The Great Vs. Resolution #25: Secret Society

It’s Thursday night. I’ve eaten dinner. My school work for the week is done. I’m bored. There’s no one on MWS. My brothers aren’t home to annoy for a game. Basic cable isn’t airing anything good at the moment (CSI premieres in a few hours but that’ll likely suck). It is because of this stark wasteland of anything else to do that I sit down in front of my computer with Project 86’s rock songs blaring out of its speakers to write out this blog post. A blog post, not a forum post. Eat your heart out Kariggi. 😛

It’s about time that I post my Secret Society build. I actually find the Secret Society utterly hilarious. Where else can you find a team that is composed of a wrathful dark god, an insane megalomaniac, a psychic monkey, an expert assassin, a man with a freeze ray, an unstoppable monster who adapts to anything that could kill it, and a woman obsessed with botany? I honestly got laughed at by a friend in chat when I explained the team to her while I was playing on MWS at the same time.

Anyways, SecSoc and their KO Pile manipulation has always been interesting to me so how about a glance at my build?

With Great Prejudice

4x Deadshot, Floyd Lawton
4x Dr. Sivana, Mad Scientist
2x Charaxes, Moth Monster

3x Floronic Man, Jason Woodrue
2x King Shark, Jaws of Death

4x Gorilla Grodd, Grodd Awful
1x Sinestro, Yellow Lantern

3x Black Manta, Underwater Marauder

1x Mr. Freeze, Cold Blooded
1x Deathstroke the Terminator, Killing Machine

1x Mark Desmond <> Blockbuster, Mindless Brute
1x Doomsday, Engine of Destruction

Plot Twists:
4x Mobilize
4x Straight to the Grave
4x Path of Destruction
4x Unnatural Selection
3x Agility
3x Forced Conscription
3x Master Plan
2x Monkey See, Monkey Do

3x Hidden HQ
3x Gorilla City

For a quick refresher on the Resolution rules…

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.”

This deck is all about playing with that KO’d pile along with trying to lock out your opponent by KOing with Unnatural Selection and Monkey See, Monkey Do + Grodd. Preferred initiatives is odds but it runs just fine either way. Oh, and I’m aware I’m strange for not including Ivy + Riddler/Polaris/Chemo. I don’t care. I like this more aggro build. Sue me.

Nothing on turn 1 and then you want Sivana on turn 2. If you’re lucky, you’ve got Hidden HQ at this point in which case you can quickly begin filtering your deck. ALWAYS ACTIVATE HQ BEFORE A DRAW!

Turn 2 is preferably King Shark but he’s not a common hit so there’s the Floronic Man. A third option is an underdropped Deadshot if your opponent has a nasty 3-drop and you think you can get 10 cards into your KO’d pile before Pathetic Attempt hits.

Gorilla Grodd is the primary 4-drop. Sinestro is really there for his KO pile effect, as the world should be. I don’t recommend Monkey See-ing at this point since you’ll probably just grab a 2-drop. That’s why I like odds ;). Hopefully you can get the KO on the opposing 3-drop or even 4-drop through Unnatural and head into turn 5.

Did you honestly expect someone else? This guy is just crazy good. He was good back when he was Garth and he’s still good now after being brainwashed by Gorilla Grodd (oops, spoilers). Charaxes should be in the KO’d pile by now and come out to play meaning you can officially begin getting at least two cards a turn through Grodd KOing the moth man, if not more through Monkey-ing around.

Turn 6 finally gives you some actual decisions. Mr. Freeze can completely screw over an opponent if you think you’re going to be heading into turn 7 and your off-initiative. One exhaust and not only can they not reinforce but they aren’t going to get any activated effect next turn either. And it doesn’t target! Then there’s Deathstroke. He’s better on-initiative when you can pick who you’re attacking and snipe the opposing 6-drop during recovery… and he doesn’t target! Freaking awesome!

Now, you should go for the kill on turn 7. If you’ve got lots of guys in your KO’d pile, then you can send in Blockbuster and just swing in with 18 attack and no stunback which is nasty. If you’ve got Charaxes in the KO’d, however, you can drop Doomsday who’s 19/19 and ready to end the game.

Plots and Locations are standard fair. Hidden HQ is great filter and Gorilla City is a reusable +3 pump and yet more filter. Path of Destruction can easily be a +8 pump, Agility is reusable +2 DEF which is grand, Unnatural Selection is a good KO card, and Monkey See, Monkey Do can be insane when it fires correctly. The remainder is just search and filter.

This deck is good. Not mind-boggling good but good. It took down Spider-Illuminati through a Deadshot + Unnatural on his two early Illuminati drops to keep Clandestine from ever seeing play. There’s more than enough tricks to get the job done plus the amount of filter means you always get something worthwhile off your draws.

Secret Society (Modern) Ratings:

Deck Strength: 8 (Very, very good deck. It’s got answers, it’s got search, it’s got KO, it’s got KO’d pile manipulation, it has both ATK and DEF pumps. Just overall good deck.)

Deck Theme: 6 (While I like playing with the KO’d pile, I don’t get it for Secret Society. With Underworld, I understand. It’s the graveyard and they’re demons who mess with the afterlife. With SecSoc it’s… what? Dirty trickery? Don’t get it. If I wanted a more thematic deck, I’d probably go for the self-KO theme which seems much more villainous but, for this deck, the theme doesn’t seem to fit.)

Ease of Use: 9 (Pretty easy, really. Just filter and smash.)

Fun Factor: 7 (I don’t get that awesome “tingly” feeling when I play this deck but I also don’t regret picking it when I’m playing MA.)

Overall: 7.5 (Secret Society, while a great deck and a strong team, just doesn’t fit my playstyle.)

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

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

10. Revenge Squad (Modern)

11. Secret Society (Modern)
11. Teen Titans (Modern)
12. Outsiders (Modern)
13. Hellfire Club (Silver)

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

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

20. League of Assassins (Modern)

21. Doom (Modern)
22. Skrull (Silver)

23. New Gods (Golden)
24. Emerald Enemies (Golden)

And there you have yet another good, tournament-caliber team being slotted in low on my charts. Looking at the listing, my taste in teams is really, really weird. Anyways, that’s all I have for now. Next week will be a blast from the past but will even the greatest of watchmen be able to predict how well these mainstays of old held up to the test of time?


One Response to “The Great Vs. Resolution #25: Secret Society”

  1. […] Planet Kalee Featuring the Great Vs. Resolution, 57 mono-affiliate decks in 52 weeks « The Great Vs. Resolution #25: Secret Society […]

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