Looking for some help with my "the brave and the bold" deck

exiledforcefreak

RIP Jacob KT 2/16/06
Looking for some help with my "the brave and the bold" deck

here's what I have so far
?s indicate reluctance towards card

Total 37 (thus far)
Characters 22

x2 Beast Boy
x2 Dawn Granger
x2 Hank Hall
x1 Wally West * Kid Flash (can someone please tell me if "powered-up" is the same as "boost" and if not, what "powered-up" means)
x1 Pantha?
x1 Donna Troy * Wonder Girl
x2 Garth * Tempest (best Titan ever)
x1 Dick Grayson * Nightwing (Titan Leader)
x1 Cassie Sandsmark * Wonder Girl
x1 Roy Harper
x1 Korland'r * Starfire?

x2 Catwoman (Best Gotham Knight ever)
x1 Dick Grayson * Nightwing (defender of bludhaven)
x2 Tim Drake * Robin (too good to be a common)
x1 Batman (the dark knight)
x1 Azrael? (too many loyalty characters maybe?)

Equip cards 2
x2 Equip Firearms

Plot Twists 7

x3 The Brave and the Bold (should I be running a fourth one?)
x3 Teen Titans Go!
x1 Dynamic Duo

Locations 6
x2 Optitron
x2 USS Argus
x1 GCPD Headquarters?
x1 Liberty Island Base?

I don't wanna use to many of any card because I don't wanna end up with extra cards in my hand (and I don't like to boost).

I can trade for whatever it is I need to just let me know what it is I should be using.
 
Power Up is very different from Boost, but alot of times people will refer to any +ATK/+DEF modifications as 'boosting', which I think creates confusion.

A power up occurs when a character you control is in combat and you discard a card with the same name (not necasarily the same version or affiliation.) This will give your character +1 ATK/+1 DEF for this paticular attack. You can power upa character as many times as you can afford to and multiple times for a single attack (Whether your the attacker or the defender.) If a card effect gives you a power up some other way, than it's giving you +1 ATK/+1 DEF unless it specifically states otherwise. So the Kid Flash Wally West will gain his effect regardless of whether you used a Game Mechanics Power Up or an Effect Power Up that turn.

Absolutly run another Brave and the Bold. And possibly a fifth Team Up like Worlds Finest or Marvel Team Up. Even right at sixty cards your desperatly going to need your team-up to benifit from your Teen Titans Go! and your Dynamic Duo.

I'll have to check with the guy who got me into this game. He ran a consumate Brave and the Bold deck and weilded it like a master (much to my chagrin :() However I've seen him help people build theres and I know for sure your going to need at least one more Optitron and one more USS Argus and maybe two more Liberty Island Bases.

Now I dont know if you know this or not, or maybe your just wanting to be unique (nothing wrong with that), but Roy Harper<>Arsenal is a major organ in this deck so you might want to run the maximum of him and replace some of the one and two count (not cost mind you) characters your running. The draw diifers with this game so you'll need to run multiples to ensure the draw what you need. Lower counts for the high cost characters and higher counts for the low cost characters. (Same for your Locations/Plot Twists) Some builds use Terra with great efficiency.

Let me get back with you. I've played with this deck before and it is by far the most technical deck in the game. It somehow manages to keep your resources low ( a death sentance in any other deck) but it's much faster (comparable to a Warrior Deck in YGO) and usually kills your opponent before your opponent can get to there 5+ cost heavy hitters. You'll notice the highest drop character for Teen Titans is a 7 drop and I've never seen her used in a traditional Teen Titans/Brave and the Bold build.
 
Ok, I got mixed up with what I read in the instruction manual. The kid flash I have is a rare.. but in order to run effectively I would need to run 4 of them... not only that but the chanced of getting two aren't great in a 60 card deck. Even though it would Combo well with Garth's ability do you think it's worth it? I'll take it out for now.

What do you think I should use for gotham knight characters?

Here's what it looks like now

Total 38 (thus far)
Characters 21

x2 Beast Boy
x2 Dawn Granger
x2 Hank Hall
x1 Pantha?
x1 Donna Troy * Wonder Girl
x2 Garth * Tempest (best Titan ever)
x1 **** Grayson * Nightwing (Titan Leader)
x1 Cassie Sandsmark * Wonder Girl
x1 Roy Harper
x1 Korland'r * Starfire?

x2 Catwoman (Best Gotham Knight ever)
x1 **** Grayson * Nightwing (defender of bludhaven)
x2 Tim Drake * Robin (too good to be a common)
x1 Batman (the dark knight)
x1 Azrael? (too many loyalty characters maybe?)

Equip cards 2
x2 Equip Firearms

Plot Twists 9

x4 The Brave and the Bold (should I be running a fourth one?)
x1 World's Finest
x3 Teen Titans Go!
x1 Dynamic Duo

Locations 6
x2 Optitron
x2 USS Argus
x1 GCPD Headquarters?
x1 Liberty Island Base?
 
So far so good. I havent had a chance to talk to my fiend yet so I'll tread cautiuously when it comes to advising you on characters. Until then let me make one suggestion. You might want to consider T-Jet as opposed to Firearms.

Card Text:
Unique. Transferable. Characters you control have flight.
Whenever a Teen Titans character you control becomes powered-up, that character gets +1 ATK and +1 DEF this attack. (This is in addition to all other power-up modifiers.)

I'm going to see the dude tonight and I just left a message on his machine in case he doesn't show. I'll be sure to verify everything I've suggested so far.
 
Okay, sorry. That took longer than I expected. Sat down today with him and here are his suggestions. Looks like I made one or two erroneous conclusions so heres the overall suggestion:

Total 62
Characters 30

x3 1 Drop Alfred Pennyworth
x2 1 Dorp Mirage (if you want sub 1 Mirage for a 1 Drop Roy Harper ¯ Speedy)
x3 2 Drop Tim Drake ¯ Robin (Teen Titans)
x1 2 Drop Tim Drake ¯ Robin (Gotham Knights)
x1 2 Drop Donna Troy ¯ Wonder Girl
x3 3 Drop Beast Boy
x1 3 Drop Huntress
x4 4 Drop Terra
x1 4 Drop **** Greyson ¯ Nightwing (Gotham Knights)
x3 5 Drop Garth ¯ Tempest
x2 5 Drop Batman
x1 6 Drop Korland'r ¯ Starfire
x1 6 Drop **** Grayson ¯ Nightwing (Gotham Knights)
x1 6 Drop Conner Kent ¯ Superboy (Teen Titans)
x1 7 Drop Raven
x1 7 Drop Azreal ¯ Batman (Out of Green Lantern Corps)
x1 8 Drop Superman (Gotham Knights)

Plot Twists 19

x4 The Brave and the Bold
x4 Teen Titans Go!
x3 Dynamic Duo
x4 Fizzle
x4 Heroic Sacrifice
x4 Bat Signal

Locations 9
x1 Metropolis (Instead of Worlds finest. Fodder for Terra and un"Sourcable" if you know what I mean)
x2 Optitron
x3 USS Argus
x3 GCPD Headquarters


This build should help you get you drops and you resources when you need them. If you go for it let me and can know how it turns out. If you feel thats too many take out Superman and Azreal. Since you might kill them before you even get to turn eight.
 
Ok, here it is, The almost finished product. The idea is to do alot of team attacking, K.O. opponent's characters and attack direct once they are all gone with alot of low cost characters. As for the T-jet, I would definatly replace one twin firearms if it was a 0-drop but its a 1-drop so no.


Total:57
Characters:31
Gotham Knights:11

x1 Alfred Pennyworth cost-1
x3 Spoiler cost-1 (been thinking about a fourth)
x4 Tim Drake * Robin cost-2
x1 Huntress cost-3
x2 Catwoman cost-4

Teen Titans:20

x3 Dawn Granger cost-1
x3 Hank Hall cost-2
x2 Donna Troy cost-2
x4 Wally West cost-2
x3 Roy Harper cost-3
x2 Beast Boy cost-3 (been thinking about adding a 3rd)
x2 Garth cost-5
x1 **** Grayson * Nightwing, titan leader cost-5

Equipments:3
x2 Twin Firearms cost-1
x1 Utility Belt cost-0

Ploy Twists:13
x4 Teen Titans Go! threshold-2
x4 The Brave and the Bold threshold-2
x1 World's Finest threshold-2
x2 Dynamic Duo threshold-2
x2 Bat-Signal threshold-1

Locations:10
x4 Tamaran threshold-1
x2 GCPD Headquarters Threshold-1 (been thinking about a 3rd)
x1 Optitron threshold-1
x3 USS Argus threshold-3

Still need a way to protect my characters when my opponent has the initiative... acrobatic dodge?
 
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