setting up. Ideally you want to recruit Alfred on turn one and another GK one-drop on turn two so you can use Alfred’s ability and recruit him again. This cycle of searching and recruiting can be repeated every turn, providing you with a continuous stream of cards. Any game that starts out with an Alfred recruit usually ends up in your favor, because his search engine really shines in this deck and an experienced player can set up a truly resilient board state by turn three or four with his help. This means that you generally mulligan for Alfred. Having a partner for him should not be a problem because there are eight other GK one-drops in the deck that can go with him for turn two, and there’s also the option of recruiting some other one-drop like Invisible Woman and teaming up to activate Alfred.

Speaking of one-drops to go with Alfred, I chose to play four GCPD officers mostly to avoid uniqueness issues. I also added single copies of Spoiler, Harvey and Maggie to the mix because single copies can fill the same purpose as the officers most of the time, and they’re in the deck just in case you find yourself in a situation where their abilities are useful. The off-team one-drops that need to team-up in order to activate Alfred are Invisible Woman, Valeria Richards and Uatu. Invisible Woman is needed for A Child Named Valeria, so there are four copies of her in the deck. Valeria Richards can nullify burn, which will be the most common way that opponents try to get around the lock. This is kind of important so two copies of her are in the deck. Uatu’s ability, while not strictly necessary to win, is very handy for scoping out what your options your opponent has to fight your lock. It allows you to optimally plan out your future turns so he gets a slot as well.

Anyway, once the Alfred search engine is in place you shouldn’t have much trouble setting up for your next few turns. Prioritize getting your defenses in place before anything else, but don’t forget that you will need to bring together four teams via team-up and have Rigged Elections in the row by turn six or seven. Figuring out what to search for with Alfred is one of the most difficult tasks for a Child Lock player, and the only real way to get the hang of it is to play a ton of games with the deck against a ton of different opponents so you can get a feel for what you’ll need at different points in the game.

Moving on to two-drops, there are four copies of Mr. Fantastic, Stringbean. I chose to go with that version of him over Reed Richards because there’s only one piece of equipment in the deck (Catcher’s Mitt). Since it’s unlikely that you’ll ever hit any equipment with Reed Richards you might as well go with Stringbean for the additional point of defense. With luck, a 2/4 Mr. Fantastic might be able to hold off a single 3/3 in combat and save you the trouble of having to expend resources to keep him alive. If you decide to put a bunch more equipment cards in the deck, Reed Richards might be a better choice.

The other four-of two-drop is Shimmer, and she is in the deck mainly because her ability is nothing short of ridiculous when you have initiative. I always try to set up Shimmer in my games because with her ability nullifying combat on the turns when you have initiative, Alfred is free to set up the combo by searching for a much-needed plot twist or equipment instead of another copy of A Child Named Valeria. You can win games without ever recruiting Shimmer, but against most decks having her around just makes your job so much easier. In fact I’ve won several games where I failed to establish Child Lock in the early turns solely on the back of Shimmer’s ability buying me some extra time to get the party started.

The other two-drops are singletons, with Namorita available as a search target in case you need access to a card in your KO pile and Poison Ivy together with Calendar Man giving useful search and draw abilities while at the same time providing a handy source of the Arkham Inmates affiliation. Barbara Gordon is also available to act as a draw engine, and she is excellent as a means of keeping yourself rich in resources while you’re defending. You should try to set her (or Calendar Man) up if you find yourself with some breathing room because the card-advantage she provides can ensure that you’ll have whatever you need to make sure the opponent can’t mount a comeback. You also should not forget that she draws you a card for a resource point if you ever find yourself unable to spend it on anything else.

As for the non-character cards, Enemy of my Enemy and Vicarious Living provide excellent search in an off-curve multi-team deck such as this. Millenium is a handy team-up that draws you an extra card in the process. Cosmic Radiation readies your characters and provides the engine used for the winning push on turn six or seven. A Child Named Valeria is the card that ensures your board cannot be stunned while you’re setting the Rigged Elections combo up. Catcher’s Mitt provides blanket reinforcement. UN Building and 31st Century Metropolis provide location-based team-ups that can be searched out by Poison Ivy. Slaughter Swamp recycles characters from the KO pile to be recruited anew. The Peak puts copies of A Child Named Valeria (or any other card) back into the deck so they can be searched out again. Rigged Elections wins the game, and the rest of the cards can be searched out to defend against specific threats.

Bat Got Your Tongue counters Flame Trap. Death of the Dream gets rid of Omnipotence. Only Human stops Dr. Doom’s ability (remember that you need to play it from the resource row). Pathetic Attempt counters effects that target you or your cards in play. I did not include them in this list but Mourn for the Lost also is able to counter Political Pressure, Utility Belt can counter payment powers like those used by Speedy and Black Widow, and a single copy of Galactus can ensure the win in cases where the combo somehow becomes unworkable. The way you use up the “defensive” slots in your deck can easily decide whether you end up winning or losing. It’s not just a matter of figuring out what hate you’ll be going up against. Being able to realize when you do not have much to fear can allow you to play more of your core cards such as Catcher’s Mitt or Rigged Elections.

So there you have it, one of the few “pure combo” decks available in VS System. It’s extremely strong and a lot of fun to play every now and then just to remind your friends that they can’t just stuff their decks full of combat pumps. If you’re having a lot of trouble beating combat decks like TNNB, Rigged Elections just might be the solution you’re looking for.