Puzzle Pieces #2: A War Horse of Many Colors

Posted in Vs. System on May 10, 2008 by kaleeshwarrior

Those who are here looking for yesterday’s preview, it is in the post directly beneath this one. Just scroll on down and check out Clandestine Operations in all its amazing glory. Everyone else, read on.

I was bored this afternoon so I decided to go into docx’s awesome Vs. search engine and get a random card to talk about. I randomly picked DCL as the set and then grabbed the number 91 out of my magic hat (it was hiding behind a white rabbit). I inputted these into the card number field and got the following:

War Horse!!

Now, how what can we abuse with Vic? We could abuse his Teen Titan’s cartoon catchprase “Boo-Yah!” but that’s not quite what I meant.

I did a quick search of Silver Age and looked through all the equipment. Right off the bat there’s the obvious multiple Weapon Upgrades combo where you get quadruple stun damage on a 22/12 6-drop. However, that’s too obvious.

I looked longingly at the other character stamped equipments. If only Vic could be equipped with Laughing Gas, the Lasso of Truth, and a couple of M40s. However, that’s not quite possible (at least until the recently hinted at “turn anyone into a Mystique” card comes out in MUN) so those are untouchable. If only it was as easy to gain new names as it was to gain new affiliations. Heck, there are even equipments that hand out affiliations like candy.

That’s when I came up with the jankiest jank that has ever janked a janky jank.

There are currently seven equipment cards that gives the equipped character affiliations. There is also one incredible location that makes doing all this worthwhile. These cards are…

Read more »

MUN Preview: Clandestine Operations

Posted in Vs. System on May 9, 2008 by kaleeshwarrior

I’d like to start this preview article by saying what an honor it is to have been selected to preview an MVU card. Thanks to whoever it was that put this awesome piece of cardboard on my plate!

My preview is, of course, an Illuminati card. A plot twist, to be precise. I find it amusing that I got an Illuminati card to talk about, seeing as how what I feel was my first “big” article was based around an Illuminati version deck. Coincidence or a purposeful move by the Upper Deck folk? I’ll never know. But enough babbling on uselessly. To the card!

Wait, how about just another second of useless babbling to hype the card? You know how the Illuminati have a control theme? And an exhaustion theme? Meet Mr. Controlly Exhaustion.

Clandestine Operations
Ongoing Plot Twist
Threshold: 3

Play only during the recovery phase.

To play, exhaust two different members of the Illuminati you control. (The members of the Illuminati are Black Bolt, Dr. Strange, Iron Man, Mr. Fantastic, Professor X, and Sub-Mariner.)

Ongoing: Whenever a character enters play, exhaust it

MUN-239

Rare

If you’re confused about the name like I was at first, it means something along the lines of “secret government/military action”. Makes perfect sense for the Illuminati, don’t you think?

First thing you’ll notice is it fits with a lot of the Illuminati effects that have been previewed thus far. It’s rare, likely because it’d be difficult to get the required Illuminati members in Limited. It involves exhausting some of your dudes in order to get an ongoing effect and, in this case, the effect is quite the doozy.

This card screams control. Neither side gets to attack with the guy when they come into play and instead they’re forced to sit on their hands and wait to use whoever they just recruited. This is especially nasty against swarm decks since not only are those characters going to be exhausted so they can’t attack but they also can’t reinforce. It also hits curve decks pretty hard for the obvious reason of losing your big gun each turn.

Another fun thing is that this card triggers when the character comes into play meaning there are quite a few tricks you can pull in order to completely ruin an opponent’s plan.

Imagine an opponent having a deck based around Bodyslide only to have this flipped causing the removed characters to come back exhausted.

Imagine an opponent attacking your Superman, Last Son of Krypton only to be hit by Flying High followed by the character coming back exhausted. Clandestine Operations effectively turns Flying High into a Mystic Paralysis with no cost outside the original two exhausts.

Imagine playing against a deck based around Substitute, such as Birds of Prey, Darkseid, or the Marvel Defenders. No longer can your opponent recruit Barbara Gordon and then substitute her out three times to gain more card draws while keeping her ready for use with Bat Got Your Tongue?. Samantha Parrington is unable to pop in on your kill turn and grant a free attack. The Spectacular Spider-Man can’t pay 7 attack and then run away or use Gift Wrapped. Clandestine is a Substitute character’s worst nightmare.

Imagine an opponent recruiting their character for this turn and having it enter play exhausted followed by their drop from last turn being targeted by Frog of Thunder causing the new character to become exhausted as well, practically killing an opponent’s initiative completely.

To actually try and stay “on team” (although the Illuminati don’t technically have a team…), imagine flipping this before turn 5 while your opponent has odd initiatives. Their 5-drop enters play exhausted. You recruit Iron Man, Protector of the Reality Gem, who also comes in exhausted. You then exhaust your 2-drop and 3-drop to Iron Man’s effect and exhaust their 4-drop and leave the opponent only with a 3-drop to attack with. This can continue every turn for the rest of the game.

Clandestine Operations can also do a fair amount of damage to cards that rely on powerful effects that require a character to activate to deal their damage (see: Circe, Human Torch, Ahmed if an underdrop is somehow forced perhaps via Frog of Thunder while they have Threat Neutralized inplay, etc.).

One thing I find very, very interesting about this card is the fact that, at a glance, it appears to conflict with all the other Illuminati plot twists. It’s not easy to exhaust your guys to effects if they’re entering play exhausted. This leads me to wonder if the Illuminati aren’t going to have some sort of readying effect. Maybe one along the lines of Deadly Conspiracy that won’t let the character attack or use payment effects but would allow them access to their ongoing plot twist fun?

I dunno. I can’t say with any certainty that such a card exists. Instead, some other cards that will allow you to dodge your own bullet.

EDIT: As has been pointed out, you technically don’t even need a readying effect because you can just exhaust the incoming Illuminati character to one of the group’s power costs. That makes most of the below readying ideas unneeded. They’re still decent in a non-”mono” Illuminati deck and the “stay down” effects still work but a “mono” Illuminati deck really doesn’t need the workaround trickery. Thanks guys![/EDIT]

Read more »

The True Man of Steel

Posted in Vs. System on May 7, 2008 by kaleeshwarrior

So, I basically have a sudden audience explosion due to my blog having a preview this week. Hi guys! In an attempt to court you to stick around after Friday, I’m going to post one of my most original decks. Sure, its based off of a combination of cards I’ve already posted about it MWS Gems but beyond those four characters, its my creation.

Superman. What has Team Superman done since they got back into MA via World’s Finest? They’re part of the World’s Finest deck which is really a lot of Batman with Supes thrown in. That’s about all that I can think of. Poor Superman is stuck playing fiddle to the man in the cape and cowl.

Well that just makes me sad because Team Superman has access to the most incredible set of stall-based cards that I’ve seen and its done in a very different way than the standard “exhaust the opponent’s board”. Oh no, this stall deck like it when the opponent attacks. Why? Because thanks to a certain female cop, every attack the opponent makes is going to whittle them down while doing absolutely nothing to you.

Just look! She even makes dead people smile!

“No”

Team Superman

Modern Age

Characters:
4x Superman Batman Robot, Supa-Mecha-Bat

4x Maggie Sawyer - Gotham Central

4x Kelex - Caretaker of the Fortress

4x Natasha Irons <> Steel - Unlikely Alloy

4x Superman - Last Son of Krypton

1x Wonder Woman - Deflection Diva

2x Brahma - Supermen of America

2x Superman, Founding Member

1x Kara Zor-El <> Supergirl - Claire Connors

1x Superman - Bulletproof

Plot Twists:

4x Soaring to New Heights
4x Home Sweet Home
4x Early Edition
4x Mobilize
4x For the Man Who Has Everything
4x Pathetic Attempt
3x Indestructible
2x Call in a Favor

Locations:

4x Kandor - City in a Bottle

The name of this deck says it all. No matter what the opponent does, you’re just gonna tell them “no”.

Read more »

Illuminati, House Metagame, State of the Site, and other ramblings

Posted in Vs. System on May 6, 2008 by kaleeshwarrior

I haven’t posted one of my ramblings in a while so I figured I’d do so now since I don’t have any decks I want to talk about and I don’t get to unveil my preview until this Friday.

Oh yes, my preview. How I did jig when I found out I was getting a preview and how hard it was to keep quiet and wait until they actually sent me the scan. In fact, merely having the world find out that I’m getting a preview has caused my site hits to explode. 53 hits due to my blog being linked in Monday’s preview article. 53! On a day with no new articles other than my Inhumans from Sunday! Combine that with my standard readership of 40 or so hits a day and I’ve already made it to 100+ hits with 12 hours left in the standard WordPress “day”. Freaking awesome.

Anyways, Illuminati. I’ve always loved the Illuminati. My first major post on this blog was devoted to them. How they are being handled in Marvel Universe with at least one version each sharing the Infinity Watch affiliation (that is going to help my Resolution SO much when I build that team), there isn’t any need for team-ups to get them all together. The “shared legend” setup is incredible and awesome. The “exhaust X Illuminati members” ditty isn’t abusable with Clash of Worlds since it requires each exhausted member to have a different name, forcing you to at least run a few different members in your deck. Also, their uncommon search card is insanely awesome. Do you want Mightiest Heroes or Bat-Signal? The choice is yours. Oh, and Infinity Gauntlet is sweet.

Another thing that makes me incredibly happy about the Illuminati are the following announced characters and their costs: 1-drop Black Bolt (Black Bolt legend FTW!), 1-drop Professor X, and the 2-drop and 4-drop Dr. Strange. Strange now has a drop on every turn from 2 through 8 except for turn 3. Also, he was announced as getting a new plot twist “Essence of Zom”. Dr. Strange legend is totally going to be playable post-Marvel Universe and I know I’m going to do it the instant MUN is posted on MWS.

On an utterly different note… Read more »

The Great Vs. Resolution #17: Inhumans

Posted in Vs. Resolution, Vs. System on May 4, 2008 by kaleeshwarrior

Yes, yes, I said I’d have this up on Saturday. It got away from me. Sorry.

There is a coincidence to the fact that I’m posting the Inhumans at the start of this week. I wish I could claim I timed the selection of this Resolution team article on purpose but, sadly, I can’t. You’ll find out what I mean later.

The Inhumans. My experience with this ragtag group of misfits is much like my experience with the Outsiders, I never knew of them before getting into Vs. System. All I really know is they’re a bunch of people (aliens?) that were mutated by these Terragen Mist stuff and now they hide out on the moon. They’re lead by a guy that can’t talk for fear of his voice’s destructive power which I find really interesting for some reason. Just that whole concept is really cool and I might just have to swipe it for some of my creative writing works.

Anyways, Inhumans. The Inhumans really have a whole bunch of themes. The first is to have a face-up row. The second is Cosmic-Surge. The third is stopping opponent’s from readying. The fourth is to attack multiple times. The fifth is having the Fantastic Four built into their team via dual affiliations. Via some paradox inhibiting construct, this team is both all over the place and yet incredibly strong.

I personally, am focusing on three of the above themes: Face-up cards, the Fantastic Four, and swinging more than once. That’s right. My deck is based around Quicksilver. But not the wussy Quicksilver, I’m talking about the Real Man’s Quicksilver.

Now THAT is manly

Manly!

Read more »

Doctor Who: Puny Humans

Posted in Doctor Who, Vs. System on May 2, 2008 by kaleeshwarrior

You should’ve heard how excited I was when I found out a week and a half back that the Marvel Ultimates set has a bunch of “removed from game” card tricks. That was awesome.

So far I have previewed The Doctor and a variety of his companions. This week, I bring to you the last few human characters that don’t have anything particularly special about them. While these characters aren’t exactly your average joe, they don’t constantly travel with The Doctor nor do they have anything that makes them unique besides being human. Except for this first guy. He has a big gun.

I just had to use “idiot” as his version. I was considering “Defender of Earth” but Mickey Smith, Idiot is much more flavorful. Also, errata on this card. He should have range. I could fix it but I’m being lazy right now.

Mickey is likely going to be a TARDIS Crew deck’s primary 3-drop. If you’re running Jackie on 1 and Rose on 2, he’s almost always going to be a 6/5 with range on 3. That alone is good. Then he has a recovery power in the vein of Domino but with evens (chosen because all of Rose’s cards are even cost), the card being removed instead of placed back on top (fits the TARDIS theme), and he can’t ready (balancing concern plus it ties in with Bad Wolf Rose).

But what if you want to run someone else on 2 over Rose, you ask? What if you remove your crucial 4-drop Tenth Doctor, you ask? Call in the reserves!

Read more »

The Great Vs. Resolution #16: Sinister Syndicate

Posted in Vs. Resolution, Vs. System on May 1, 2008 by kaleeshwarrior

After the past couple of happy fun time days of choosing and tweaking a deck for the Team Marvel vs. DC BYOS Modern tournament, its high time that I return to the meat and potatoes of this site which is the Vs. Resolution.

I’ve always been up front about one thing with me and comic books and that’s the fact that I don’t read ‘em. I rent the movies, I watch the television shows, I pick up the TPBs six months to a year after the comics are originally printed, and I research via the internet but I believe I can honestly say I’ve never picked up and skimmed an actual comic book.

One of the television shows I most remember watching back in the day was the old Fox Spider-Man cartoon that was on every Saturday morning. That show was great. You had all the classic Spider-Man villains, occasionally there was a neat crossover like when Punisher or Blade showed up, and there was always a big cohesive primary plot that tied through most of the episodes of each season.

Now, the thing I personally remember most about the Spider-Man villains was that they rarely worked together barring the times that the Sinister Six was chasing after ol’ Spidey or when Kingpin was hiring them to break poor Parker’s legs.

That’s why I never quite understood the rush theme of the current Sinister Syndicate. It involves swarming out with a bunch of guys, killing your own resources for pumps, and then burning yourself. I don’t see how that makes any sense (although the burn makes sense for the Symbiotes, no one else). The Spider-Man villains usually had some pretty tricky plots to catch Peter in their web and they usually didn’t just go and stab themselves to try and get at their nemesis.

That - along with a desire to do something off the wall - is why I built a CURVE Modern Age SinSyn deck. That’s right. Curve. Yes, I’m an idiot. However, does this idiot have a plan? Well, sorta.

Read more »

BYOS Modern: Final MK Deck List

Posted in Vs. System on April 30, 2008 by kaleeshwarrior

Firstly, Kamiza commented on my blog! How awesome is that?

Second, I finalized my deck list for the Team Marvel vs. DC BYOS Modern tournament (mouthful of a format…). I playtested my Ghost Rider deck, got some comments from two of my favorite people to play against online (who have rhyming names, coincidence or something else?), and made the alterations that takes this deck from “playable” to “ZOMG! It might win some games!” Interestingly enough, it looks moderately similar to the MKKO deck Kamiza mentioned although mine doesn’t KO so much as it just pumps the heck out of everything that moves.

Oh, downside is I can no longer call it a Ghost Rider deck since I’m now packing only 4 Ghost Rider cards. Sad, but a necessary change. If I ever get involved in a Legends tournie, though, I think I know what I’m running.

Read more »

BYOS Modern: Make Mine Marvel, also more brainstorming ideas

Posted in Ramblings, Vs. System on April 29, 2008 by kaleeshwarrior

The more I’ve thought about this MWS tournament, the more I’ve realized that Marvel is where its at for me.

All the DC sets just don’t appeal to me outside of the fact that they have some nice utility. World’s Finest, IG-Hidden, and JLA are all good, well-known decks which means I don’t want to get anywhere near them simply because that’s the way I work. Outside of those decks, however, there isn’t anything particularly powerful in BYOS Modern. Revenge Squad Front Row needs Mobilize or else you’re entire deck falls to luck. Outsiders Team Attack need access to at least Reset but preferably a team-up with X-Men or the Titans while Outsiders Up-Curve has no search in this format. About the only deck that I like the idea of running in this format would be Injustice Gang handfill which just feels so standard. Sure, Marvel doesn’t have much it can respond with but I still don’t like the idea of using handfill.

That leaves me with just Marvel which has way more access to good stuff IMO. Anything from MTU is cool (outside of mono-Spider-Friends, blech), and MVL has access to the almighty Mobilize. Just lots of goodness in those two sets with cards that aren’t often used. Sure, I’m likely to get smacked by DC’s negation tricks but I’d prefer to run a fun deck that I’ve personally built than just try and win by avoiding the tough choices caused by the metagame.

Also, I promised some brainstorm ideas for decks so…

Spider-Friends/Underworld (10/10 healing Morbius is nice. Also, lots of search, draw, and answers. Oh, and Pathetic Attempt in Trial By Jury)

Marvel Defenders (Hulk Smash!, Deck merely loses Flying Kick in transfer to BYOS)

SinSyn Chameleon Hax (Drop Chameleon on 2, Use Chameleon’s effect on Kravinoff/Deadpool/Demogoblin, flip team-up, recruit dual loyalty character on 5.)

MA Common Enemy (abuse Force Field Projection + Mystical Paralysis to make opponent’s swear)

Brotherhood Juggs/Magneto (Sheer beatiness that doesn’t rely on plot twists or too heavily on targeting)

Phoenix and Her Clone’s Alternate Future Son (Use Bodyslide to abuse Jean Grey’s 5-drop and 8-drop.)

Those are what I can list off the top of my head at the moment. Each one has its strengths and weaknesses. At the moment, I think I’m going to play my Ghost Rider deck but I haven’t fully decided on that yet. Any comments or other ideas are always taken into consideration so feel free to leave your thoughts.

BYOS Modern: Ghost Rider

Posted in Vs. System on April 29, 2008 by kaleeshwarrior

Well, this sorta sucks. I just realized my Team Superman deck requires Superman/Batman Robot which isn’t legal in BYOS. Back to the drawing board for a possible DC deck, I guess.

This is my current Ghost Rider Legend deck list. The original had Flying Kick in it, which I traded out for Bring The Pain. I’m heavily leaning towards this since I’m not expecting people to expect it. Sure, now those MWSers that read the blog will know of it but the main ones that have commented are on the Marvel side of the event anyways so I’m not too incredibly worried.

No Jellybeans This Time

Marvel Knights: Ghost Rider

Modern Age: BYOS: Legend

Characters:

4x Dagger, Lightbringer

4x Punisher, Suicide Run
2x Blade, Vampire Slayer

4x Ghost Rider, The Devil’s Rider
2x Spider-Man, Webhead

3x Wolverine, Covert Predator
2x Daredevil, Hornhead

3x Vengeance, Spirit of Vengeance

3x Ghost Rider, Spirit of Vengeance

1x Punisher, Angel of Death

Plot Twists:
4x Wild Ride
4x Mobilize
4x Rigged Explosives
4x Chain of Vengeance
4x Bring the Pain
3x Defensive Formation
2x Anguish of the Innocent


Equipment:

4x Brass Grill
3x Wheels of Vengeance

You want even initiatives because then you can choose who burns where on your primary turn, which is the sixth. However, this deck does just fine running on odds. Ghost Rider, Spirit of Vengeance needs the Wheels of Vengeance to really make the most of the turn in that situation but its all still doable.

Read more »