Posts Tagged ‘outsiders’

CLM: Hobby League: You’ve Been Netdecked!

April 3, 2008

This week’s Hobby League had a fantastic turnout, and we were pleasantly surprised to have some extra players join us. This brought our ranks up to a healthy 6, a major improvement over where we have been in the past few weeks.

Sadly, our plan to play ‘mini-decks’ fell apart with these new players, but that didn’t stop me from playing Crime Lords!

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Tonight I decided to pilot a new Marvel Knights/Crime Lords built in honor of Crime Lords Month. I was having a great time with it when I began watching the match taking place next to mine. One of our new players recruited a copy of Halo, immediately followed by Katana on turn 2. That’s odd. Those are the first two drops in my Grace deck from a few weeks ago…

As their game continued I realized that he WAS playing my Grace deck! He admitted that he found the deck on Stu’s ‘Rallying Cry,’ and thought it was a lot of fun. Though I had little success with it a few weeks earlier, he went the entire night with Grace undefeated. If I wasn’t so flattered that a complete stranger had ‘netdecked’ me, I probably would have been jealous of how well he played it.

Perhaps if we’re lucky lightning will strike twice!

Read the rest of this entry »

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Outsiders Lose Fest Week 2

March 17, 2008

Are the Outsiders simply a bad team? Or am I simply a bad deck builder?

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Limiting myself with the BYOS and Random Punks formats certainly hurt the build, but I don’t think it’s ultimately what killed the deck. World’s Finest was an incredible set, so I’d like to try and get the most from it by creating playable builds with all of the teams. Hm! I know there is some power to the Outsiders, but what is it, and why is it not working for me?

Grace did not have the star showing I would have liked her to, making this the second tragic week in ‘Outsiders Lose Fest.’ I’m toying around with a jank-tacular build using Dazzler and Hawkgirl for Wednesday’s Hobby League, but we’ll have to wait and see how it turns out.

The search continues!

Hobby League: Say Goodnight, Grace!

March 11, 2008

Remember Grace?

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I do. Heck. How could I forget her? When the World’s Finest set was previewed this card was almost universally praised, yet it’s many months later and I don’t think I have ever seen a deck featuring the card. What gives?

Well, as you can guess (or maybe not, I shouldn’t overestimate my audience,) I finally figured out what I’m bringing to the Hobby League!

 Goodnight, Grace!

4x Thunder, Anissa Pierce
3x Halo, Gabrielle Doe
4x Grace Choi
3x Katana, Tatsu Yamashiro
4x Batman, Problem Solver
2x Barbara Gordon * Oracle, Hacker Elite
1x Catwoman, Feline Fatale
4x Huntress, Harsh Mistress
2x Batman, Twilight Vigilante
3x Grace, The Bouncer

3x Soul Slicer
3x Fighting the Liar
4x The Hook-Up
2x Training Day
4x Bat-Signal
4x Taking Out the Trash
4x Crackshot
3x Skreee!

3x Batmobile, Burn Rubber

This deck is BYOS and Random Punks legal, so that’s kind of fun. As always, the plan is kind of simple: Hit big characters with tinier ones, making use of control-oriented Batman and Huntress to ensure that your opponent plays fairly.

On turn 6 you want to end things, bulking up Grace to stun a higher drop, recovering, readying, and stunning their five. You’ll also underdrop on 6 with Batman and Katana, which should lead to a lot of stunning and happiness. Thunder is mostly there for flavor, but also for discard fodder later on.

Grace should be your only visible character for pretty much the entire game, so that’s also fun. My biggest concern is getting the team-up consistently, and also going against other off-curve strategies. But really, I’m playing an Outsiders/Gotham Knights team-up without a single rare, so we can only do so much.

I’ll give it a couple of plays tomorrow and see how it turns out.

Hobby League: Overdraft Fees

March 5, 2008

Today’s Wednesday, which means it’s time to throw something fun together for our new local Hobby League.

I recently secured a fourth copy of Recruiting Drive, so the natural team to work with is the Outsiders. I had created a surprisingly effective JLI/Outsiders buildm but it lacked the damage neccessary to win on most games. Last week I gave the Legion a second look, most importantly Legion World, and knew right away what needed to be done.

The deck idea is simple. Wipe your opponent’s clean with Batman and the Outsiders, burning them with the combined mght of Batman and Legion World. This deck should also be surprisingly consistent between Recruiting Drive, Booze Elementals and draw power. There will also be a lot of character bouncing happening on both sides, so it should be interesting to play. Let’s take a look at the list…

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Overdraft Fees
(Because when things bounce, it hurts.)

1x Thunder, Anissa Pierce
4x Jazmin Cullen * Kid Quantum, Hero of Xantu
2x Faust, Sebastian Faust
1x Halo, Gabrielle Doe
2x Owen Mercer * Captain Boomerang Jr., Prodigal Son
4x Technocrat, Geoffrey Baron
3x Triad, Lurnu Durgo
1x Looker, Emily Briggs
3x Katana, Tatsu Yamashiro
2x Ferro Lad, Andrew Nolan
2x Timber Wolf, Brin Lando
2x Bouncing Boy, Chuck Taine
3x Kimiyo Hoshi Dr. Light, Sunburst
4x Batman, Twilight Vigilante

4x Recruiting Drive
4x Booze Elementals
4x Legion World
4x Past, Present and Future
4x Legion of Super Pets
4x Batman and the Outsiders
2x United Planets HQ

Mulligan: Past, Present and Future, Legion World and/or a Legion character.

Preferred Initiative: Odds.

Turn 1: 1-drop of your choice. Technocrat would be fun for the draw power.

Turn 2: 2-drop of your choice. Try to get the team-up if possible.

Turn 3: Triad, Triad, Triad. If you have the team-up secured you can play Batman and the Outsiders, bouncing their three and stunning their two. Fun!

Turn 4: Batman in the concealed. You should have a remaining visible character left after your opponent attacks you, so you can team attack with Bats. Using this with Legion World you’ll be able to deal 12 damage.

Turn 5: Kimiyo + Katana or Timber World and a 1 drop: You should have five characters in play, allowing you to free stun their four, and team attack into their five. This will deal 15 damage off the single team attack, plus an additional 4 for the stun. You can also play Batman and the Outsiders to bounce their 4, or anyone else if you’d like. Their board should be totally bare at this point.

Turn 6: Vomit out as many characters as you can, Your opponent should only have a single attack (possibly two) at their disposal, This leaves you with an opening to end the game, if the game hasn’t ended already. Batman and Legion World in a team attack can deal 18, plus whatever breakthrough the rest of your guys are capable of.

I’ll be sure to update you when I find out how it plays.