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Playing Modern DC (DCL, DWF)

Posted by blantern on September 11, 2008

By definition, modern style of play consists of the two most recent boxes to be released, which means you have to pull from those 4 boxes (two marvel, two DC) to create a deck. For the record, we’re in a DC drought right now, which doesn’t hurt me too much cause I’m marvel all the way. But, a good number of the people I love to play are DC-based, with Marvel Decks, so lets hope DC brings it in for the future.

This is my ongoing look into the pool of teams someone would pull from to bring a team to your local neighborhood Hobby League tourney, on the DC side of things, with pro’s and cons:

Gotham Knights: Or Batman and friends!

  • Pro’s: Some of the best negation / control in the game right now.
  • Con’s: Half of the deck is hidden, no real power house.

Notes: Average states and no real attacks means they are screaming to be teamed up, and although batman has an answer for individual characters/effects, he is weak against teams as a whole (think Shield or Avengers anyone?)

Final word: Team them up! The top team-ups worth mentioning are insanity, which can pull from anywhere; World’s Finest, best of bats and Supes, or the JLA.

Team Superman: Its Supes, or the big blue boyscout

  • Pros: Defending for them is quite easy, (flying high, Indestructible,) Nice pumps.
  • Cons: Nothing to negate effects, fight real late (5th drop is the quickest), since the deck revolves around one central character, long term effects will hinder the deck, (think Elecktra Situation or worse) no real useful low drops, just people Superman needs to save.

Notes: Supes alone, which the deck revolves around, is damn dangerous. You have a 4 drop with no cost, a 5 drop that gets +1/+1 for each character you control, a 6 drop which can stun any attacker (but he targets…..) a 7 drop which gives you -2 Atk if you Atk a superman, (which will be on the field with 4, 5, 7,) and a 8 drop who can stun someone if she team attacks or is team attacked, (though I wish she was 17/20, cause at 19/19, its rare to be team-attacked.) bad low drops.

Final Word: Team Supes has some nice attacks, and excellent defense, but most feared teamed up. Insanity, or Worlds Finest. Bats n Supes is a beast to deal with.

Justice League: Comes in two main flavors, Flash’um, or The League!

  • Pros: Its the JLA, they have no real useless weapon in their curve. Great variety to their team, but the main two which has given people problems are The JLA (bats, wonder woman, and supes, flash, wonder woman / supes, manhunter.) Or Flash-JLA, which is the same starting curve, with cards so that Flash mops the floor with you, batman stops your back row and effects, and woman woman controls most of your pumps, while Supes just waits for some direct action. Great defense card
  • Cons: Since Ego gem is gone, bats and wonder woman’s effects will become costly, they all play support, with no real attacker below Superman.

Final Word: JLA, a very dangerous deck. With a good hand, the flash is gonna kill you, or you’ll be so low, (on characters and health) you might give up. Other than the fact that a lot of their cards require you to discard a JLA  character, this is a complete team with little to no drawbacks.

World’s Finest:  Best of both worlds, Bats n Supes. Also comes with an hint of JLA.

  • Pros: Combines some of the better (if not best) control the DC Universe has to offer right now. With their team up card (the hook-up) you can discard useless characters to draw.
  • Cons: Fighting starts on the later side (after 4 drop), half of the deck is hidden (even though getting through to their visible characters isn’t a picnic either)

Final Word:Well, Worlds Finest or the JUST-US League, is a pretty powerful deck. Batman waiting while superman does all the hard work. Not to mention the cards that they both have to help each other. Other than the fact that they lack a realthreat of an 8 drop, 9 supes, not to mention all his support, makes beating them as difficult as possbile.


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