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Post by Zxqueb on Jan 15, 2006 11:23:23 GMT -5
Dave, take a serious look at this and let me know if it's going to work as well as I think it might.
"Infernal atlas"
1 drop
(4) Beetle MK I (20) infernal minions
2 Drop
(4) Eric Jostens * Atlas
Equipment
(4) Force Belt (4) v wing
Plot Twists (4) Justice like lightning (4) infestation (4) team up (4) new identity (4) secret origins (4) tech upgrade
Total = 60
This deck works around atlas and doesn't really need much resource.
Works like this.. you try your darnest to get Atlas, New Identity and Force Field Belt out on turn 2. This gives atlas +4/+4 per turn. The infernal minions can start attacking things individually, killing themselves to quickly pump him up to +2/+2 MORE per turn. This means that atlas can, on turn 4 become a 12/13 guy. On Turn 5, he is 18/19 and on turn 6, he is 24/25. Hopefully, you've won the game by turn 6. He jumps so far ahead of the curve, it's not even funny.
But you don't kill the minions right away. You leave them around to team attack with infestation, giving them (if you hit a perfect draw), on turn 4 a team attack of 12/1 for two of them. And they have flight if you have V-wing. Not too shabby. That'll kill one and pump atlas. One stays behind and reinforces atlas.
I'd say, on turn four or five and after, you forget about laying resource and focus on dropping both pulls to the table.
So what do you think?!
Z
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Post by warlord1985 on Jan 15, 2006 16:55:01 GMT -5
You see Z, this is what I told you would happen, you are in a constant state of thinking about VS. You are learning well my young Padawan.
The deck, ummm, cool. Infernal Minions are awesome with what they do. Beetle Mk. 1? I assume thats for the team up, Stormfront 1 is a good one for this. With a couple guys out, you will need more cards in grip. I suggest Birthing Chamber possibly. If you have 4 guys out you draw. Don't know how often it would be.
Also, things that hose this deck:
Flame Trap: Eats you alive, your guys are all cost 2 or less, which flame trap eats. Total Anarchy: KO a character with a cost of 3 or less whenever it is stunned. You may lose Atlas, which is bad! Reign Of Terror: Send Atlas and all your hard work back to your hand. You lose any equipment and any board position.
Things you may think about adding:
Hard Light Storage Tank: Another rare, but you get your army guys to your hand and fast. Then you can put more guys out, which is never bad. Paul Ebersol, Fixer: A one drop for Masters of Evil, this guy stops Flame Trap, Avengers Disassembled, Search and Destroy, and anything else that will just Stun your guys, which is imparitive sometimes. Yellowjacket, Rita Demara: Boost her on 2 to find a character with a cost of 2 or less, then you gain 1 resource point. If you missed Josten on 2, boost her on 3 to get him out!
All and all not too bad. Print this list out and bring it to Hobby League if your coming and get other peoples opinions.
-W
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Post by Zxqueb on Jan 15, 2006 17:47:52 GMT -5
Edited...
"Infernal atlas"
1 drop
(4) Beetle MK I (20) infernal minions
2 Drop
(4) Eric Jostens * Atlas
Equipment
(4) Force Belt (4) v wing
Plot Twists (4) Justice like lightning (4) infestation (4) team up (4) new identity (4) secret origins (4) tech upgrade (4) Marvel's Most Wanted (4) Project Liberator
Up to 68 cards... Now what do I edit out???!
Help!
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Post by warlord1985 on Jan 16, 2006 1:02:26 GMT -5
OK, heres what my thoughts are.
V-Wing: If Force Belt is your equipment of choice, why is V-wing here, you can't equip equipment to hidden characters, just so you know, and Beatle is probly gonna die.
Tech Upgrade: 4 of them? Thats alot.
Secret Origins: Why is this card in here? It costs threshold 3, and you have to search for a guy EQUAL to the opponents greatest cost. This doesn't help at all.
Team-Up: Play Gang Up, it draws you a card.
Another thought on adding cards to it:
Hard Light Storage Tank: Still a great card for this deck. Works well with getting characters into your grip and getting guys out.
Criminal Mastermind: Gets you an extra draw. Helps your opponent but it helps you burn through your deck faster, and helps fill your hand back up from Marvels MW. This will help to cycle through more of your deck and see more cards.
-W
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Post by Zxqueb on Jan 16, 2006 10:57:01 GMT -5
OK, heres what my thoughts are. V-Wing: If Force Belt is your equipment of choice, why is V-wing here, you can't equip equipment to hidden characters, just so you know, and Beatle is probly gonna die. I didn't know you couldn't put equipment in the hidden zone. I was equipping to the infernal minions and transferring it to the one who didn't die in a team attack. So I've found. I'll downgrade to two. Hrm. Yeah. I misread it, I guess. For some reason I was playing it as equal or less than. I'll pull it out. OK.. I put it in there. Edited... "Infernal atlas" 1 drop (2) Beetle MK I (20) infernal minions 2 Drop (4) Eric Jostens * Atlas Equipment (4) Force Belt Plot Twists (4) Justice like lightning (4) infestation (4) Gang up (4) new identity (4) hardlight storage tank (2) tech upgrade (4) Marvel's Most Wanted (4) Project Liberator Ok -- That puts me to 60 cards. I dropped Secret origins and Vwing, added Hardlight storage and reduced tech upgrade and Beetle to 2 cards in deck, since I can MMW to get Beetle and kill him to get gang up. I'd love to test this via VS online. Check out the link in the other thread and download it if you don't already have it on your computer. We'll play a game or two some night when we are both free (Probably Wednesday / Thursday this week).
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Post by Zxqueb on Jan 16, 2006 13:57:38 GMT -5
I played the deck once online and Reign of terror screwed me over, bad. I played PL, and he responded with it. *sigh*
Z
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Post by Zxqueb on Jan 18, 2006 9:56:28 GMT -5
I've been thinking about this deck some more. I may drop atlas all together and switch him for Jolt. That'll mean I have a couple more rounds of building him up, but I should have the cards I need in hand to start the chain of pump. It also saves me from Reign of Terror, Flame trap and TA. Heck, if someone plays FT to get rid of my minions, I'll KO them all and pump him up.
I can get Jolt up to a 13/13 by the end of turn 4. And I'll want evens anyway since that's what I get when I lt other people choose. It'll even mean that I can get PL in play without worrying about Reign if I have evens.
Alternatively, I could play Dr Light's 4 drop as that would allow me to exhaust army characters to keep them from attacking/using powers. The problem with that is that I would need an earlier drop thunder bolt in play to hit the team up before light comes in.
Anyway...
Z
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Post by Zxqueb on Jan 18, 2006 20:05:08 GMT -5
New Draft:
"Infernal atlas"
1 drop
(2) Beetle MK I (18) infernal minions (4) Dallas Riordan
2 Drop
(4) Eric Jostens * Atlas
4 Drop
(4) Dr Light
Equipment
(4) Force Belt
Plot Twists (2) Justice like lightning (4) infestation (4) Milleninum (4) new identity (2) hardlight storage tank (2) tech upgrade (4) Project Liberator (2) Birthing Chamber
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Post by Zxqueb on Jan 20, 2006 11:01:21 GMT -5
Well, I am back to the drawing board with this deck. You were right, Dave. It can't hold up. I lose about turn 6 or 7 because even though I can get one or two well-pumped cards out, I lose out to team attacks and strength of numbers. Still, I think I could get it working right with more low cost characters to keep the board numbers up.. The deck is becoming a Pseudo curve with more 2-4 drop characters and maybe a 7 drop beetle to round things out. That will help to keep my big guys protected and work in some new synergy to the deck. Another edit is in the works.
Z
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