a234567890b234567890c234567890d234567890e234567890f234567890g234567890123456789 Marvel TCG (PSP) Deck Building Guide ver 1.0 -- 05/07/07 This guide Copyright 2007 Vincent Cheng. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Table of Contents -------------------- I. Introduction II. Version History III. Starting out and how to make decks IV. Real Decks and where to find the cards V. Acknowledgments ----------------- I.Introduction ----------------------------------------- Hi, this is the first FAQ I ever wrote. I am a Magic player, but a bunch of my friends play Marvel TCG, so I picked up this game to learn how to play. Since I play Magic TCG, it took me about 5 minutes through the tutorial to learn the game. In this guide, I will help noobs out with deck construction before more powerful packs are unlocked and then I will cover decks that are good, but require a pretty decent collection to build. ---------------- II. Ver. History ------------------------------------------- Ver. 0.5 - First version of guide Ver. 0.9 - almost done, want to make decks for a couple more affiliations. Ver. 1.0 - Final update, refined existing decks and offer alternate card choices. Included instant library code. Added remainder of promised decklists. Any further updates will be to post any decklists that are e-mailed to me. I no longer provide card locations as the code makes this moot. ----------------III. Starting Out ------------------------------------------ There are people who probably disagree, but I believe that everyone should start with the Hero missions first. My main reason for doing so is a specific mission in Chapter 5. *SPOILER: If you choose Hero missions, you will be playing as Daredevil vs. Bullseye with Sniper already in play. This mission is considerably easier than Villain Mission 5-9 which is vs Elektra with a 5-drop Elektra already in play, and in my opinion, even harder than the last boss - Mastermold cuz the CPU will relentlessly KO your characters. I segwayed into this little spoiler because you, the reader needs access to Hero Pack 7 ASAP. Since Hero Pack 7's cards are identical to Villain Pack 7's, it is highly recommended to go the Hero path, even if you like villains better (like myself). I also assume that readers are already familiar with most of the terms and all of the rules of the game. Without further ado: Hero Starter Deck 1x Advance Recon 1x Armored Spider Suit 2x Base of Operations 2x Battering Ram (Short-Lived Strongman) 2x Bishop (Lucas Bishop) 2x Black Cat (Felicia Hardy) 2x Blind Sided 1x Crushing Blow 2x Crystal (Inhuman) 2x Dagger (Tandy Bowen) 2x Ezekiel (Spirit of the Spider) 1x Flying Kick 2x Frog Man (Eugene Patilio) 2x Grounded 2x Hornet (Eddie McDonough) 2x Human Torch (Friendly Rival) 1x Iceman (Cool Customer) 2x Jetpack 2x Marvel Team-up 1x Mattie Franklin (Gift of Power) 2x Meltdown 2x Nova (Richard Rider) 2x One-Two Punch 1x Personal Forcefield 2x Pleasant Distraction 2x Prowler (Hobie Brown) 1x Psylocke (Betsy Bradock) 2x Punisher (Vigilante) 2x Reconnaissance 1x Rise from the Grave 2x She-Hulk (Green Jeans) 1x Spider Senses 1x Spiderman (The Amazing SpiderMan) 1x Thing (Strongman) 2x Unexpected Mutation 2x Wild Pack This is the pile that you start with as a hero. Notable cards include Blind Sided, Rise from the Grave and The Amazing Spider-Man. While the deck isn't complete crap, it won't last long after chapter 2, so you need to learn to customize it and fast. The main problem with this deck is that you are given X-men, Spiderfriends, and Fantastic Four characters, but only two Marvel Team-ups. This may not seem that important, but you will see when you can't team attack a larger character or reinforce against a savage attack at one of your weaker guys. ----------------------III,A. Deckbuilding Tips----------------------------- Based on the available packs in the first couple of chapters, I would suggest these following types of decks: 1. Spiderfriends only (easy enough because the Hero Starter has mostly Spider- friend affiliated characters). 2. A bit after trying Spiderfriend only, you can make X-Men and Fantastic Four, but you'll need a lot more cards. Bishop will be your best friend throughout the first 2 chapters. Without Overload, Bishop > random ranged guy. Here's some guidelines on deck construction: 1. You'll need anywhere from 28 to 33 characters, 33 being the absolute max 2. Rule of thumb is about 6-12 (1 or 2 drops), ~12 (3-4 drop), 4 (6+ drop), the rest is up to you. It really depends whether or not it's a rush deck 3. 20+ Plot Twists. and the rest = locations and equips 4. Of course these are merely guidelines, but it helps when you make your own deck. Keep in mind, 1 and 2 drops become obsolete quick, so don't worry too much if you're not matching the CPU drop for drop early on. 5. Stay within 1 or 2 teams. 6. Later on, starting w/ Pack 3, tutors will be available (Signal Flare). These kinds of cards are absolutely neccessary in later chapters and with the inclusion of tutors, your deck will no longer seem like a pile. --------------------------------------------------------------------------- Brief overview of affiliations and what they're good at: Avengers: Their strengths are having strong cards and a stronger tutor in Jarvis . That and Earth's Mightiest Heroes (+7 attack) is even stronger than Savage Beatdown. Brotherhood: Essentially the "bad guys" they are best suited for beatdown as Sabretooth is the best 4-drop in the game. They have several great locations as well. Crime Lords: Like Brotherhood, they are suited for quick beats and try to end the game quick. Fixer is especially useful if you want your deck to easily curve out. Deadpool is one of the best concealed characters in the game. Doom: Even better than the X-men at controlling the game, Doom cards are especially good at slowing your opponent down. Fantastic Four: Very equipment oriented, with a super unfair Location by the name of Antarctic Research Base. Strangely, FF performs even better when paired with Doom. Kang: Weird affiliation where you have strong characters, but you need to wait for them. Best tutor in the game is Kang Kong; it lets you look for ANY card in the deck. Another benefit is that like 30 characters in your deck is named Kang, so powering up is easy. Marvel Knights: This affil. has probably the most concealed characters of any group. This works well with cards like Crushing Blow that punish you opponents for having exhausted dudes. The other thing they are good at is KO-ing characters. Masters of Evil: I haven't much experience with this group, but their main theme is using resource points for special effects. Sentinel: There are two versions of this: Vomit Sentinels and Curve. Both abuse the fact that they are Army and that reconstruction Program lets you bring back up to 3 guys. Sinister Syndicate: Very similar to Crime Lords in the fact that they try to kill ASAP. In fact, there is a specific team-up for these two (Honor Among Thieves) that give 3 cost and less characters on your side a +1 bonus. Spiderfriends: A fun group to try out. Initially, you only get to see a fraction of what they can do. Later, when you get the evasion and characters that give Evasion guys bonuses, it minimizes the damage done on their initiative. Squadron Supreme/Thunderbolts: These two groups combine to be even faster than even Brotherhood decks; if you can imagine that Underworld: Mainly focused on the graveyard (discard pile) X-Men: Very balanced and even more powerful with their numerous locations Too bad they're very predictable, like the Avengers X-Statix: Weird affiliation with 2 themes: Either having a group of them or just one hero tearing it up. --------------------III,B. Booster Pack Cheat----------------------- Here is a trick submitted by Yu Gi Jai on the message boards. Unfortunately, I found out about it after going through 1.3 million points. It is to help you get what you want through the card store. 1. Have a bunch of points through games. 2. Look at Jajuga's Pack List FAQ to see what you want. 3. Eject memory stick from PSP 4. Buy packs and choose Continue Without Saving 5. Check out your cards. If it's not what you want, back up to profiles. 6. Re-insert memory stick and load profile. 7. If you like what you saw, make changes to deck, pop in the stick and save changes. -----------------------Instant Library Cheat------------------------- This trick was submitted to me along with a Masters of Evil decklist courtesy of Aaron Souders (I apologize for the previous mis-spelling) Note: this code makes the above trick obsolete. In the Name Deck part of the Deck Editor, enter blvrtrsk as your deck name and voila!, you instantly get 20 of each card; I think you also get 7-drop Mr. Fantastic as the 853rd card (correct me if I'm wrong) ---------------------------------------------------------------------------- Here's what you want to pick up by packs, though don't sweat it too much, because you still want other cards for your collection. I'll only go through the first 3 packs since after Chapter 3, you should have a good grasp of the game and have an idea of what you want to do with your deck. Also, starting with Pack 4, the number of different affiliations jump, so please refer to jajuga's Booster Pack contents FAQ. Hero Pack 1: Rares: Antarctic Research Base (This card is so broken, it's banned in real life) Professor X's Mansion Earth's Mightiest Heroes (for later) Human Torch Uncommon: Luke Cage Rogue Dagger Dagger (for later) Common: Borrowed Blade Invisible Woman Base of Operations Finishing Move Midnight Sons (for later) One-Two Punch Daredevil Wild Pack Bishop Jean Grey ----------------------------------------------------------------------------- Hero Pack 2: Rares: Emma Frost Thing Wolverine Cerebro Uncommon: Avalon Space Station Madripoor Marvel Team-up Beast Gambit Commons: Dual Sidearms Human Torch Mr. Fantastic Crushing Blow No Fear Quick Kill (for later) Spider-Man Lacuna (to find your Marvel Team-Ups) Banshee Cyclops Shadowcat Storm ------------------------------------------------------------------------------ Hero Pack 3: Rares: Fantasticar Invisible Woman Mr. Fantastic Foiled Ka-Boom! Signal Flare (Very Important for Fantastic Four, get 4 right away) Onslaught Professor X Storm (This card is ridiculous since the CPU isn't too bright) Uncommons: She-Hulk Mutant Nation (useful if you want to play Brotherhood/X-men) Commons: Crystal Crystal (This one's a bit more useful) Black Cat Cloak Puppet Master (This is how you'll be able to play Onslaught) Archanger Note: don't attempt Common Enemy until after you get access to Hero Pack 7 and Don't try Marvel Knights until you have access to Hero Pack 5 and same for Avengers until you access Hero Pack 6. ============================================================================= -----------------------IV. Real Decks--------------------------------------- Alright, this is what you've been waiting for: the good decks. I borrowed a couple from TCGplayer.com and Pojo.com, but since we don't have DC cards, I improvised. I am assuming that you have all packs up to Villain Pack 6. ============================================================================ Contents (after 2 updates, I've got quite a few): 1. Common Enemy 2. X-stall 3. The New Brotherhood 4. Vomit Sentinels 5. Squadron Supreme / Thunderbolts 6. Marvel Knights 7. Fantastic Four / Marvel Knights 8. Avengers (Thor themed) 9. Sinister Syndicate Beatdown 10. Syndicate / Crime Lords 11. X-Statix (loner version) 12. Spiderfriends 13. Kang Combo 14. Curve Sentinels 15. Masters of Evil 16. Fantastic Four (Cosmic Radiation) ============================================================================ 1. Common Enemy - My personal Favorite (this is my version) 1x Doom's Throne Room - Villain Pack 6, Rare 4x Doomstadt - Hero Pack 7, Common 2x Acrobatic Dodge - Villain Pack 2, Common 4x Common Enemy - Hero Pack 2, Uncommon 2x Faces of Doom - Hero Pack 2, Uncommon 1x Flame Trap - Villain Pack 5, Rare 3x It's Clobberin' Time - Hero Pack 6, Rare 3x Mystical Paralysis - Hero Pack 2, Uncommon 2x Overload - Hero Pack 7, Uncommon 3x Reign of Terror - Hero Pack 7, Rare 3x Savage Beatdown - Hero Pack 7, Rare 4x Signal Flare - Hero Pack 3, Rare 4x Boris - Hero Pack 7, Rare 2x Darkoth - Hero Pack 5, Uncommon 4x Dr. Doom - Hero Pack 7, Uncommon (card is glitched) 1x Dr. Doom - Hero Pack 2, Common 1x Dr. Doom - Hero Pack 3, Rare 2x Robot Destroyer - Hero Pack 2, Rare 1x Submariner - Hero Pack 4, Rare 1x Ghost Rider - Hero Pack 5, Rare 2x Human Torch - Villain Pack 1, Common 1x Invisible Woman - Hero Pack 5, Common 1x Medusa - Hero Pack 4, Common 4x She-Hulk - Hero Pack 3, Uncommon 3x She-Thing - Hero Pack 7, Common 1x Thing - Hero Pack 2, Rare (MVP of the deck) Variations: Some versions include Finishing Move x1 or 2 copies for annoying dudes that have to go. Others like Thing <7-drop> which is like a super Reign of Terror and some others like Silver Surfer. Another card that is liked is Hulk . Recently, I removed Medusa and added Valeria Richards for additional card-drawing as soon as you team-up. Here is how the deck works. You want to keep a hand with either Doomstadt and Boris or Dr. Doom . You want to stall with She-Thing and She-Hulk until turn 4, though if you have Boris/Doomstadt, you can use Boris early. The other benefit of Doomstadt, is the +3 Def bonus to Dr. Doom. It matters as this is usually the difference of whether or not you get stunned back. Turn 4 is when you bust out Dr. Doom . Since the continuous effect doesn't work in this game, it is only good to turn a used plot twist face down. If you didn't already have Doom, there are multiple ways of getting him: 1. Faces of Doom. With Doomstadt in play, you go grab a copy. Simple. 2. If you had Boris turn 1, random Fantastic Four character turn 2, and Common Enemy, you can team them up and Signal Flare for Dr. Doom. Now that you have it, on this turn play 4-drop Doom and then you want to either: Reign of Terror, Flame Trap, or if neccessary, both. This eliminates any momentum that the opponent may have had, while stabilizing your position; I mean, do you really think that your opponent would forego his 4 drop/ 5 drop to replay his early dudes that you sent back? NO WAY! Speaking of Boris, he is one of the most versatile cards in the game. Do not hesitate to play Robot Destroyer and Boris over Dr. Doom if you already have Dr. Doom in play. He will grab you the best card for whatever situation. Getting beatdown by lots of little dudes? Grab a Flame Trap. Have a Dr. Doom coming up? Fetch a Reign of Terror. CPU pumping his guy like crazy? Get an Overload. Big threat on their initiative? Find a Mystical Paralysis and exhaust him. On that topic, one of your objectives is to nullify their initiative. In the earlier turns, Reign of Terror is your weapon of choice, getting doubles will wipe their board clean and usually all but guarantees victory. Mystical Paralysis is another such card. It's like Pleasant Distraction, except that it works on their turn! That is usually when you want to make their dude unable to swing. Doom 6-drop is very good too, since now you know that their hand size = number of tricks that they have. Not being able to play PTs from their resource row cripples your opponent, but beware, if the only character you have is Doom or if you didn't team-up, his effect may not be on,so be careful if some of your other guys get stunned. Turn 5 should almost always Signal Flare for Thing and from there, it's pretty much over. Thing in itself negates their initiative. His sheer brute strength and size makes it so that your opponent doesn't want to swing. Submariner should clean things up handily if it gets to turn 7. Alternatively, you could play Robot Destroyer on T5 and Thing on T7 if you like and included him. As a final note, teaming up is very impoertant - hence the name of the deck. It lets you search for Boris, Doom, or Submariner with Signal Flare and it also lets your Doom guys use It's Clobberin' Time. Note that playing this deck takes a bit of practice, mainly to memorize the cards in the deck, since Boris lets you do some pretty resourceful stuff when needed. Once you get the hang of it, though, you'll notice that this is one of the few decks that let you **** with your opponent's board and can still beat down via Thing or Ghost Rider. ============================================================================= 2. X-stall - This deck is pretty consistant and the plan is to stall until it breaks out either Wolverine , Professor X, or Onslaught. It is a controlling deck and its priority is staying alive rather than beating down, though with Danger Room and Madripoor, it can do that too. Here's my personal build of it: 2x Dazzler 1x Danger Room 1x Madripoor 2x Siege Perilous 4x Acrobatic Dodge 2x Bishop 4x Puppet Master 1x Avalon Space Station 3x Cerebro 2x Entangle 3x Pleasant Distraction 2x Shrink 3x System Failure 4x Wolverine 3x Children of the Atom 4x Rogue 1x Professor Xavier's Mansion 1x Professor X 2x Sunfire 3x Xavier's Dream 3x Emma Frost 2x Mimic 2x Storm 1x Professor X 1x Wolverine 1x Professor X 2x Onslaught This deck is probably the only stall deck in the game. You want Puppet Master in play on turn 2 and Rogue to copy it's ability on turn 4. Wolverine is used to control the number of your opponent's guys. If you have a chance, make sure the opponent has less guys than you (by stunning 2+ dudes), so when he gets priority, you can just exhaust all of his guys. Powers that can be copied via Rogue and Mimic include: Puppet Master - exhaust guys. Dazzler - to exhaust back row dudes. Sunfire - destroy rush decks, usually he uses his power and Rogue copies Puppet Master. Emma Frost - card "stealing" and defense boost. Charles Xavier - more discard. Prof. X, - copied for it's sick exhaust and damage ability. And once in a while the enemy might have an ability worth copying. I replaced Overload with System Failure and added Shrink because of a new win condition: Xavier's Dream which states that there can't be any stunned characters. This is also why I added another Siege Perilous. Usually any of your 7 drops or 8 drop Prof. X will end the game. In the odd games when they don't win the game outright, play Onslaught and it's game over, man. He will singlehandedly win the game for you by stunning your opponent's board. Experience is needed to play the deck as your careful use of abilities will make or break the game. Siege Perilous and Children of the Atom help to un-stun your characters to make sure they last a lot longer than they should. You will almost always want Cerebro in play. Danger Room and Madripoor make your X-men way better than whatever your opponents have. Just remember to have patience. The gameplan is to just stall (attacking isn't your priority) until you break out a game-winner. Against weaker opponents, you can actually play as beatdown. 3-drop 6/6 Wolverine and 4-drop 7/7 flying Rogue is no joke, especially when they get +1/+1 from your locations. Savage Beatdown can be replaced, but as I said, the deck can play as beatdown or use it if you need to boost your opponent's guy to Overload it. ============================================================================= 3. The New Brotherhood - If stalling until you drop a bomb is not your style, here is X-Stall's polar opposite (the deck played by Magneto). There are some key interactions that I'll explain before going into specifics- The deck has several pump effects: 1. The New Brotherhood - foundation of the deck; you want to purposely keep yourself at 4 resources to keep this bonus. Having 1 is brutal, 2 copies is just fatal. 2. Lost City - If you have Lost City, you're gonna want Avalon Space Station. Here's what happens: You power up a guy; he gets +3/+3 because of Lost City. Use Avalon to get back your guy or if you chuck a Brotherhood character, you get 2 dudes back. 3. Savage Land - this operates independent of your other pump-ups. Pretty powerful though you gotta make sure you're gonna cause breakthrough (no reinforcement) With the explainations out of the way here my version of The New Brotherhood: 3x Avalon Space Staion 4x Genosha 3x Lost City 4x Savage Land 2x Blind Sided 2x Flying Kick 2x Kaboom! 4x Savage Beatdown 4x The New Brotherhood 4x Destiny 2x Magneto 3x Mammomax 3x Phantazia 3x Pyro 3x Quicksilver 4x Rogue 4x Sabretooth 2x Scarlet Witch 4x Toad This deck is fast, very fast and can win as soon as turn 5; turn 4 if you have 2 copies of New Brotherhood (TNB). Make sure you have either: Savage Land, The New Brotherhood, or Avalon + Lost City in your opening hand. In this update, I changed the decklist to speed it up even more. Now you also have Quicksilver whose ability is actually very relevant. Some like 4x Magneto for it's synergy with Genosha and Avalanche or Lorelei are other viable substitutes. Start beating down with Destiny if you have Savage Land or TNB. Turn 2 is Toad, Pyro, or Avalanche. Toad is especially good because if you have 2 guys stunned, you return him and unstun the stronger guy. If you haven't already noticed, Magneto is a 5-drop. In order to get him in play while maintaining The New Brotherhood's bonus, you either: 1. Flip Genosha and then You play Magneto and crack Genosha to draw 4. You should now have 4 resources again. 2. You flip Ka-Boom! after playing Magneto and KO an opponent's location and once again you're back at 4 resources. 3. Here's the worst option: You have a face-up unique location like Avalon. You use it. Play Magneto. Flip another copy of Avalon and KO the original because of uniqueness rule. You'll be down a resource, but w/ +2 attack to all your guys, who cares? Also note that you should never put a Plot Twist into your Resource Row unless it says The New Brotherhood or Kaboom!. Play all Plot Twists from your hand to save space. Destiny is actually good all game if used properly. Pyro and Scarlet Witch are for face burn. You usually want Mammomax turn 3 - 7/4 and with TNB, he's a 9/4 on turn 3. That and Sabretooth is a beast. 11/7 on turn 4 and w/ bonus is 13/7. Cheap ain't it? Also, if you have Lost City + Avalon combo, Power-up when they have init- iative and attack your guy. This allows your dude to survive, stun-back, and still attack back, usually a resulting in a facial. With the proper decision making, this deck is a force to be reckoned with. Also an ideal deck to play if you need to win by turn 6, because there isn't gonna be a turn 6. ============================================================================== 4. Vomit Sentinels - I didn't agree with the internet build, so here's it is with a few modifications. 4x Longshot - Hero Pack 5, Rare 2x Senator Kelly - Hero Pack 1, Uncommon 18x Wild Sentinel - Hero Pack 2, Common 14x Sentinel Mark IV - Hero Pack 4, Uncommon 2x Crushing Blow - Hero Pack 2, Common 4x Reconstruction Program - Hero Pack 7, Common 3x Cover Fire - Hero Pack 7, Common 3x Search and Destroy - Hero Pack 3, Uncommon 4x Underground Sentinel Base - Villain Pack 4, Rare 2x Orbital Sentinel Base - Hero Pack 2, Uncommon 1x South American Sentinel Base - Hero Pack 2, Uncommon 3x Xavier's School for Gifted Youngsters - Hero Pack 3, Uncommon Here's how this works: You mulligan until you hit either Longshot or Underground Sentinel Base. Hopefully you got Longshot and/or Xavier's School. Play Longshot. Activate, naming: Wild Sentinel and Sentinel Mark IV. Hopefully you get a few guys. Use Xavier's School if you have it to ready Longshot. Use him again and again. On turn 2 and 3, just play a bunch of Wild Sentinels and team attack or reinforce when you have to. Turn 4 is when it gets interesting. You get to play Sentinel Mark IV. Also make sure you have a mark IV in your resource row by now if you have a face-down Underground Sentinel Base. A Mark IV should have the highest attack of anyone on the board unless they have 11/7 Sabretooth. Keep Longshot-ing into more dudes. From turn 5 and on your turns are either: 1. Play 5 Wild Sentinels, use USB to play a Mark IV from resource row. 2. You could go 1 Wild Sentinel and 2 Mark IV thanks to USB. Your objective, is obviously to overrun your opponent. While your guys trade 1 for 1 with your opponents', you have Longshot and Reconstruction Program to make sure you don't run out of fodder. This deck is fun, but Longshot is a chore to use in a video game and it almost auto-loses to my Common Enemy deck - see: Flame Trap or Reign of Terror and it sucks to see Overload used on your super-powered Mark IVs. Yet, you rip so much fodder that it usually doesn't matter if 1/2 of your dudes die off. ============================================================================ 5. Squadron Supreme - Before playing this, I used to think: Squdron Supreme? Who the hell are they? Now after playing this deck I'm like: S. Supreme will **** your **** up. In all seriousness though, winning on turn 4 or 5 is very common with this deck as long as your opponent isn't packing too much anti- rush hate like Flame Trap. The only tricky part of playing this deck is how to keep your hand empty when you're drawing 2 cards a turn. 1x Airskimmer - Hero Pack 3, Common 2x Dual Sidearms - Hero Pack 2, Common 2x Jetpack - Villain Pack 4, Common 4x Thunder Jet - Hero Pack 7, Common 4x Answer the Call - Hero Pack 6, common 4x Flying Kick - Hero Pack 7, Common 2x Might Makes Right - Hero Pack 4, Common 2x Other Earth - Villain Pack 1, Rare (I'm not sure if this is the right pack) 4x Panacea Potion - Hero Pack 7, Uncommon 1x Savage Beatdown - Hero Pack 7, Rare 4x Surprise Attack - Hero Pack 7, Common 4x Albert Gaines - Hero Pack 7, Common 4x Ape X - Hero Pack 7, Common 1x Foxfire - Hero Pack 3, uncommon 4x Golden Archer - Hero Pack 5, Common 4x Lady Lark - Hero Pack 7, Uncommon 1x Quagmire - Villain Pack 2, Uncommon 4x Shape - Villain Pack 1, Uncommon 4x Joystick - Hero Pack 7, Uncommon 4x Melissa Gold - Hero Pack 3, Uncommon To play this deck: It's easy, just smash face, while keeping your hand down to as few cards as possible. When you have no cards in hand, some of your best Plot Twists like Panacea Potion and several of your characters like Joystick and Shape come on-line. The deck even plays Might Makes Right and Surprise Attack to rid your hand faster. If you can't find copies of Other Earth, Blind Sided works as well, but Other Earth does all of their characters and has a bonus of giving them -2 Def. Played intelligently, like Brotherhood, this deck wins on turn 4 or 5, which is pretty damn fast for a deck composed of mostly commons and uncommons. You have to swing with reckless abandon and power-up ASAP in order to keep your hand empty. Might Makes Right is pretty useful too for this purpose. Note: don't be tempted to play more Savage Beatdowns because it costs 4 and clogs up your hand. Your characters on the other hand are easy to purge from your hand, especiall since you've got like a dozen Reservists. All in all, pretty easy to play and build. It's up to you; with this deck, you have to keep your hand empty, while with Brotherhood, you have to stay at 4 resources. It's merely a matter of preference, although in my honest opinion, I think Squadron is slightly easier to play. ============================================================================= 6. Marvel Knights - At first, I thought Marvel Knights were weak, but after I played this deck I thought otherwise. The main strength of this deck is the efficiency it has in KO-ing your opponent's characters. This way, unless he's playing Squadron, your opponent is kept to one guy a turn and no matter how big he is, you can take him down w/ team attacks. 4x Mikado and Mosha - Hero Pack 5, Common 1x Micro-Chip - Hero Pack 4, Common 1x Iron Fist - Hero Pack 6, Common 6x Hounds of Ahab - Hero Pack 7, uncommon (SENTINEL) 3x Death-Stalker - Villain Pack 5, Common (CRIME-LORDS) 4x Elektra - Hero Pack 5, Common 3x Luke Cage - Hero Pack 7, Common 3x Yelena Belova - Hero Pack 5, Rare 1x Moon Knight - Hero Pack 5, Common 4x Daredevil - Hero Pack 7, Rare 1x Spiderman - Villain Pack 2, Common 3x Punisher's Armory - Hero Pack 5, Uncommon 3x Crushing Blow - Hero Pack 2, Common 4x Quick Kill - Hero Pack 2, Common 4x Wild Ride - Hero Pack 5, Rare 4x Crime and Punishment - Hero Pack 3, Common 3x Flying Kick - Hero Pack 7, Common 4x Savage Beatdown - Hero Pack 7, Rare 2x Overload - Hero Pack 7, Uncommon 2x Sucker Punch - Hero Pack 3, Uncommon How the deck works: Did you notice that there are a lot of Concealed characters in this deck? Elektra, Luke Cage, Hounds, Death-Stalker. It makes it hard to defend your life total. Don't worry though, being Concealed has it's advantages. Since your characters are hidden, your opponent's only option is to swing at you. The thing is that once your opponent's characters swing at you, they are exhausted so when you can swing back, use Sucker Punch or Crushing Blow. This pumps your guys and greatly lowers the chance of stun-backs. Yelena <> Black Widow straight up kills em. If Luke Cage is in play, it is even more reason to use your Quick Kill, Yelena or KO a guy with Hounds of Ahab. This draws you a card and leaves your opponent with not a lot of options (basically, you have CotA or Rise from the Grave or not). Your first play is usually on turn 2 with Hounds into turn 3 Elektra. While on turn 2 if you stun someone, you can Quick Kill him or even better, if they have a 1 drop, you can Mikado & Mosha it and then attack w/ Hounds to KO it. With plenty of pump-ups, you can win on turn 6 normally, especially with Punisher's Armory. Also with Punisher's Armory, you can make sure to stun your target pending A Child Named Valeria or weird BS like that. You usually know you're gonna win if you keep them to 1 guy on turn 4 or 5. Turn 6 is when you actually kill your opponent. Watch out for Overload; while one doesn't hurt as much, but the CPU has a nasty habit of drawing multiples. ============================================================================= 7. Fantastic Four/ Marvel Knights Hybrid - This one's my own creation. I use equipment-hungry dudes like Blade and Punisher while feeding them equips with Fantastic Four cards and abusing the uber-broken Antarctic Research Base. Pier 4 is insane as well, letting your characters double-equip. Note: don't equip Elektra, hidden chars. can't equip. 1x Borrowed Blade - Hero Pack 1, Common 3x Dual Sidearms - Hero Pack 2, Common 4x Fantasticar - Hero Pack 3, Rare 3x Jetpack - Villain Pack 4, Common 4x Antarctic Research Base - Hero Pack 1, Rare 1x Pier 4 - Hero Pack 1, Rare 1x Punisher's Armory - Hero Pack 5, Uncommon 4x It's Clobberin' Time - Hero Pack 6, Rare 2x Midnight Sons - Hero Pack 1, Common 1x Salvage - Hero Pack 6, Rare 2x Savage Beatdown - Hero Pack 7, Rare 1x Signal Flare - Hero Pack 3, Rare 4x Wild Ride - Hero Pack 5, Rare 1x Ghost Rider - Hero Pack 5, Rare 1x Invisible Woman - Hero Pack 5, Common 4x Mr. Fantastic - Hero Pack 2, Common 2x Mr. Fantastic - Hero Pack 7, Uncommon 2x Thing - Hero Pack 2, Rare 4x Blade - Villain Pack 1, Rare 4x Dagger - Hero Pack 1, Uncommon 4x Elektra - Hero Pack 5, Common 2x Mikado and Mosha - Hero Pack 5, Common 1x Natasha Romanoff - Hero Pack 5, Uncommon 4x Punisher - Hero Pack 4, Uncommon How to play this: You will want to team-up ASAP. Antarctic Research Base, Fantasticar, It's Clobberin' Time, Punisher's Armory, Signal Flare, Wild Ride, Elektra and Blade are all affiliation specific. Fortunately, you can easily team-up with Midnight Sons. You have 2 copies of it, 4x Dagger, and 4x Wild Ride to search for Dagger. Once, you've teamed up (preferrably on turn 2), you can go to town with the deck and it's equipments. Antarctic Research Base (ARB) along with Reed Richards will net you great card advantage, so not only do you have a pretty fast start: Blade as a 5/4 or 6/3 into Elektra (concealed 6/3); you also replace all the equipments you use. After that, use Wild Ride/ Signal Flare for you dudes. You can play the auto-equipping Punisher and if needed, he can bust a cap into a stunned enemy and KO it. It's Clobberin Time is great, not just because it costs less than Savage Beatdown, but it prevents stun-back too. Thing (5-drop) is arguably the best 5 drop in the game because of his brute strength. If you are at less then 25 life, use Ghost Rider instead if it's your initiative. If you need to hit hidden characters, grab Natasha Romanoff from the deck and pay 1 life to smash their hidden forces. On that note, you don't have nearly as many hidden characters as a straight-up Marvel Knights deck, so, you are a bit safer from their attacks. It's a fun deck to play and as I said it starts rolling as soon as you can team up. Wild Ride and Signal Flare round out the character tutors and Equips and Plot Twists complete the pump-ups. Not as powerful as Common Enemy, but it sure is fun and can compete with the rest of the field. ============================================================================= Okay, here's what I promised last time; I'm abbreviating Hero Pack as HP and Villain Pack as VP cuz I'm sick of typing that word like 500x. Update 4/24: ============================================================================ All Avengers decks seem pretty similar, though here's mine which is somewhat like the one Thor plays against you in the game (but stronger of course). 8. Avengers - Thor 4x Mjolnir - HP 3, Rare 3x Avenger's Mansion - HP 7, Rare 2x Blind Sided - HP 1, Rare 2x Crime and Punishment - HP 3, Common 4x Earth's Mightiest Heroes - HP 1, Rare 2x Flying Kick - HP 7, Common 2x Out of the Darkness - HP 5, Common 3x Overload - HP 7, Uncommon 4x Savage Beatdown - HP 7, Rare 4x Black Panther - HP 6, Uncommon 2x Captain America - HP 7, Rare (not sure) 2x Dane Whitman - HP 5, Common 3x Hawkeye - HP 4, Common 2x Hulk - HP 7, Rare (not sure) 4x Jarvis - VP 2, Rare 2x Natasha Romanoff - HP 4, Uncommon 2x Quicksilver - HP 4, Common 4x She-Hulk - HP 4, Common 4x Thor - HP 4, Rare (not sure, though I think it's on the boards) 1x Thor - HP 6, Rare 3x Wonder Man - HP 6, Uncommon 1x Ironman - HP 6, Common How this deck works: Avengers are pretty predictable and do rely on brute strength. Your ideal start is a bunch of Reservists and Jarvis. He'll usually get attacked and you get to tutor for whatever Avenger you want. You'll usually want 3 Reservists in your resources for turn 3, so that Black Panther is a 7/6 concealed. Use Reservists as resources whenever you can because cards like Black Panther and Avenger's Mansion are good all game. Your turn 4 is always Thor in my build. With 4 Mjolnirs and 4 Jarvis to search him out, you should be able to always have him and usually arm him with his hammer. With Mjolnir, he's 1 Attack away from being 4-drop Sabretooth; and we all know how cheap he is. After hitting your opponent, there's also a bonus if you breakthrough, making Thor even stronger than Sabretooth in most cases. If you flip a 1-cost, you still total 11 damage, while if you flip something bigger like Capt or Hulk, you deal massive damage to the face (15 damage facials from Thor alone are pretty common). Speaking of Hulk, that dude's a beast. The only problem is that you have to feed him a leader; therefore, plan ahead and Jarvis one if necessary. If you had kept a lot of reservists in the resources as I had suggested, Avengers Mansion should provide some pretty sick bonuses and added onto Earth's Mightiest Heroes combined is on average a +12 Attack boost. I purposely kept the Plot Twists and characters on the higher costed end for Thor's sake. Depending on how lucky you are with Thor,the game can end anywhere from trun 4 to turn 7, though if you play Hulk successfully, you've practically won already. ============================================================================ 9. Sinister Syndicate Beatdown (Submitted by Aaron Souders) 4x Basilisk - HP 3, Uncommon 3x Vulture - HP 4, Common 4x Vermin - HP 7, Uncommon 3x Hammerhead - HP 6, Common 4x Rhino - HP 5, Common 2x Man Wolf - HP 3, Common 4x Doctor Octopus - VP 5, Common 2x Kraven the Hunter - VP 6, Common 4x Carnage - VP 3, Rare 2x Carrion - VP 3, Uncommon 4x Venom - HP 5, Uncommon 2x Hobgoblin - VP 2, Common 3x Green Goblin - VP 2, Common 4x Crushing Blow - VP 2, Common 4x Savage Beatdown - HP 7, Rare 3x Flying Kick - HP 7, Common 3x Nasty Surprise - VP 6, Common 4x Dual Sidearms - VP 3, Common 2x Doc Ock's Lab - HP 7, Uncommon 2x Osborn Industries - VP 4, Uncommon This is a fairly straightforward Sinister Syndicate deck with only one thing in mind. Playing guys and attacking. Nasty Surprise and Crushing Blow are to help with board position. Unlike most Syndicate decks, he has a late game with Venom and both Goblins, though if you have Carnage in play, the game won't last much longer. The thing about this deck, though is that you need to hit your curve, though Vermin and Crushing Blow do help in that aspect. ============================================================================ 10. Sinister Syndicate / Crime Lords hybrid My friend suggested this build, though it turns out to be a deck that won in a PCQ. It was playing suboptimal Crime and Punishment over Savage Beatdown. I changed that since Beatdown is legal in this game. 3x Carnage - VP 3, Rare 3x Chameleon - VP 2, Common 4x Cobra - VP 2, Common 4x Hammerhead - HP 6, Common 2x Masked Marauder - HP 6, Common 3x Mendel Strom - HP 1, Rare 1x Mr. Hyde - HP 2, Common 4x Mysterio - HP 5, Rare 1x Owl - VP 3, Rare 4x Rhino - HP 5, Common 4x Stilt-man - VP 4, Rare 4x Vulture - HP 4, Common 3x Crushing Blow - VP 2, Common 4x Savage Beatdown - HP 7, Rare 4x Honor Among Thieves - HP 5, Rare 4x No Fear - HP 2, Common 4x Uprising - HP 3, Uncommon 4x Doc Ock's Lab - HP 7, Uncommon This deck is very similar to the above deck, though it seems even more aggressive due to the fact that Carnage is your biggest drop. If you play Carnage, you should be winning or already won. Your turn one is probably Vulture. Attack. Flip Doc Ock's Lab and activate. Opponent takes 5, you gain 5. Nice. The entire deck is full of little guys with cost purposely at 3 or less for the sole puropse of using the team-up, Honor Among Thieves. It gives all of your 1-3 cost guys +1 attack and this includes both copies of Mysterio if you play him on turn 4 w/ Boost. Since your deck's curve is relatively low, No Fear and Savage Beatdown will help in taking down stuff that's too big. Just watch out for Overload. Also, since I have said watch out for Overload so many times, let me tell you of a little trick that you can pull on the CPU. If you have another guy that you don't really care about, pump him up and take on one of your opponent's dudes. Make sure another of their dudes is already stunned. If he has it he'll use it, even if you have another dude just waiting to be pumped up even more. You should end the game around turn 5 to avoid complications. While the CPU seems to be real dumb about Carnage - he attacks him first; human players will milk every last +2 off of him before attacking Carnage last. ============================================================================= 11. X-Statix - loner version I didn't even know when to start with the X-Statix team, so I looked around and found a more serious list by Keebler Powell. I modified it a bit after playing it as it had some metagamed cards like Political Pressure which is only good against a certain non-existant deck (non-existant in this game). 3x Phat - HP 7, Rare 3x El Guapo - HP 4, Uncommon 3x Vivisector - VP 3, Common 4x Orphan - VP 2, Common 4x U-Go Girl - HP 5, Uncommon 3x Zeitgeist - VP 3, Common 2x Venus Dee Milo - HP 3, Rare 2x Anarchist - HP 5, Rare 2x Ghost Rider - HP 1, Rare 1x Professor X - HP 6, Rare 4x Overload - HP 7, Uncommon 4x Gravesite - HP 4, Uncommon 4x Star of the Show - VP 2, Rare 4x Spin Doctoring - VP 5, Rare (not sure, but it's on the boards) 2x Mutant of the Year - HP 5, Rare (not sure, but it's on the boards) 4x Dead Weight - HP 3, Uncommon 3x Savage Beatdown - HP 7, Rare 4x X-Statix Cafe - HP 1, Common 4x X-Statix HQ - VP 3, Rare How to play this deck: X-Statix is like nothing that you've played yet. The idea is to keep yourself to one character at a time. X-Statix Cafe gives this character +2/+2 and the other on-going plot twists give them even more bonuses like untargetable, player is untargetable, and even a card that recovers, readies, and lets your one guy swing again, though it's only for stunning. You are ususally going to skip your first 2 drops unless it's El Guapo. Phat is meant for turn 3 with Boost or Orphan who is like a Wolverine that gets bigger. You need to get Gravesite down on the earlier turns so that you can sift through your deck faster and find your drops. Turn 4, U-Go Girl is actually really good as it is like 4-drop Doom in Common Enemy, except that the Reign of Terror is built-in. This keeps you to 1 person again and if you have X-Statix Cafe, you also have a 9/9. She's gotta be the sexiest blue girl that I can think of... well next to Keira Knightly in King Arthur. The deck doesn't have a 5-drop, so you'll just have to suck it up and play through turn 5 w/o playing anyone, unless you play Phat, in which case, he would be 9/9, and w/ bonus, 11/11; pound for pound equal to Thing, 5-drop. Venus Dee Milo and Vivisector are really just for their re-useable abilities and they're pretty good. The game-plan is to stall, like the X-Men, except with only one character. This is not as hard as it sounds especially with Dead Weight and Overloads. Zeitgeist rounds this out as he is a virtual walking 2 for 1 (in your favor). As you hit 8 resources, you have your choice of either Ghost Rider or Professor X - Mental Master. You'll want Ghost Rider. Between his KO ability and Professor with Boost, you should be able to wrap it up. If you don't like these three, modify it yourself and use Apocalypse or perhaps Onslaught or Doop . All in all, not too difficult to play, but it will take a bit of experience to get used to the kinds of tricks that you can employ. One is Dead Weight used in conjunction with a X-Statix Cafe. You block with the guy you want to keep and use Dead Weight to create a 2 for 1. The guy you save is gonna get +2/+2 because after Dead Weight, you should be down to 1 dude again. Another card to get used to is Spin Doctoring. If you read the card, you'll realize how cheap it is. It gives your beefed up superhero another chance as well as a double attack - like an evil Children of the Atom. Another thing to be aware of is the number of cards they waste in order to take out your one guy. It's pretty hillarious to see them use Flying Kick after Flying Kick to attempt to stun your dude, just to have their guy Overloaded or your guy Spin Doctored. Patience is the key to winning with this deck. Also you should play it if you want a break from the normal decks that you've been playing; the change is fun and breaks up monotony. Note: There may be a glitch with X-Statix Cafe. So far, in all of my games, Anarchist seems to be unable to ever get the bonus; though it actually may have something to do with X-Statix HQ. If you use the HQ, it seems that the game shuts off the +2/+2 bonus of X-Statix Cafe, even if you have only one character in play. ============================================================================ 12. Spiderfriends (Clone Saga) This is not your beginner's Spiderfriends deck. I couldn't find any widely accepted builds, so here is one of my own creations. Since I made this, I tested it rigorously and realized that it is one of THE most annoying decks I can think of. If you wanted to play a deck of all Spiderman, this one's right up your alley: 3x Dusk - HP 5, Common 3x Jessica Drew - VP 4, Uncommon 2x Scarlet Spider - VP 5, Rare 1x Prodigy - HP 5, Common 1x Ricochet - HP 4, Common 3x Will of the Wisp - HP 6, Rare 4x Spider-Man - HP 2, Common 4x Spider-Man - (HP 6?, Rare. not sure, Help!) 4x Spider-Man - HP 7, Rare 3x Scarlet Spider - HP 4, Common 2x Spider-Man - HP 4, Rare 1x Spider-Man - HP 3, Rare 1x Midtown High School - HP 7, Common 1x Daily Bugle - VP 3, Uncommon 2x Acrobatic Dodge - VP 2, Common 3x Costume Change - HP 4, Uncommon 2x Flying Kick - HP 7, Common 2x Fun and Games - HP 3? Rare. (not sure) 3x Going My Way? - VP 3? Uncommon (also not sure) 3x Nice Try! - HP 7, Rare 4x Overload - HP 7, Uncommon 4x Savage Beatdown - HP 7, Rare 4x Spider Senses - HP 7, Uncommon The idea of this deck is that 4 and 5 drop Spider-Man have evasion. If you expect a lot of PTs like in Common Enemy, you could play Black Cat instead of Jessica Drew to slow down the opponent. Evasion combined with the effects of Jessica Drew and Dusk and Going My Way? give Spider-Man +x/+x bonuses and because of Scarlet Spider, you can have many Spiderman(s) in play at the same time. If needed, Dusk can be played with Boost to fetch Ricochet or Prodigy. These two combined with either Acrobatic Dodge or Spider Senses make your characters annoying targets. Your locations, Daily Bugle will help you re-use PTs and Midtown High will reward you for playing someone that costs less than the # of resources you have. Costume Change can grab you any Spider-Man in the deck, or alternatively, can let you swap 2-drop Scarlet Spider for the relevant one. Cards like Fun and Games and Nice Try! frustrate your opponent even further as you can Overload his guys, but he can't do yours. Going My Way? is also a pretty decent trick after you've already lined up non-ranged guys in the back row for defensive purposes. On your attack back, you basically have all Nightcrawlers on your side, plus all of your Spider-man (men?) get +1 attack on-going. One last thing to mention is that while your characters do get bonuses for having Evasion, don't forget to actually use it once in awhile. For example, say your opponent swings with a little guy and plays Savage Beatdown twice to take on Alien Symbiote Spiderman (it happened to me). Now just your luck, you didn't draw Overload. Don't worry, just Evasion Spiderman and your opponent just wasted 2 Savage Beatdowns. The entire deck is like this, so don't be surprised if your opponent is out of tricks and in top-deck mode earlier than usual. ============================================================================ New Decks as of 5/7: ============================================================================= 13. Kang Deck (with Lost City and 0 Brotherhood characters) 2x Kang Immortus 2x Kang, Lord of Limbo 3x Kang, Lord Kang 3x Kang, Ultimate Kang 4x Kang, Master of Time 4x Kang, Kang's Ransom 3x Kang, Kang Kobra 4x Kang, Kang Kong 3x Kang, Rama-Tut 4x Dagger, Child of Light 3x Mikado and Mosha 4x Psyche-Globe 4x Midnight Sons 4x Reconstruction Program 4x Wild Ride 4x Avalon Space Station 4x Lost City 2x Not So Fast! This deck is very interesting and combo-like. What you're trying to do in your first few turns (1-4) is getting your combo online. The combo is a double Team-up of Marvel Knights and Brotherhood; then Marvel Knights and Kang. This makes it so that Kang = Brotherhood and Lost City becomes a potent weapon. You can use Wild Ride, Dagger and Kang Kong to look for the combo pieces which include: Midnight Sons x2, Lost City, and a MK character. Once you set up, there isn't much to do except attack and know that you will always win in combat. I replaced Psychoville with Not So Fast. Psychoville is glitched and Not So Fast! will stop BS like Overload after you pump. Rama-Tut becomes retardedly good after the set-up and Psyche Globe and Wild Ride now grabs Kangs. Master of Time will constantly feed your hand and you should really have no problems besides Kaboom! and Foiled. ============================================================================= 14. Curve Sentinels - The Other Sentinel Deck Instead of just puking out many Sentinels and plain overwhelming your opponent, Curve Sentinels does this systematically and efficiently as it fully utilizes just about every turn and has Boliver Trask to even out your curve. 4x Bastion 4x Boliver Trask 4x Magneto 1x Mastermold 4x Nimrod 7x Sentinel Mk.II 6x Sentinel Mk.III 7x Sentinel Mk.V 4x Cover Fire 3x Overload 4x Reconstruction Program 4x Alley Oop! 4x Savage Beatdown 4x Genosha This deck has been very successful in many high-profile tournaments and no wonder as it performs wonderfully. All of your guys besides Boliver Trask has flight and range. Mk. V reinforces all of your characters and in case you draw him and not Nimrod on turn 5, you can boost him into a 9/9. Ideally, your curve is: Boliver, Mk III, Mk. II, Mk. V, Nimrod, Bastion, Magneto. Genosha works incredibly well in conjunction with Bastion and Magneto. Drawing that many Sentinels and not to mention Reconstruction Program gives lots of (indirect) Power-ups. The original build of this deck included Tag-Team, but since that is a DC card, I replaced it with Alley-Oop!. It is almost as good and works in this deck as most of your dudes are gonna be in back row anyway since they all have range. Cover Fire is way better than both anyway. Magneto is the odd one out, but once he hits play, it's game over man! Not being able to recover units sucks for your opponent and with Nimrod and other Sentinels that just won't die, this will make the game one-sided. While not as fun as Vomit Sentinels, this deck is more consistent and would be the favorite if the two were to match up. Also, you spend a lot less time selecting names for Longshot. ============================================================================= 15. Masters of Evil (submitted by Aaron Souders) 4 x Call to Arms 4 x Combat Maneuvers 4 x Crushing Blow 4 x Faces of Evil 4 x Nasty Surprise 4 x No Fear 4 x The Wrecking Crew 4 x Beetle (Armorsmith) 1 x Marcus Danniels (Darkbringer) 2 x Melissa Gold (Mimi Schwartz) 2 x Melter (Bruno Horgan) 2 X Paul Ebersol (Problem Solver) 1 X Radioactive Man (Chen Lu) 1 x Shocker (Vibro-Shock Villian) 4 x YellowJacket (Rita DeMara) 4 x Beetle (Reluctant Hero) 1 x Blizzard (Donny Gill) 2 x Dallas Riordan (Mayoral Aide) 2 x Erik Josten (Kosmos Convict) 2 x Joystick (Janice Tanizesh) 2 x Ogre (Weaponsmith) 2 x Speed Demon (Second Chance Speedster) Immediately you should team-up and Beetle helps in that department. It is a horde deck like Sinister Syndicate and rushes with small dudes that get bigger due to the team-up. The few abilities you have can be utilized when you under-drop a dude for the turn. Note that if you play against Common Enemy, you are screwed unless your opponent is either CPU or braindead. I will grab a Flame Trap and annihilate the board as well as use the good doctor's Reign of Terror. All in all, pretty fast alternative of the Squadron Supreme Deck. ============================================================================ 16. Fantastic 4 Equip (Cosmic Radiation) 4x Advanced Hardware 2x Fantasticar 4x Flamethrower 1x The Pogo Plane 4x Unstable Molecules 4x Antarctic Research Base 1x Baxter Building 1x Pier 4 4x A Child Named Valeria 4x Cosmic Radiation 2x Overload 1x Salvage 4x Signal Flare 2x Thinking Outside the Box 2x Ant Man 1x Frankie Raye 1x Human Torch 4x Invisible Woman 1x Invisible Woman 1x Luke Cage 2x Mr. Fantastic 4x Mr. Fantastic 2x She-Thing 2x Thing 2x Wyatt Wingfoot This deck is like a Bizarro Common Enemy deck. It is combo similar to the Kang deck, except that it wins immediately upon set-up. Here's how this works: There are 2 combos. 1. Minor Combos: Thinking Outside the Box is meant to be used with Reed Richards (look at top 4 take an equipment and then put rest on bottom in any order). Now you get to draw from your stacked cards. Also ARB and Baxter Building also works well as ARB lets you draw the card right away. Note: Since you stack onto the bottom of library, please put the cards you want in reverse order if you intend to draw from the bottom. 2. Main Combo: Mr. Fantastic with a Flamethrower and a bunch of low costed dudes and Cosmic Radiation. What this does is: 1. Flamethower costs 0 now. Equip it and burn their face. Pay 2 life to move it to an un-exhausted dude and repeat. Go through all of your dudes this way and ready them all through Cosmic Radiation. Repeat and burn their face off. If you didn't notice; all of your guys are low costed, so they will seem inferior to your opponent's beasts in later turns. However, it won't matter since: 1. the deck wins on average turn five. and 2. A Child Named Valeria is so unfair that it should be banned. Overload? I don't think so! The effect lasts until end of turn, so be sure to clobber your opponent's dudes with your invincible midgets. It makes me wish this was a Common Enemy variant so that Dr. Doom can turn "Child" face down. It also counteracts the lethal drawback of Flamethrower (Stretch does this too). The deck may seem complicated at first, but like Common Enemy, it takes time to familiarize yourself with the decklist. In the hands of a more experienced player, it is lethal and a blast to play. Here's some simple math: lets say you have Stretch and 3 other FF members on turn 5. Burn for 5x4 = 20 to your opponent and 8 to yourself (moving equips). Ben Grimm and Unstable Molecules removes old equips. Radiation readies your dudes. Another 20 to him and 8 to self. that's 40 direct damage on turn 5. Hopefully you already hit them (or burned them for 10 already). A Child Named Valeria and Unstable Molecules as well as Fantasicar should keep your dudes alive as each low costed dude means 5 to them and 2 to you (10 and 4 with 1 Radiation). You can potentially win a turn earlier with 2 Radiations, though it's very hard without Stretch to move equips (all your guys need Flamethrower/Advanced Hardware and or Hotshot Human Torch). This is also currently my favorite deck as it is fun and extremely powerful (Child makes aggressive decks suicide their guys when they attack you all-in). ============================================================================= That's it, readers. Feel free to mail me decklists. I will test them and post them if I make any future updates. You'll get full credit, of course. ============================================================================= ----------V. Acknowlegements ----------------------------------------------- Thanks to CJayC and GameFAQs for hosting this. Thanks to Konami for picking up this great card game and publishing it. Thanks to Travis (jajuga) for making a list of booster packs. Credit to Pojo.com and TCGplayer.com for Sentinel, Squadron, and Marvel Knights decks, respectively. Metagame.com for the F4 and Curve Sentinels lists. Aaron Souders for his Curve Sinister Syndicate and MoE decklists. also gave me the Full Library Code, though I heard it was in Tips & Tricks. Keebler Powell and TCGplayer.com for the X-Statix list. For questions or if you have a deck that you want posted in future updates, you can contact me at vc050492@yahoo.com