Post by mrben on May 17, 2016 22:38:16 GMT
SC
4 Carnage
4 Meggan
4 Mary Walker
2 Pixie
2 Dagger
4 Hellstrom
2 Singularity
4 Venom
2 MODOK
3 Kingpin
PT
4 Build a Better World
4 Fair and Balanced
4 You Won't Like Her When She's Angry
2 Shock to the System
Loc
4 Arcadia
4 Fisk Tower
4 Fortress
3 Laboratory
Strategy
The tentpole strategy is fast early board control. Ideally by making Meggan big enough that she can't be dealt with on the board. Her superpower costs a green and puts +1/+1 counters on her equal to the total number of counters on friendly characters.
Carnage, Venom, Fair and Balanced, and You Won't Like Her When She's Angry are all in the deck to facilitate counter generation. The more counters in play, the bigger Meggan pops.
Singularity, Dagger, and Shock to the System are ways to protect counters already on the board. Sister Grimm's Muzzle can also be used in this way.
Pixie could potentially pull a Meggan off the top of the deck for some late game burst, but this isn't something I would count on as Plan A and not the main reason Pixie is in the deck.
Build a Better World is unbelievably critical. This deck is often starved for green resources.
Backup Plans
The secondary strategy is an attempt to compensate for Sister Grimm's tendency to run out of gas late in the game (low stat block, limited use on her powers). Kingpin is included as an escape hatch. Once Sister Grimm gets close to death drop Kingpin and make him your MC to survive for a minimum of two more turns.
Hellstrom, Venom, and Carnage all have 2 health. This makes them stick to the board and helps to satisfy the casting requirement for Kingpin's super. Hellstrom in particular has the ability to heal which lets him cling to the board longer than a typical 3 drop.
MODOK is one of two Underworld characters in the deck with 1 health. While he won't stick to the board as well as his teammates, his ability to sift through the deck is generally useful. When combined with Pixie it allows a way to guarantee her power pulls a Kingpin activator.
Pixie has some peripheral synergy with Mary Walker, but Mary is really only here to increase Kingpin usage.
Singularity and Muzzle help Kingpin stay alive to squeeze an additional one or two turns out of the late game.
Other cards
Play Dead really seems like a good fit in here. It can protect main characters late game. Early game it can keep Venom/Carnage on the board, preserving their counters and lending to a larger Meggan.
Electro seems like a good candidate to replace Mary Walker. His power uses blue, so he won't be competing with the main strategies hunger for green. Further, as a 2 cost UW he would fill the same space as Mary. That said, his power has often been totally useless and his stat block is weak.
Bullseye could reasonably make an appearance. The problem is that the front end strategy is counter generation and usually by the later turns in the game those effects are used up, making it harder to activate Bulleye's power.
Traning Ground. If Bullseye was added some number of Laboratory should be changed to Training Ground. Using Fisk Tower or Arcadia for anything other than green detracts from the deck focus.
4 Carnage
4 Meggan
4 Mary Walker
2 Pixie
2 Dagger
4 Hellstrom
2 Singularity
4 Venom
2 MODOK
3 Kingpin
PT
4 Build a Better World
4 Fair and Balanced
4 You Won't Like Her When She's Angry
2 Shock to the System
Loc
4 Arcadia
4 Fisk Tower
4 Fortress
3 Laboratory
Strategy
The tentpole strategy is fast early board control. Ideally by making Meggan big enough that she can't be dealt with on the board. Her superpower costs a green and puts +1/+1 counters on her equal to the total number of counters on friendly characters.
Carnage, Venom, Fair and Balanced, and You Won't Like Her When She's Angry are all in the deck to facilitate counter generation. The more counters in play, the bigger Meggan pops.
Singularity, Dagger, and Shock to the System are ways to protect counters already on the board. Sister Grimm's Muzzle can also be used in this way.
Pixie could potentially pull a Meggan off the top of the deck for some late game burst, but this isn't something I would count on as Plan A and not the main reason Pixie is in the deck.
Build a Better World is unbelievably critical. This deck is often starved for green resources.
Backup Plans
The secondary strategy is an attempt to compensate for Sister Grimm's tendency to run out of gas late in the game (low stat block, limited use on her powers). Kingpin is included as an escape hatch. Once Sister Grimm gets close to death drop Kingpin and make him your MC to survive for a minimum of two more turns.
Hellstrom, Venom, and Carnage all have 2 health. This makes them stick to the board and helps to satisfy the casting requirement for Kingpin's super. Hellstrom in particular has the ability to heal which lets him cling to the board longer than a typical 3 drop.
MODOK is one of two Underworld characters in the deck with 1 health. While he won't stick to the board as well as his teammates, his ability to sift through the deck is generally useful. When combined with Pixie it allows a way to guarantee her power pulls a Kingpin activator.
Pixie has some peripheral synergy with Mary Walker, but Mary is really only here to increase Kingpin usage.
Singularity and Muzzle help Kingpin stay alive to squeeze an additional one or two turns out of the late game.
Other cards
Play Dead really seems like a good fit in here. It can protect main characters late game. Early game it can keep Venom/Carnage on the board, preserving their counters and lending to a larger Meggan.
Electro seems like a good candidate to replace Mary Walker. His power uses blue, so he won't be competing with the main strategies hunger for green. Further, as a 2 cost UW he would fill the same space as Mary. That said, his power has often been totally useless and his stat block is weak.
Bullseye could reasonably make an appearance. The problem is that the front end strategy is counter generation and usually by the later turns in the game those effects are used up, making it harder to activate Bulleye's power.
Traning Ground. If Bullseye was added some number of Laboratory should be changed to Training Ground. Using Fisk Tower or Arcadia for anything other than green detracts from the deck focus.