Kinda like a gasoline covered, flaming rubber ball

Posted in Vs. System on October 1, 2008 by kaleeshwarrior

In a recent blog post, I talked about what decks I’ve been playing in Modern. For the record, I am aware that I just linked to a post just two posts lower than this one. I’m crazy like that… Anyways, in that post I mentioned that there was a deck I’d been running that I greatly enjoyed but wasn’t quite ready to reveal at that point. I’m ready now. Meet the craziness that is Outsiders/SHIELD.

Bounce And Burn But Not Necessarily In That Order


Modern Age

1x  Life Model Decoy, More Human Than Human

12x  S.H.I.E.L.D. Agents, Army – Agent Of S.H.I.E.L.D.
3x  Speedball <> Penance, Painmonger
2x  Squirrel Girl, Doreen Green
1x  Blizzard, Frosty Friend
1x  Hank Pym <> Yellowjacket, Initiative Instructor
2x  Owen Mercer <> Captain Boomerang Jr. – Prodigal Son
2x  Halo – Gabrielle Doe
2x  Technocrat – Geoffrey Barron
1x  Faust – Sebastian Faust

2x  Wylde – Charlie Wylde
1x  Katana – Tatsu Yamashiro
1x  Bullseye, Lester
1x  Jessica Drew <> Spider-Woman, Agent Of S.H.I.E.L.D. – Hydra

2x  Wolverine, Agent Of S.H.I.E.L.D. – Hydra
2x  Kimiyo Hoshi <> Dr. Light – Sunburst

Plot Twists:
3x  Secret War, Team-Up
3x  Truth and Justice – Team-Up
4x  Recruiting Drive
4x  Booze Elementals
3x  Batman and the Outsiders


4x  Birthing Chamber
3x  S.H.I.E.L.D. Helicarrier

The idea here is devastatingly simple. You use Outsiders crazy good bounce effects like Owen Mercer, Recruiting Drive, and Booze Elementals along with their great team attack cards and then combine them with the SHIELD Agents burning capabilities. Trust me, it’s better than it looks.
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The Great Vs. Resolution Reborn #24: Warbound

Posted in Vs. Resolution, Vs. System on September 30, 2008 by kaleeshwarrior

You may remember months back I built a certain deck based around Hulk for this Resolution. This Marvel Defenders deck immediately took the #1 spot of my favorite Resolution affiliations and has remained there since my fifth TGVsR post. I liked that deck because of the flavor. It was all about Hulk standing alone and smashing characters while his team gave him help from the sidelines.

Fast forward to after the release of Marvel Universe. Lo and behold, there’s another team based around Hulk being on his own with his friends helping from the back. However, the Warbound are different from the Defenders in more ways than one. First, the non-Hulk characters’ effects hit off being stunned and straight up leaving the game rather than just being exhausted. Secondly, there’s more than two Hulks to use. Finally, there’s a second deck style than the straight angry “Hulk Smash!” deck. That second deck type is what some like to call Hulk Control but I like to call King Hulk, the Hulk who’s intelligent and capable of coming up with rational plans that can take down even the toughest opponents no matter what they throw at him.

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What I’m Playing Now: Modern Age

Posted in Vs. System on September 26, 2008 by kaleeshwarrior

This post is mostly just to prove I’m still alive and to keep a new post up here at least three times a week. College work is slowly starting to get more and more time-consuming so I have a feeling I’m mostly going to be posting my two Resolution articles plus one quickie like this each week. Hopefully no one minds.

Right now I have a couple of decks I’ve been toying with on MWS. I figured that that is worth dedicating a blog article to so that be what I’m doing. Yay me :).

For this article we’ll be doing Modern Age, the most strict of the standard formats. I recently built three new decks for my online use which have really brought me some enjoyment. First is a team-up with a strategy so contradictory to comic lore it isn’t even amusing:

Yeah, I stole this image off some poor person’s Flickr but it was what got the point across best. Anyways, it’s a Double Agent deck based around abusing 4-drop Captain America with 5-drop Red Skull to redirect attacks to whoever can give out the most burn. It runs Hand Ninjas on 1 and a full set of Code White so even when one of the two leaders gets stunned, they can pop right back. Turn 6 is incredibly fun since you can do all sorts of nastiness with the various drops. You can run Thing, Conscientious Objector if you still have your 3-drop. You flip Coast City naming Captain America who should be protected by the 3-drop and put Thing in front of Red Skull. Your opponent then HAS to hit Thing because the 3-drop is just going to be redirected over there anyways. Option two is Baron Strucker for what should be an obvious reason in getting two burns on the opponent if he defends with reinforcement from Red Skull (cool idea I just got: Strucker with his claw in front of Skull, 12 burn plus if you use it while defending with reinforcement you recover immediately but still get the “start of recovery” trigger off the claw. Combo that with Coast City to force an opponent into Strucker… Dayum. That’s a deck in itself…). Finally, Ares swinging into the opposing 6-drop for a mutual stun nets at least 18 endurance. In all, the deck is nasty and will only get better with further tweaking.

Next is the redhead who just. won’t. die.

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

Posted in Vs. Resolution, Vs. System on September 23, 2008 by kaleeshwarrior

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)

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Random Thoughts: Anti-Matter Syndicate

Posted in Ramblings, Vs. System on September 22, 2008 by kaleeshwarrior

I’m probably treading old ground with these thoughts but I really don’t mind. It gives me something to think about while procrastinating on my college work.

A recent post over on VSRealms recently sparked a thought in my head.  What would be the best way to abuse Sinister Syndicate’s Jackal? Further more, what would be the best way to further abuse him with Fisk Towers? The first thing I thought was what team has a particularly powerful 3-drop as well as a powerful 1-drop and that was when I remembered these guys…

So, basically the idea of this deck is simple, play standard SinSyn/Anti-Green Lantern swarm on the beginning turns while hoping to get odd initiatives. On turn 4, you drop Jackal. Now, hopefully you’ve got yourself some defensive pumps (Cover Fire + Acro Dodge FTW?). Have Jackal survive into recovery and then activate him to drop in a free Xallarap. Turn 5 you play MTU Carnage with Boost, get a free Anti-Green Lantern, recruit an AGL, KO a resource for a Spider-Hunt. Presuming you enter turn 5 with Jackal and a single AGL, you end up with three 8/4s, two 13/9s, and a 10/6 for a total of 60 points of attack. Methinks that’s enough to win games. If not, throw in some Alien Symbiotes and Sinestro Rings for more pumpy goodness.

I haven’t gotten around to actually building this deck since I literally came up with it twenty minutes ago while coming up with something to do that wasn’t school related. However, it seems to have some amount of potential. I may never actually build this but it was certainly a fun thought exercise.

And now I need to hit the books…

Where You Least Expect It: Experimental LiveBlog

Posted in Vs. System on September 18, 2008 by kaleeshwarrior

Once upon a time there was a young blogger who had just gotten out from dinner at Applebee’s. He and his mother went to Target to pick up some cayenne pepper. Sadly, they did not find any. While walking out, something caught the corner of his eye: A green foil wrapper with an image of Spider-Man pulling his mask down. Doing a double-take, the blogger turned around and walked back into the card section of the store. Laying in the “$1 Packs” box was a booster of Vs. System’s Web of Spider-Man set. A quick dig revealed another MSM pack as well as a single pack of Marvel Origins. A quick conversation with his mom (he hadn’t brought his wallet…) and he was able to get all three packs, the mother being awesome enough to break a $20 for $3 in cards. With a skip in his step, the blogger returned home.

I just love it when a blog topic throws itself at me. I was honestly incredibly surprised to find these three boosters at my local store. These things haven’t been in stores for over three years! When I first saw Spidey, I figured it was a Marvel Masterpieces booster seeing as how they have Savage Beatdown and the MMK Spider-Man as two of their pack styles. However, the green forced me to check again.

So, I’m using this little find as an excuse to try something new. I am going to open up each pack and blog out its contents on here. I’ll start with the Green Goblin pack, followed by Spidey, followed by Origins. Each time I open a pack, I’ll take a pic and edit it into this post. Sure, it really isn’t THAT exciting but who here has walked into a supermarket and walked out with Vs. recently? Exactly.

With that, to Goblin!

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The Great Vs. Resolution Reborn #22: Manhunters

Posted in Vs. Resolution, Vs. System on September 17, 2008 by kaleeshwarrior

That’s it. I’m back on the wagon with a single goal: Complete my Resolution. There will likely be no jank decks posted on here while I’m shooting for this goal. I’ll be putting up roughly two articles a week which will get me done with the Resolution in the year required by the skin of my teeth.

There will also be a very small change to the rules of Resolution and that is that playtesting is no longer a requirement. There are certain decks you can look at and just go “Yeah, that’s how that one works”. That’ll also lighten my workload quite a bit since I can just build established decks and post my thoughts. Yes, it’s cheap but it’ll help me get this done.

Just as a reminder, here’s the list of decks I need to build by the end of the year:

The Great Vs. Resolution To-Do List

Marvel (18):
Negative Zone
Marvel Knights
Crime Lords
Masters of Evil
Kang Council
Heralds of Galactus

DC (13):
Darkseid’s Elite
Green Lantern
Justice League of America
Justice League International
Injustice Gang
Secret Society
Villains United
Birds of Prey

Total Decks Remaining: 31

Total Weeks Remaining:16

A few of those decks I’m going to purposefully avoid building for a short time, specifically X-Men and Brotherhood since MEV comes out soon and I want to see what support they get. However, pretty much everything else is fair game. Oh, and speaking of MEV, they don’t count for this Resolution because they’re entering the year so late. Yes, I know. It’s cheap. But I need to hedge my bets. If I turn out to have time to build them, I will. If not, then we’re sticking with the above list.

For those who need a refresher on the rules of the Resolution…

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.”

Off the top of my head, I know a few decks that will likely break those rules a bit but that’s not to big of a deal. Again, I want to get this done. I’m putting on blinders and just running forwards. Hopefully I’ll hit Juggernaut levels of speed and become unstoppable *fingers crossed*.

Enough babbling about that. It’s time to actually do this thing. This week’s deck is based around the Manhunters. I don’t know much about the Manhunters other than they were the “space police” previous to the Green Lanterns, went rogue, have a tendency to have sleeper agents, appear to have Borg-ish tendencies, and like to overwhelm the opponent with tons of robots. With that knowledge, here is my take on the Manhunters.

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