My The Brave and the Bold deck

exiledforcefreak

RIP Jacob KT 2/16/06
Total:62
1-drops: 14
x2 Alfred Pennyworth
x3 Mirage
x3 Spoiler
x3 Pantha
x3 Dawn Granger

2-drops: 9
x3 Hank Hall
x3 Donna Troy
x1 Wally West
x1 Tim Drake (Teen Titan)
x1 Tim Drake (Gotham Knight)

3-drops: 5
x3 Roy Harper
x1 Beast Boy
x1 Jericho

4-drops: 3
x1 Ragman
x1 Red Star
x1 Bart Allen (I have contemplated taking this guy out for a red star just because of red star's no-stun
ability)

5-drops: 2
x2 Garth

7-drop: 1
x1 Raven

Equipments: 2
x1 Utility Belt recruit-0 (seriously thinking of taking this one out)
x1 Twin Firearms recruit-1

Plot twists: 16
x3 Bat Signal threshold-1
x4 The Brave and the Bold threshold-2
x4 Teen Titans Go! threshold-2
x2 Dynamic Duo threshold-2
x1 Heroic Sacrifice threshold-2
x2 Circle Defense threshold-3

Locations: 10
x4 Tamaran threshold-1
x3 GCPD Headquarters threshold-1
x1 Optitron threshold-1
x2 Liberty Island Base threshold-2

There are just some cards I would like to run more of like Beast Boy and Cat Woman but the deck relies on ALOT
of wennies. Here are the listed reasons for this:
-The MOST important reason is that GCPD Headquarters requires there to be 3 team attackers in order to KO a
stunned defender
-Circle Defense
-Roy Harper
-Bat Signal
-Heroic Sacrifice
-Bart Allen

Aside from the obvious "the brave and the bold" card, the card most central to my strategy is GCPD headquarters.
The Idea is to KO all my opponent's characters and when they are gone to pummle directly (ragman helps with this
as well if he becomes nessisary; he usually ends up just helping with the damage being done).

Obviously This strategy won't work if I can't keep my characters on the field. This is why I run x2 Circle
Defense and x2 Liberty Island Base. Reinforcing my characters remains a constant theme not in reducing damage
but keeping my characters with Liberty Island Base. Reinforcement can come from Bart Allen, GCPD Headquarters,
or a support row weenie.

I need to keep a constant Supply of characters I can recruit to the field so that I do not waste recource
points. Cards that help with this issue which used to be a problem include:
-Garth (with tamaran usually)
-Bat Signal
-Hank Hall and Dawn Granger
-Optitron (sort of)
-Donna troy will always come back when stunned :D
-The Brave and the Bold (draw a card)
-Alfred Pennyworth (gets bat signals, brave and the bold, prevents the need to set character as recource, and is
always a character I can use a recource point on to recruit)
Also:
If I have an extra unused recource point I can:
-Burn with Red Star for 5 endurance
-Equip Twin Firearms
-Use Optitron on a character in my hand (most often Donna Troy... also mirage once The Brave and the Bold is
active)

I usually get out The Brave and the Bold by either the second or 3rd turn. If I don't get the Brave and the Bold
in my opening hand I mulligan no matter how good the hand was.

By the fourth or fifth Turn I Have usually KO'd all my opponent's characters while my opponent has only KO'd 1
or sometimes two of mine. At this point I have already won the game because when my opponent has the initiative
and 3 characters while I have 7 characters they can only stun 3 of them leaving me with 4 characters to attack
with even though my opponent had the initiative this turn. Also, when you have that many characters on the field
you can recruit Jericho one turn and steal any character your opponent has your next. You have to love Jericho,
he's awsome as all h3ll.

Powering up is also a theme. Tamaran is extreemly important when it comes to giving a character just enough
attack to stun a character or just enough defense to prevent being stunned. Tamaran also helps with Red Star and
Wally West's abilities. I will tamaran every turn even if It doesn't make a differance just because of Garth;
once Circle defense is in the KO'd pile and Garth is on the field my characters are nearly untouchable.

I can't Count the times my opponent has attacked a Roy Harper and they end up getting stuned instead; I just
reinforce with something, use Liberty Island Base, and boost attack with his ability and all the weenies I have
on the field

Stunning an attacker while defending is NEVER a priority. Defending my characters is MUCH more important. I have
a pantha, donna troy, roy harper, and spoiler with a set circle defense and active the brave and the bold; my
opponent attacks my roy harper... I'm going to boost his defense, not his attack. In order for me to have ANY
effect in stunning opponent's while defending I would need to stun more then one attacker... something this deck
is not built to do well and is risky to attempt; often my opponent will have something to boost their defense as
well.

The worst situation you could possibly be up against when facing this deck is a GCPD Headquarters, dynamic duo,
a bunch of characters, and Teen Titans Go!

Lets go through the combos:
-Donna troy and Heroic Sacrifice
-Beast boy and Teen Titans Go!
-Spoiler and The Brave and the Bold (meh, minor combo)
-Garth and Tamaran
-Red Star and Tamaran
-Wally West and Tamaran
-Mirage and the Brave and the Bold
-Bart Allen and Liberty Island Base
-GCPD Headquarters and Liberty Island Base
-Mirage and Alfred Pennyworth (when I don't have a spoiler)
 
How are you going to combat the combat the overload/savage/nasty surprise combos without fizzle? After all sentinels are the deck to beat. Also Microsentinals, total anarchy and flametrap can spell defeat for this deck. These are common in sentinel decks.

Against Teen Titans your going to have to deal with foiled, if they keep blowing away your team up your going to have a hard time winning.

I would try running at least 3 fizzles so when you opponent tries playing some of these you can stop them.
 
I boost my defense with Circle defense. I deal with Foiled by getting out a second the brave and the bold on the field as quickly as possible. Heroic sacrifice helps as well. So far I can't re-call any instances of my opponent doubleing the attack of one of their characters without me being able to handle it. If it starts to happen, I will put in a fizzle or two.
 
I run TT, and everytime I go against a CS deck they overload the hell out of my 3 and lower drops, expecially hawk,dove and roy.
 
-x2 fizzle
-x1 wally west
-x1 tamaran
-x1 roy harper
-x1 Donna Troy (2 drop)

+x1 Tim Drake (Teen Titan)
+x2 Detective Work
+x2 New Teen Titans
+x1 GCPD headquarters
+x1 Donna troy (6-drop)
 
How about this deck?

No. Drop Name Type
2 1 Alfred Pennyworth CHAR
3 1 Mirage CHAR
1 1 GCPD Officer CHAR
3 2 Tim Drake CHAR
2 2 Tim Drake CHAR
3 3 Batman CHAR
2 3 Beast Boy CHAR
2 4 Terra CHAR
1 4 **** Grayson CHAR
2 4 Cassandra Cain CHAR
3 5 Batman CHAR
2 5 Garth CHAR
1 6 **** Grayson CHAR
1 6 Koriand'r CHAR
1 6 Donna Troy CHAR
1 7 Azarel CHAR
3 1 Bat-Signal PT
3 2 Dynamic Duo PT
4 2 The Brave and The Bold PT
4 2 Fizzle PT
1 2 Detective Work PT
4 2 Teen Titans Go! PT
3 2 Heroic Sacrifice PT
3 1 GCPD Headquarters LO
2 2 Titans Tower LO
2 3 USS Argus LO
1 1 Metropolis LO
 
The deck has undergone ALOT of changes and two big re-ferbs...

Also a bunch of cards I really did not want to get rid of I have taken out for the purpose of building a deck that works:



x1 Bart Allen*impulse
x1 Alfred Pennyworth
x17 GCPD Officer
x3 Commisioner Gordan
x2 Tim Drake (teen titan)
x3 Roy Harper
x2 Bart Allen*Kid Flash
x1 **** Grayson*Nightwing (Titan Leader)
x1 Garth*tempest
x1 Batman (the dark knight)

x4 The Brave and the Bold
x4 Teen Titans Go!
x2 Fizzle
x3 Circle Defense
x2 Dynamic Duo
x2 Finishing Move
x4 Bat Signal
x1 Press the attack

x1 Optitron
x2 Liberty Island Base
x3 GCPD Headquarters
 
Back
Top