3 teams off curve and no one can touch me

exiledforcefreak

RIP Jacob KT 2/16/06
I can't believe it actually works. It's insane, I challenge anyone to beat this deck:

Characters:
2 DGL-062 The Shark ~ T. S. Smith
1 DJL-062 Sue Dibny ~ Charismatic Coordinator
2 DOR-103 Malaq ~ Money Man
1 DJL-064 Ted Kord <> Blue Beetle ~ Heir of the Scarab
2 DJL-044 Catherine Cobert ~ Embassy Chief
1 DJL-057 Oberon ~ Micro Manager
2 DGL-053 Major Disaster ~ Paul Booker
3 DJL-041 Booster Gold ~ Michael Jon Carter
3 DJL-055 Maxwell Lord ~ Financier
1 DGL-048 Hector Hammond ~ Super-Futuristic Mind
3 DJL-053 L-Ron ~ Robot Companion
2 DOR-107 Talia ~ Daughter of the Demon's Head
2 DOR-099 Hassim ~ Loyal Retainer
4 DGL-040 Dr. Light ~ Master of Holograms
1 DOR-109 Ubu ~ Ra's al Ghul's Bodyguard
1 DJL-051 Joseph Jones <> General Glory ~ Lady Liberty's Champion
1 DJL-039 Batman ~ Hidden Crusader
1 DJL-054 Martian Manhunter ~ J'onn J'onzz
Plot Twists:
1 MAV-183 Null Time Zone
4 DSM-146 The Demon's Head
3 MOR-210 Press the Attack
Locations:
3 DGL-071 Prison Planet
4 DOR-115 Mountain Stronghold
4 DOR-114 Lazarus Pit
4 DJL-195 UN Building ~ Team-Up
4 DGL-182 Birthing Chamber

60 Total Cards

Still fine tuning it, aside from that it's broken.
 
I really need to add some auto-linking to these forums, I really haven't had time to look at the new set much...

So, what's the bases for the deck? What's it winning combo? I'm asking becuase I'm being too lazy to look-up the cards on vsrealms...
 
well it just an all out off curve rush deck. It has a big location theme and you know i'm gonna have a good game if on turn 3 i recruit maxwell lord, discard a 1 or 2 drop LoA char and search for UN building and on turn 3 set UN building, recruit Dr. Light, use dr light to bring back LoA char and team up all 3.

plenty of char searching and card discarding. it's amazing.
 
I'm going to have to look into this deck more, I'm trying to come up with deck ideas that I like using cards from the newer sets. I always seem to revert back to the original origins sets whenever I build something... I think I'm just comfortable with them...

I will be back to comment on this deck once I review the newer set more.
 
Actually this deck is... far from broken, it could be beaten easily with a Politcal Pressure, or a single 5-drop Floronic Man to lock down your locations.

Not really that hard to beat.
 
Political pressure wouldn't do much seeing as how A) I CAN play on curve with this deck and B) Dr light doesn't recruit.

As for Floronic man...I'll just have to kill him or lose won I?

Who uses either of those two cards anyway?
 
Your going to laugh but my latest version of common enemy used political pressure to screw with the weenie beat decks squad supreme any one...
 
Ok, I've updated the deck and posted it in the original post. I took out the savage beatdowns because Press the attack is more versitile and can act as a savage beatdown when you use it with Hassim.

I'm still trying to figure out a way around flame trap and would like any and all suggestion't s regarding this problem.

5 drop floronic man isn't a problem because... well... it's a 5 drop and by turn 5 I don't really care if I can't flip my locations because I don't really need to. (also, I can just stun floronic man)

Political pressure can be worked around, how much is 4 endurance per turn gonna cause over the course of a game? I can play on curve till turn 5 and use Lazarus Pit to keep all my characters. the 4 endurance makes a big differance.

Flame trap I still have issues with. Please help me :( :( :(
 
Flame Trap is truley a bane to the low drop decks. Not many ways around it aside from outright Plot Twists negation, and thats rare for anything with a threshold cost of 4.

I can't thnk of anything off the top of my head, but there is something that came to mind that might help you out in another way. Consider running 1 to 2 copies of Yancy Street. Even if just for a couple of games. You'll see what I mean, especial when people chain to either of Lazarus Pit's effects before they resolves.
 
I said I couldn't think of anything to stop Flame Trap. Yancy Street was a general suggestion. Hence the reference to Lazurus Pit.
 
lol. No I was suggsting it as way to take off some of the heat Lazurus Pit gets. Since Lazurus is chainable one of it;s inherent weaknesse is that your opponent can KO your character before it resolves. Yancy Street is an excellent suppliment to that abilty as you don't have to burn LP's activated effect quite as often and save it for when you actally want to use it.
 
Flametrap really mashes this deck up... I'm basing my assumption on the Gleevil deck since its similar a bunch of teams and a lot of weenie rush.... Try Paul Ebersol to stop the flame trap... He's a Master of Evil 1-drop.

MAV-140 Paul Ebersol <> Fixer
Characters you control cannot be stunned by non-ongoing plot twist effects your opponents control. Range.
 
But easily stunnable to allow a Flame Trap afterwards. You're not gonna find a good way around Flame Trap unless you're able to fit in Gotham and run Fizzle.
 
[ycard="DR1-EN006" said:
Helpoemer[/ycard]316]But easily stunnable to allow a Flame Trap afterwards. You're not gonna find a good way around Flame Trap unless you're able to fit in Gotham and run Fizzle.

That's true, but you have to give on something can't do it all.
 
so I'm facing a doom deck in a PCQ. Turn 6 it's his initiative and he has a flame trap in his 4th's resource zone face down.

I have out joseph jones and a few other characters and his only character is a 4 drop doom. I am unfortunatly at only 6 endurance so I have to form in a way that I don't lose. Had I had enough endurance (or the initiative) I would have been able to KO his doom and next turn he would have been forced to chose between recruiting a character and using flame trap (because I had already forced him to use flame trap 2 times and his hand was empty).

we made it to turn 9 and I lose :icon_cry:

That deck was my only loss...
 
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