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Posts Tagged ‘DC Vs system’

Legion of super heroies…aka the group of crazy kids hitting you for crazy damage

Posted by blantern on September 23, 2008

Plot twist:
3 x Let’s Go, Legionnaires!
1 x Big Leagues
1 x New Recruits
4 x Many Worlds
2 x Blinding Light
1 x The Future is Changing
3 x Legion of Super-Pets
4 x Foiled Assassination
1 x Long Live The Legion

1 x Legion Headquarters
2 x Science Police Central
1 x Cosmic Tuning Fork
2 x Legion World

2 x Flight Ring
1 x Ego Gem, Unique ? Infinity Gem


3 x Jazmin Cullen <> Kid Quantum, Hero of Xanthu
3 x Triad, Luornu Durgo
1 x R.J. Brande, Philanthropist
3 x Ferro Lad, Andrew Nolan
1 x Timber Wolf, Brin Londo
2 x Xs, Jenni Ognats
1 x Spark, Ayla Ranzz
3 x Wildfire, Drake Burroughs
3 x Live Wire, Garth Ranzz
1 x Brainiac 5.1, Querl Dox
1 x Star Boy, Thom Kallor
2 x Sun Boy, Dirk Morgna
1 x Cosmic Boy. Rokk Krinn
2 x Kara Zor-El <> Supergirl, Lost in Time
2 x Colossal Boy * Leviathan, Gim Allon
2 x Mon-el <> Valor, Lar Gand

Yes yes…the mighty Legion…now first off…heres a play by play:

1 Drop: Triad, discard a card go up to 2 additional triads…all for one card..
Ego gem- 1 extra card
Legion Headquarters- save triad’s cosmic counter
Jazmin Cullen <> Kid Quantum, Hero of Xanthu bring her out for free,

2 drop: This is an interesting drop, this is where business picks up
– Cosmic tunning fork- I would advise using your Illuminati or future is changing to make sure you’ll get a couple of characters, then ego gem
Science Police Central- If you control the turn, which you should, everyone gets +2. Which makes Ferro Lad kind of dangerous [7 on the 2 drop!] Or if you have to under drop with triad [who is not unique, you’ll have 2 1 drop 3 attackers] Also, Jazmin should have her cosmic counter, so she’s 4/1 on the 2…after you slaughter them, 3 drop.

3 drop: Tunning fork first, which should prepare you for the 4 drop, then its Xs time to shine, either swing twice, or ego gem twice, or attack, then ego gem, she has cosmic surge so as long as she’s up, she’ll earn. If they try to bash any of your characters, use Let’s Go, Legionnaires! and by now, when it looks like you’ll have to KO too many characters, use Foiled Assassination if you have to save Jazmin, she’s the character to return to your hand because she comes out for free, and recover Ferro Lad or Xs. Plus flip a blinding light around now,

4 drop: Wildfire time! Also, you should have flipped Legion World by now. From now on, your main targets are the 4, 5, and 6-drops, because with Legion world that turns into 8 10 12, esp. with your lower drops, a legion of super-pets, and also, you should really use your foiled assassinations, because when you recover, Wildfire gives them a cosmic counter, which you can replace for 2 worlds to draw a card, or fetch a character from the KO pile. [You play with Star boy to discard for cosmic, not to recruit, thats why you have 5 5 drops]

5 drop: The main drop is Brianiac, he gives you a free card, which has been a strong theme here..also, give him a flight ring, he could use plus 2 atk, by now, along with Ego gem, cosmic tuning fork, you should have went through most of your deck..and if 2 worlds gave you something bad on the back row, or if you have another unique location you aren’t using, Air strike it away…

6 drop: Sun Boy, Dirk Morgna, if your attacking, send Brianiac, and Jazmin into their 6 drop, If you have an idle cosmic waiting around..then save brianiac but otherwise I’ll trade 5 endurance for 12. But if you have blinding light out, just remove sun boy’s Cosmic to save your team attackers and then give it right back to bout that helping hand? Sun boy should hit their 5 drop for a massive 16. Don’t try to egg on damage with Lets Go Legionaries! I know, 20 seems massive, but you’ll need that plus 4 while me…but, if You can, Foiled assassination Jazmin if both your 5 and 6 fell, and wait for the 7 drop

7 drop: Kara Zor-El, Ms super girl..give her your second flight ring..she’s now at 18 Attack so she can now pick on 8 drops, if your defending this turn, Colossal Boy, which gives you a +2/+2, reinforce, blow your last let’s go legionaires, and Foiled Assassinations here..the people you want to keep at this point try to make one of your target defenders have that ego gem, because Jazmin will be your target to go back into your hand…and loosing that gem this late in the game..well if you can loose it then go head..but that’s 1 extra card you’ll get for the big sha bang a bang [if, for some stupid reason your opponent doesn’t under drop, then recover a non-cosmic surge character for wildfire, then starboy if you can]

8 Drop….wow…well make sure you bring out ms Jazmin first, then bring out Mon-El. He should be around 21 on average, but I’ve had him up to 24…I doubt you’ll make it this far..seeing as how with legion’s world, your opponent lost [the maximum depending on which turns you control, 20 for even and 19 for odd] and now, you’ll send Wildfire and Brianiac [both with cosmic, and both adjacent to ms. Kora Zor-El so no stun lost to you] with your last legion of super-pets into their 8 drop, so thats a free 16, then send ms Kora Zora-El, with her new cosmic counter for 20, and ms Jazmin [if you have an extra legion of super-pets, if not, go for the Breakthrough!] Then Mon-El will swing freely…and without care…

Legion’s only real weakness is no natural (or team stamped) KO card…I think that’s something that hurts them a lot..because if it becomes a recovery fight, Legion World will become that X factor, because no matter how hard they try to hit you, after 4 drop they’ll loose at least 10 a drop. The fact that most of their characters are without range hurts..badly. The 4, alternate 5, 6, 7 and 8 have both flight and range..but 1-3…nope. But, most of them are reservists, so if you replace with 2 worlds, or air strike you won’t miss out on too much if you get a character after replacing.

They have search, even though I like using cosmic tunning fork more because it speeds your deck up and has potential. They have revival, great support, and nice effects that gel together. A character that comes out for free [Jazmin],a great way to regain cosmic [discard star boy] draw power [Briainiac], Gain cosmic when you recover [Wildfire] and a one turn kill if you under drop[Live Wire, Garth Ranzz, on the 6 drop, after he gains a cosmic, boost with Sun Boy, Dirk Morgna, team attack their 7 drop so they loose 23 from that attack alone, then ram anyone else that’s left, it’ll be 23, plus 12, plus 10 should kill anyone..and make sure you Long live legionaries your 6 and 5 so you’ll live also…Along with some nice burn, [Legion’s world]

The alternate drops:
Spark, she’s just a sub for Saturn girl, and plus she has flight, range and is a reservist, as is most of the deck, so if you replace something you can still recover the resource..since they have only 1 terraform location. Once you hit the low drops, just the alternate low drops for cosmic tunning fork food.


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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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Revenge Squad aka The Guys (n Gals) that still want your lunch money!!!

Posted by blantern on September 10, 2008

For starters, this is a work in motion. The Format I want to use the deck in, will be modern, but for now, its Silver (6 drop Brainiac 2.5) and it flows so off. I am lacking 2 key things, Executive decision, and Professior Emil Hamilton * Ruin, that is the major strain on my deck right now.

Characters: (from 8 drop to 1 drop)

2 x Solaris, Tyrant Sun
3 x Brainiac 13, B-13
1 x Indigo, Brainiac 8
2 x Brainiac 2.5, future intelligence
3 x Doomsday,  Evolution Advanced
1 x Preus, Citzen’s Patrol
2 x Lex Luthor, Master Manipulator
1 x Hank Henshaw * Cyborg, Manhunter Grandmaster
2 x Metallo, Kryptonite Heart
2 x Atomic Skull, Cursed
1 x Professior Emil Hamilton * Ruin, Power Suit
2 x Alexandra Allston * Parasite, Power Drain
1 x Satanus, Colin Thornton
4 x Tera-Man, Toby Manning
4 x Winslow Schott * Toyman, Childs Play


3 x Power Armor

Plot Twists:

1 x Hunt For Nitro
4 x Battle for Metropolis
2 x Future Shock
2 x She-Hulk SMASH!
1 x Standoff
1 x Pathetic Attempt
1 x Messiah Complex
2 x No Retreat, No Surrender
1 x Invasion Plans
1 x Fatal Weakness
1 x Hidden Agenda
2 x Executive Privilage
2 x Imprisoned in the Source
1 x Knowledge is Power
1 x Never-Ending Battle
1 x Dimensional Deal
1 x World’s Worstest
1 x Hostile Take Over


There are really two ways to run this team, (well in my opinion)

Luthor Administration: The goal, is for you to give 5 drop Luthor as big as possible, since his effect requires you to stun a ready adjacent character, 4 drop Metallo is the perfect target. Stun him, Luthor is at 11/11, and your opponet looses 5, all for the cost of 4 endurance. Then, lets say Metallo survives to the 6, stun him again, so they loose 10, and luthor is at 15/15 on the 6. Bring out Indigo on turn 7, stun her, so Luthor gets a massive 7/7 and you gain 1 endurance out of it. (Your goal is to attack on odd turns, so you because at the very least, he’ll be at 18/18 without any modifications.)

The 2nd way, well is to just curve out and fight.  Terra-Man is one of your main fighters, after him, Professor H. to get whatever you need, (should be either Battle for Metropolis or Executive DecisionAtomic Skull, on the 5 I’ve found that Preus gets a little more play than Hank Henshaw, now, before you ask why, since he can go into a deck and strip something out, look at his stats 7/10. If you put everyone in the front row, he’ll be at 13/10. If you have any Dimensional deal (for defense) or Battle for Metropolis, then he’s at 17/10 without the power armor, on 6, I will go strictly with Doomsday, he starts at 14, he can get to 18, depending on your on-going plot twists, and about 20 with the armor.


  • Characters:

6 drop:  I will run only 4 Doomsday,  Evolution Advanced. This not only makes the deck modern, but helps the draw.

  • Plot Twist:

Dimensional Deal for World’s Worstest. Good team up, but only 1 character in the deck has loyalty, and he’s loyalty-reveal but +1 Atk while defending is better.

Future shock for She-Hulk Smash. +2 Atk for each character in opponents front row can get real dangerous, (its funny how that card would almost crush this deck.) but I usually hit my ongoing plot twists each turn, so after the 4th drop, that is  +4/-4 or while attacking or defending, (hence the reinforcement card) and I can sacrifice either Tera-man or Professor Hamilton into a bigger character,  so it makes sense that this would me my main attacking card.

Executive Decision for Hidden Agenda. Hidden Agenda isn’t a bad card, but unless someone just knocks down my characters, and is about to attack direct (5 drop wolverine anyone…..) that is about the only use for that card, and not to mention that you still loose stun damage if they were hit already. The safest character that you can use that on, would be Metallo, because they will burn along with you.

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Countdown to the City Champs!

Posted by blantern on September 5, 2008

Since its practically around the corner, I’ll be posting all legal decks I have until the big day, and also how they fare against a few decks running around now, teams include:

The 198
Heroes of the City ( Fan 4 + Marvel Knights)
Revenge Squad
Worlds Finest (Gotham Knights + Superman + JLA)
Secret Society
Joker’s Injustice Gang
Sweet Dreams (Arkham Inmates + Secert Society)

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