They are completly opposite affiliations... what happens when they play each other?

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exiledforcefreak

RIP Jacob KT 2/16/06
Injustice Gang centers around filling your opponent's hand, keeping it large and punishing your opponent for having so many cards in your hand.

Squadron Supreme is centered around having NO cards in your hand and getting insanly good effects off of having no cards in your hand...

So when these two titans colide what happens?

Does Injustice gang suceed in keeping Squadron's hand full preventing squadron from using Albert Gains, Pancea Potion, and Answer the call? Does Squadron suceed in keeping it's hand empty making cards like power siphon and All Too Easy near useless? Is it a little bit of both?

What do people think?
 
It's tough to determine which team screws over the other because while IG is filling Squads hand it might also be fueling its beat and giving them character boosts. Another thing which people don't notice about squad is that to play apncea potion and answer the call your hand does not need to be empty, they would just resolve with no effect.
 
We recently had this showdown in the play testing and almost everytime Squad beat the Gang. It was funny actually almost everytime I got cards in my hand I was able to play them all in the same turn....
 
It's tough to say one screws over the other. You have to take builds into consideration first.

I'm assuming you mean Chicken Squad, if that's the case. Chicken Squad has the upper hand against a mono IG deck. Sure, Lex makes things trickier. But if chances are if it's a mono IG build, they're going to miss Lex just as many times as they hit him. IG is just way too inconsistent by itself (even with Secret Files).

Teaming up Doom makes the match-up even more interesting. If you can make it to 4 and are able to drop Doom and curve out the entire way there, then you've got the Chicken Squad person, Reign wins you the game most definitely if you have it. But I find that straight up DIG (Doom/IG) is just as inconsistent as the original, Boris makes the tutoring a little more consistent... but it's not like it's as consistent as New School... but let's say we go there...

Yeah, I've got a deck I've been running for awhile now that I call Injustice Jank. It works off a New Schoolish engine and runs Injustice Gang and Doom as it's major keys in the deck. It's a more consistent version of DIG that works off the Marvel Knights engine to ensure teaming up as well as more tutors (Wild Rides). Plus a strong late game that consists of an 8-drop Surfer pretty much just spells "Good Game" in most match-ups. In short, it's my baby, my creation, and has turned heads in the local meta around VA and NC for the past 2 months, lol. If you're talking about that sort of IG build, then yeah, IG has the upper hand.
 
My brother-in-law has been working on a IG/Doom version of the deck. We are working on a way to stall the early turns a bit more because squad was doing way too much early damage for him to get a win even if he does manage to stall the game out later...

Our version of Squad runs 3 FlameThowers so if in the first 3 turns you take 35 damage and then start stalling the burn is going to kill you....

The Lex/Doom lock is annoying to say the least... the latest issue is with the way Lex is worded. Let's say during the draw phase I play 3 plot twists before Lex's effect went on the chain. Can I still play one more plot twist later in the turn?
 
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