The Great Vs. Resolution Reborn #23: Skrulls and Doom

This is a first for my Vs. Resolution: Two decks in one article. Why? Because we have another first for the Vs. Resolution: Two decks that are absolutely horrible. Yup, it’s true. The Skrulls and Dr. Doom have more in common than just being featured in the Heralds of Galactus set. They’re also nigh impossible to play when fit into the terms of The Great Vs. Resolution.

Due to this simple fact, I’m putting both of these affiliation together into a single article. This way I don’t have to spend as much time rambling about two bad decks. Plus it’s a cheap way to make absolutely certain that I get my two affiliations in for the week which is always a good thing.

We’ll start with the Skrulls. They’re at their absolute best in a deck combined with the Inhumans and Franklin Richards who will then be able to move the Skrull characters into the hidden area. The question is whether the Skrulls can Embrace Change and try and win matches on their own. (Heh, I make a comic reference)

Embrace Change

Skrulls

Silver Age

Characters:

4x Black Bolt, Enemy Within

4x Warskrull – Skrull Infiltrator

4x Wolverine – Skrunucklehead
4x Captain America – Skrull Impostor

4x Ethan Edwards – Visitor from Another World

3x Paibok – The Power Skrull
1x Elektra, Pawn Of The Gorgon – Hydra

2x Super Skrull – Kl’rt
1x Rogue – Total Transformation

2x Titannus – Alien Conqueror

Plot Twists

4x Alien Insurrection
4x Interstellar Offensive
4x Call in a Favor
4x Mobilize
4x Underground Movement – Team-Up
4x What If? – Team-Up
4x Act of Defiance – Team-Up

Locations

1x 31st Century Metropolis – Team-Up
1x StarkTower – Team-up
1x United Planets HQ – Team-Up

So, here’s the quick version. This deck just plain sucks. There aren’t enough affiliations, there’s no easy way to move people hidden, and there’s no real pumps. However, there are some things you can do with this deck.

The idea is to take odds. You hope to hit Black Bolt on 1 but it’s not a massive problem. Turn 2 is… Black Bolt. Wow. Turn 3 is hopefully Captain Skrull and an Underground Movement. With any luck, Captain will have three affiliations and you can immediately get him hidden without stunning back. There aren’t any really great ways to make sure to hit UM by turn three. Turn four is either Wolverine and the constant Black Bolt or Ethan Edwards. Since you’re off-init, even if you have Underground Movement you’re likely going to miss Wolvie’s Surge or lose Edwards counter. Paibok is probably going to be your turn 5 since he gives out free +2s but Elektra works as well since she’s quite likely to KO anyone she attacks. Turn 6 is Rogue or Super Skrull are both fun characters but Kl’rt is probably better. Finally, Titannus tops the curve and is almost always 18/18 or larger.

The team-ups include What If? for teaming up with the opposing team, Act of Defiance for teaming up with your own, Stark Tower for terraform, and 31st Century Metropolis and United Planets HQ for impromptu affiliation hand outs as you need them. Then you’ve got your Underground Movement for moving your people underground (imagine that) and search for searching (gasp). Finally, there’s the only two Skrull affiliated non-team-up cards which are pretty much just Savage Beatdown and a slightly better Nasty Surprise. Woo.

In all, I’m not all that happy with this deck. It’s hard to keep Cosmic on your guys, even with Underground Movement. The deck simply doesn’t work well. Whether that’s because of how I built it, how I run it, or just that the team doesn’t work mono but the deck doesn’t run.

Skrulls (Silver) Ratings:

Deck Strength: 3 (It doesn’t run. It’s very hard to get your guys hidden which is what the Skrulls really need to do. Maybe I’m doing something wrong but it just doesn’t run for me.)

Deck Theme: 5 (Skrulls are espionage transforming experts. This is represented in Vs. by… stealing an opponent’s affiliations, trying to have more affiliations, and pumps based on affiliations? How does this show espionage and transforming again? I don’t get it. Plus the theme isn’t that great even from a design standpoint IMO.)

Ease of Use: 6 (Try and smash opponents while picking random affiliations. Not hard, not easy.)

Fun Factor: 5 (I steal your affiliations and… that’s about it. Snore.)

Overall: 5 (Boring deck that just doesn’t seem to run well.)

So the Skrulls didn’t turn out well. What about Doom?

Doom… of Doom!

Doom

Modern Age

Characters:
4x Boris, Personal Servant of Dr. Doom

4x Puppet Master, Overprotective Father

6x Pacifier Robot, Army

4x Dr. Doom, Diabolic Genius
2x Dr. Doom, Gypsy King

4x Dr. Doom, Power-Hungry

2x Dreadnought Tank, Arsenal of Doom
1x Dr. Doom, Future Perfect

2x Dr. Doom, Fearsome Monarch

1x Dr. Doom, Lord of Latveria

Plot Twists:
4x Mobilize
4x Faces of Doom
4x Carrying The Torch
4x Supersize
4x Mystical Paralysis
4x Fervent Research
3x Savage Beatdown
3x My Name Is Peter Parker…

Here’s the problem with a Modern Doom deck done in my Resolution format: No options. There just isn’t there much to the affiliation. For example, there are two options on turn 5: Dragon Man and Dr. Doom. One is a near useless card. The other is good but conflicts with your turn 4 and turn 6 options. Speaking of which, check out the options on those drops. Turn 4: Dr. Doom, Dr. Doom, and Ultron. Two are Doom which conflicts with turn 5 (unless you want Dragon Man for some reason) and the other is only good in an army build. Turn 6 you have Dreadnought Tank or… Dr. Doom. Dreadnought is weak against curve since an opponent is unlike to have a 3-drop at that point and Dr. Doom, again, conflicts with your curve. Finally, turn 7 and 8’s only options are… DOOM! So much Doom! And that wouldn’t be a problem if I could use A Clash Of Worlds which I can’t due to this Resolution’s rules which I only break when I feel I need to or when it ends up with a cool, original deck.

As such, I had to use Carrying The Torch. That way I can try to avoid uniqueness by chucking a non-Doom character to give Dr. Doom a new name. After that, all I got for cards are search, Super-Size and Savage Beatdown for pumpage, Mystical Paralysis for control, and My Name Is Peter Parker in order to recover 4-drop Doom. There really isn’t much else you can do with this deck. In all, it’s really boring.

Doom (Modern) Ratings:

Deck Strength: 4 (Miss Carrying The Torch and you lose all your drops after turn 4. After that, all you really got is blocking an opponent from using plots from hand and exhausting with Mystical. Woo!)

Deck Theme: 3 (Theme? What theme? Turning cards facedown? Woo! I mean, really…)

Ease of Use: 7 (There’s so little to do with what Doom has that anyone could really do it. The only upside to a team with no good cards. However, there is a bit to do with Carrying The Torch so it’s not super-duper easy. Just easy.)

Fun Factor: 5 (Snore.)

Overall: 5 (Boring, boring, boring. Doom just doesn’t operate in Modern outside of a team-up. In Silver, the guy is insane. Maybe if I could use A Clash Of Worlds, he’d be playable in Modern. However, for the terms of this Resolution, he’s just got nothing.)

Vs. System Affiliation Leaderboard
1. Marvel Defenders/The Hulk (Modern)
2. Team Superman (Modern Age)
3. Fantastic Four (Modern)
4. Anti-Matter (Golden)
5. Morlocks (Silver)
6. Squadron Supreme (Golden)

7. Arkham Inmates (Modern)
8. Secret Six (Silver)

9. Revenge Squad (Modern)

10. Teen Titans (Modern)
11. Outsiders (Modern)
12. Hellfire Club (Silver)

13. Inhumans (Silver)
14. Shi’ar (Modern: MWS Gem)
15. Kree (Silver)
16. Future Foes (Silver)

17. Manhunters (Golden)
18. Sinister Syndicate (Modern)

19. League of Assassins (Modern)

20. Doom (Modern)
21. Skrull (Silver)
22. New Gods (Golden)
23. Emerald Enemies (Golden)

I honestly didn’t expect these two decks to score exactly the same but they did. Of the two, I like Doom more just because Dr. Doom is one of my favorite comic book villains. Still, I don’t like either of these decks at all. These two teams are great in team-up decks but on their own they really aren’t very good on their own in this Resolution. This is just one of those times where my Resolution shows its flaws in rating teams.

Later on this week, I’ll prolly put up my Negative Zone deck or perhaps my Secret Society deck that was able to take down TheDerangedBear’s Spider-Friends/Illuminati deck a few days ago. We’ll see.

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5 Responses to “The Great Vs. Resolution Reborn #23: Skrulls and Doom”

  1. Why’d you do modern Doom? Is that part of the resolution rules?

  2. Yeah, I’ll admit I’m not as familiar with the rules as I should be. I was thinking Doom would be a Moloids build. Do you have to do it in Modern if possible? I’d scroll back to your old posts and look for the rules if I didn’t have dial-up!

    Thanks for a good read!

  3. kaleeshwarrior Says:

    The Great Vs. Resolution Guidelines:

    “All characters must share a printed affiliation, at least 50% of non-character cards must be team or character-stamped, remaining cards must be from the same universe as the affiliation for the deck, deck must be in as recent of a format as possible.”

    The last sentence is what killed Doom. It is more than possible to play a mono-Doom deck in Modern. The deck is absolutely playable. It hits drops, it can cheat its uniqueness, and can stifle the opponent a bit. It doesn’t do it well but it can run.

    As for what I would’ve done if I had done Silver Doom, I’d have gone with one of two options. Option 1 would have been to try and do something janky with the Army guys. Not just Moloids but Elite Doom Guards, Pacifier Robot, Ultron, etc. Option 2 would have been to find the absolute best Moloids deck and just comment on that (which is what I’m planning on doing with affiliations like Curve Sentinels).

    In all, I really would have liked to have seen Doom run better but I also prefer not to break my guidelines whenever I can. I do do it (Shi’ar, Secret Six) but I like to avoid it. Plus I wanted to see if Modern Doom without Clash could work. I got my answer.

  4. It all makes sense now! Thanks for the update Kaleesh!

  5. For the Skrulls, I was gonna suggest handing out Flight Rings for the Legionnaires affiliation so you could cheat and use Legion HQ to keep those cosmic counters floating around, but I forgot about the only-one-universe rule. On the other hand, if you need more affiliations there’s Demonic Embryos, and maybe the unique Spider-Mobile or Teleport Ring. Not much else to suggest there…and I have tried a Skrull/Legionnaires team-up, it’s sickeningly good. Apparition for hidden hate (or surged counters to transfer onto Legion HQ so you can transfer them onto your Skrulls later), and Saturn Girl after either Cap Skrull or Wolvy Skrull is great for upcurve-cosmic-counter spawning.

    No Assorted Aliases/New and Improved/Secret Identity for the multi-Dr. Doom deck?

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