The Think Tank: Concepts Yet to be Abused in Vs System

Delving into other competitive TCG’s is a good way to sharpen your skills at both creative deckbuilding and problem solving. There are many concepts that exist in one game but have yet to be discovered in another. For example; one TCG may have a “Burn” concept such as Magic the Gathering while another may still need to be broken-in. Much like Yu-Gi-Oh was in the game’s early form of tournament development. Today on the Think Tank we will be discussing those concepts and cards associated with them to possibly form decks that have yet to be discovered.

Infinite Recursion
Like many winning combos in TCG’s, this one involves graveyard recursion, a sacrificial outlet, and a character that returns the graveyard recursion back to the owner’s hand. This strategy requires the Doom and Masters of Evil Team Affiliations and the ability to cross them over. Sacrifice Rama-Tut to Devil’s Due putting a +1+1 counter on a character you control an infinite number of times. Having more than one character with infinite +1+1 counters will ensure breakthrough damage, winning the game. There are several cards in both affiliation categories that give aid to the concept but remember, Hard Sound Construct puts the character in to play, it does not recruit it.

Pass the Rock
untitled untitled
The idea of pass the rock is to use Darkseid, Omega’s ability to swap The Rock of Eternity and a resource your opponent controls in order to lock your opponent out of combat for the rest of the game. This card combination has been the talk of an alternate win condition in decks like Deep Green but there has been no real follow through as far as sound competitive decks.

Hand Lock
DJL090 untitled DJL089 DJL097
Although the idea of Hand Lock has been around since DC’s Justice League of America set came out in November of 2005, Vs players have yet to bring the deck to the competitive scene. The plan is to give your opponent an overabundance of card advantage that he can’t really use. The Joker, Headline Stealer locks your opponent out of any additional Plot Twists and since you cannot play Locations from your hand and are limited in recruiting your Characters based on the amount of resource points you have, making your opponent draw over six cards a turn really isn’t an issue. The deck wins by using Scarecrow, Phycho Psychologist’s ability to burn your opponent for each card in his/her hand.
Post your thoughts or decklists on these subjects in the comment section and lets talk about them and remember For more information on updates to my blog or Vs System news, click the link below and like the facebook page.





The History of Vs System Part 7: Honor Among Thieves

Marvel Knights released its content to the Vs Community and provided players with access to new team affiliations. X-Stall, League of Brotherhood, Common Enemy and other Control Decklists overran the meta calling for faster, more aggressive decks to enter the format. Due to the flood of control decks in the format, players were torn between two different play styles. Control players, and players who attempted to win on or before turn six.

Honor Among Thieves

4 Vulture, Adrian Toomes
4 Chameleon, Dmitri Smerdyakov
3 Mendel Stromm, Robot Master
4 Stilt Man, Wilbur Day
4 Hammerhead, Gangster
4 Cobra, Klaus Vorhees
4 Mysterio, Quentin Beck
1 Mr. Hyde, Calvin Zabo
1 Owl, Leland Owlsley
4 Rhino, Alex O’Hirn
1 Masked Maurader, Frank Farnum
2 Carnage, Cletus Kasady

Plot Twist
4 Honor Among Thieves
4 Blown to Pieces
4 Uprising
4 No Fear
4 Flying Kick

4 Doc Ock’s Lab

Honor Among Thieves teams up Crime Lords and Sinister Syndicate. It also gives your characters with a cost of three or less +1 ATK. This attack boost is permanent, not just when the character attacks. That piece of information is very important as it is the cornerstone of this deck.

Unlike most decks where if you wing it you may get win, so long as you don’t miss any drops, if you don’t play the deck properly you will lose, hard. Honor Among Thieves’ specific play style was a complete counter-balance to what decks were floating around in the meta at the time. At this point in history players either ran control decks or curve decks.

Control Decks: Honor Among Thieves relies on pure aggression by playing multiple characters in one turn. Especially on turn four. Decks like X-Stall have a very hard time dealing with decks that played multiple characters in one turn. Once X-Stall had to make the choice of keeping Rogue or Puppet Master, they are usually on a downward slope to a loss.

Curve Decks: Curve Decks are intended to make every drop with the corresponding character cost for that turn. Attacking characters on your initiative and boosting the attack to stun your opponents attacking characters on theirs is how you beat curve decks with Honor Among Thieves.

Turn 1: Vulture, Adrian Toomes, or Chameleon, Dmitri Smerdyakov, are the two characters you want to play this turn. Mendel Stromm, Robot Master shouldn’t be played unless it is in conjunction with another character. His ability isn’t going to be very good unless you have an additional character to play with him. One of the best plays you can make this turn is to play Vulture, flip Doc Ock’s Lab, and attack with the Flying Kick Plot Twist for a total of eight damage. In addition you will gain any breakthrough in endurance. Being as aggressive as possible in the first two turns will most likely determine the outcome of the match. Abusing Doc Ock’s Lab is important so you will want to activate it regardless of how much life you spend.

Turn 2: There are a lot of turn two plays you can make with this deck. If you have the option of choosing between different play options in your hand here are a few general guidelines.
Stilt Man, Wilbur Day, is in the deck as a Crime Lords Character to meet Honor Among Thieves’ requirements for activation and to keep up with Beast Boy from the Teen Titans and B&B Decks. If your opponent is playing either of those decks or other decks that give characters +1+1 counters then Stilt Man is the character of choice, otherwise go with other options.
Cobra, Cobra, Klaus Vorhees will allow you to search for Mr. Hyde, Calvin Zabo. This will take care of your turn three strategy. There are no specific or generic search cards in this deck aside from Cobra searching for Hr. Hyde. There are other turn three characters in the deck so if you feel as if you have a better turn three plan then you will need to move on in this article.
Hammerhead is the card you want when you are anticipating your opponent to have fewer characters then you within the first three turns. Running Vulture into your opponent’s two drop (assuming they played nothing on turn one) will allow Hammerhead to get in for eight damage with the help of Dock Ock’s Lab. Best case scenario, If you followed the game plan for turn one, then you will have dealt around 18 damage within the first two turns.

Turn 3: If by turn three you haven’t had the opportunity to play a Crime Lords Character in order to activate Honor Among Thieves then there are a few tricks you can do to fix that. Chameleon is excellent for getting around affiliation issues. Using his ability can temporarily grant him the Crime Lords team affiliation. Otherwise you can recruit Rhino, Alex O’Hirn. You shouldn’t worry about life loss in this deck. Vulture causes you to break even in the end.

Mysterio, Quentin Beck should be boosted on turn four, allowing a second Mysterio to be played. Remember, the purpose of the deck is to have more Characters then your opponent between turns four and five. If you are on the even initiative then you will need to evade both Mysterio in order to preserve your attack strategy for turn five.

At this point in time you should be running into multiple copies of Blown to Pieces. Chameleon can assume an additional team affiliation so by choosing the Underworld team affiliation, you can bluff Blown to Pieces to be in your resource row. Blown to Pieces will give a defender +3 ATK. If Blown to Pieces is in your resource row and you control a Crime Lords character and an Underworld character, that defender gets an additional +2 ATK this attack and you may replace Blown to Pieces. This has good synergy with hitting an Uprising or Honor Among Thieves.

Final Turns:
If you were as aggressive as possible and you have a few Honor Among Thieves online, playing Carnage, Cletus Kasady, will set your characters attack stats to above average. The Uprising Plot Twist will add another +2 ATK to all your characters that attack a character with a higher cost. Playing one or more Uprisings combined with Carnage and multiple Honor Among Thieves will end the match in your favor. You need to make the most out of every turn by dealing as much damage as possible to your opponent. Don’t waste any valuable Plot Twists and don’t miss your Dock Ock’s Lab triggers.

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From Starter Deck to Structure Deck: Doom and Fantastic Four

Although the majority of Vs cards now have significantly dropped in price, many of the good staples are still around $2.99 a piece. Playing a competitive Vs Deck can still set you back $50.00 – $100.00. This tends to push players away when considering starting or even getting back into the game.

From 2004 – 2006, I was at the top of my playgroup winning tournament after tournament in the local scene. I decided to “take it up a notch” by running decks that were considered to be over the top or completely unfair, decks such as Fate Squad, Deep Green, and X-Stall (the Gamma Bomb Version). I wanted to prove that I was the best beyond a shadow of a doubt. The issue with this is that everyone else in the local scene was running tier three decks like Dr. Doom (The Herald of Galactus Block Version), JSA, and Kang.

For those of you who don’t know and without going too much into detail, Fate Squad is a Squadron Supreme, Thunderbolts team affiliation with Fate Artifacts and cards to support them. If built properly and played against anything less than a tier two deck, it can win as early as turn four. For the next three months I would win first place every week, winning consistently on turn four. While i was on my winning streak, basking in the glory of being the best player, players slowly started to lose interest in Vs System saying things like; this deck is too broken, or Fate Artifacts should be banned. Our group dwindled from a solid 15 players to a measly four. Playing devil’s advocate; if the local Vs players were that concerned with Fate Squad or any other tier one deck they could actually do research and fix their deck accordingly but that didn’t stop the local players from giving up. The Vs System scene in my area died with me on top but it came with a price. The lesson I learned was that not only should i have taken the time to pass the knowledge I learned from playing to others over the years, but i shouldn’t have tried to smash such weaker decks with such a competitive one which brings me to the point of this article.

Vs System is a lot of fun. From do it yourself deck projects to fighting it out using your favorite comic book characters. Competitive play unfortunately sometimes takes the fun out of the game. Players who no longer have their collection or new players looking to have fun with the game will most likely stray due to lack of funds or fear of failure to better decks. Upper Deck released a series of Starter decks pinning famous teams against the team’s most common antagonist.box_fantasticfour
The Starter decks themselves contain one Vs System Rulebook, one Vs System Quick Start Guide, and two 26 card decks. Everything you need to get started. The decklist for this product is listed below:

FF/Doom Starter :

Fantastic Four

2 Noah Baxter, CEO Baxter Industries
2 H.E.R.B.I.E.
2 Invisible Woman, Protector
2 Luke Cage, Reserve Member
2 Medusa, Medusalith Amaquelin
2 Crystal, Elemental Princess
2 Human Torch, Hothead
1 She-Hulk, Green Jeans
2 Thing, Strongman
1 Mr. Fantastic, Leader

Plot Twist:
2 Personal Nemesis
2 No Fear
1 One-Two Punch
1 Flying Kick
1 Force Shield

Location: 4
1 Reed’s Workshop


2 Kristoff Von Doom, Ticking Time Bomb
2 Boris, Doom’s Caretaker
2 Ovoid Mentor, Alien Mentalist
2 Titania, Big Bad Bully
2 Volcana, Raging Inferno
2 Victor Von Doom II, Doomed Heir
2 Sub-Mariner, Atlantean Monarch
1 Dragon Man, Experimental Monster
2 Darkoth, Death Demon
1 Dr. Doom, Scientific Sorcerer

Plot Twist:
2 Personal Nemesis
2 No Fear
1 Flying Kick
1 Cryonic Grenade
1 One-Two Punch

1 Doom’s Laboratory

This looks good after opening the package but the card count is only 26 cards per deck. After a couple of games you tend to get tired of playing the decks. This is an issue with any starter deck in Vs. Many times you will wind up not drawing the proper cards, miss your character drops, or have to use your characters as resources. This can be very frustrating when all you want to do is enjoy a game of Vs System with an old friend where the decks are even and the environment is lax.

Changing these decks to 60 cards is a lot easier and less expensive then you may think. You can obtain a FF/Doom Starter deck for as little as $2.30. You will need to purchase two copies of these decks. This will bring your total card count up to 52 for each deck. This will give you four copies of the majority of the commons in each deck, which adds consistency to what you are running. At this point you will be missing eight cards from each deck. The tricky part is finding cards to fill the deck slots that aren’t too powerful, goes with the theme of the deck, and won’t make your opponent rage quit the match while still keeping the integrity of the game.

These two cards pretty much define each deck and what they do. The Doom deck is an aggressive deck that specializes in burn abilities but lack in defense while Fantastic Four is a little underpowered with excellent defense early in the game with the ability to turn the game around turns 5-7 using strong characters with great abilities. you will need to drop $1.00 at finishing out the play sets of the above cards. This brings your count to 54 cards in each deck.

Next we need to find six cards that go with the theme of each deck. The cards must be commonly used card and not too overpowered. We don’t want to make other cards in the deck seem completely useless.
Baxter Building Unstable Molecules
Unstable Molecules and Baxter Building work very well together and are not very expensive. by purchasing a play set of Unstable Molecules at $0.25 each and two copies of Baxter Building at $0.35 each you move your Fantastic Four deck count to 60 cards.
The same goes for these two. Micro-Size and Doomstadt work very well together and will boost Dr. Doom out of range of an attack on turn seven, causing your opponent to team attack, possible biding you another turn. Doomstadt will give Micro-Size the ability to negate any combat boosts you opponent may use. You will need a play set of Mico-Size and two copies of Doomstadt. A total cost of $1.70. This is a total cost of approximately $11.00 for two-60 card decks, depending on whether or not you own Magic the Gathering Sleeves which I strongly suggest using since the cards are not longer being printed. After buying these cards, you new list should be as follows.

Fantastic Four

4 Noah Baxter, CEO Baxter Industries
4 H.E.R.B.I.E.
4 Invisible Woman, Protector
4 Luke Cage, Reserve Member
4 Medusa, Medusalith Amaquelin
4 Crystal, Elemental Princess
4 Human Torch, Hothead
2 She-Hulk, Green Jeans
4 Thing, Strongman
2 Mr. Fantastic, Leader

Plot Twist:
4 Force Shield
4 Personal Nemesis
4 No Fear
2 One-Two Punch
2 Flying Kick

Location: 4
2 Reed’s Workshop
2 Baxter Building

4 Unstable Molecules


4 Kristoff Von Doom, Ticking Time Bomb
4 Boris, Doom’s Caretaker
4 Ovoid Mentor, Alien Mentalist
4 Titania, Big Bad Bully
4 Volcana, Raging Inferno
4 Victor Von Doom II, Doomed Heir
4 Sub-Mariner, Atlantean Monarch
2 Dragon Man, Experimental Monster
4 Darkoth, Death Demon
2 Dr. Doom, Scientific Sorcerer

Plot Twist:
4 Cryonic Grenade
4 Personal Nemesis
4 No Fear
4 Micro-Size
2 Flying Kick
2 One-Two Punch

Location: 4
2 Doom’s Laboratory
2 Doomsdadt

I could list the breakdown of how to play the two decks, the tips and tricks associated with every play. Important initiative decisions and recruiting options but that would take the fun out of it. If you wish for more information on these decks, want to request tips and tricks or just have a generic discussion about the blog, please leave a comment below.

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The History of Vs System Part 6: League of Brotherhood

Superman, Man of Steel was released in November 2004. Like Web of Spiderman, the set was underpowered compared to the Marvel and DC Origins sets and just like Web of Spiderman; Superman, Man of Steel released supporting cards to increase the effectiveness of decks already in the Meta such as Teen Titans and B&B. The majority of the support seemed to lean toward the League of Assassins team affiliation. Among many cards release for the team, one card in particular stood out.
Merlyn, Deadly Archer’s Ability Allows you to KO a character with a cost less than the number of locations you control on your attack step. Players that saw the potential in this card asked themselves two questions.

1. What team affiliation has the most support for Locations besides League of Assassins?
2. Is there a Location to team them up so as to not lose the effectiveness of Merlyn’s ability?

The first answer is obvious. Big Brotherhood was a deck with very strong Location support. Adding Merlyn and the League of Assassins Location package to the mix would prove to be devastating. The answer to the second question would seal the deal in the player’s deck choice to once again break the format.

Metropolis was the first Location of its kind to provide a generic team up. The League of Assassins as a whole was too weak to support any type of abuse for Merlyn. Metropolis not only allows for multiple copies of it face up at one time but it lets you team up with another team affiliation for added location support such as Brotherhood.

League of Brotherhood


4 Talia, Daughter of the Demon’s Head
4 Quicksilver, Pietro Maximoff
4 Quicksilver, Speed Demon
4 Mystique, Raven Darkholme
3 Mystique, Shape-Changing Assassin
4 Magneto, Eric Lehnsherr
3 Magneto, Master of Magnetism
1 Ra’s Al Ghul, Master Swordsman
1 Ra’s Al Ghul, The Demon’s Head
4 Merlyn, Deadly Archer

Plot Twists
3 Have a Blast!
4 The Demon’s Head
4 Tower of Babel

4 Lost City
4 Avalon Space Station
4 Metropolis
4 Mountain Stronghold
1 Lazarus Pit
1 Flying Fortress

If you haven’t read The History of Vs System Part 1: Big Brotherhood please read the article before reading further. The article contains tips and tricks to using “The Brotherhood” portion of this deck. if you don’t know the full aspect of how to effectively run that deck, adding the League of Assassins package isn’t going to help and possibly make your game play worse.

The Location Package:
Lost City Avalon%20Space%20StationMountain%20StrongholdDMS-156
Lazarus Pit Flying FortressDMS-146

For the more knowledgeable Vs player, the deck is the earliest recorded stages of Deep Green, a location heavy deck that revolves entirely around abusing Merlyn and other characters like him. The purpose of this deck is to utilize the League of Assassins support that was added to the Big Brotherhood deck such as Mountain Stronghold’s Tutor ability, Flying Fortress to give your attacking character flight, Lazarus Pit to keep your characters from getting KO’ed and Tower of Babel to stop team attack options or prevent team specific character pumps and abilities while simultaneously utilizing Merlyn’s ability to the fullest extent.

I can’t stress enough how important it is to play Merlyn on turn four. Merlyn’s ability only works during your attack and only if he has a cosmic counter so keeping him from becoming stunned is key. Using Lost City and Avalon Space Station will easily prevent him from becoming stunned so if they are not online, The Demon’s Head should be used to retrieve them.

Ensure that every resource in your resource row is either a Location or The Demon’s Head. The Demon’s Head should be played only when one of your characters would become a defender. You must exhaust a character upon playing The Demon’s Head. With that in mind, you should only activate it if you know that character will become stunned.

The Deck runs exactly like Big Brotherhood so again, if you haven’t read The History of Vs System Part 1: Big Brotherhood, you need to read it. The League of Assassins support is the only changes made to the original list with the exception of Relocation being taken out for Have A Blast!

Final Turns:
Magneto, Master of MagnetismRas al Ghul, The Demons Head
Big Brotherhood had little to no support for an eight cost character, much less a character that you could power up with Lost City and use for food when activating Avalon Space Station early in the game. Should the game drag into turn eight, Ra’s Al Ghul, The Demon’s Head will allow you to flip multiple copies of lost city and Avalon Space Station.

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Banned List: 19 Jan 15 Announcement

On 19 Jan 2015, WOTC announced a change in the Banned/Restricted List which mainly affects the Modern Format. Coincidently, Pro Tour: Fate Reforged is less than a month away and Modern is the selected Format for the event. The Meta suffers a loss of three cards and will take on an unexpected twist with the return of another.

Modern Format (Banned)
Birthing Pod
Treasure Cruise
Dig Through Time

Modern Format (No Longer banned)
Golgari Grave Troll

Legacy Format (Banned)
Treasure Cruise

Legacy Format (No Longer Banned)
Worldgorger Dragon

Vintage (Restricted)
Treasure Cruise

Vintage Format (No Longer Restricted)
Gifts Ungiven

Birthing Pod
Birthing Pod has been the spotlight of the Meta in Modern for the past year. When players sat at the testing tables with either homebrew decks hoping to take it to the top or lists found from past major tournaments after the cut to the top eight, there was one question that was always asked. Can it beat Pod? Every set that has entered into the Meta over the past two years have added at least one creature to the toolbox of options when using Birthing Pod. Birthing Pod has won five out of the twelve grand prix over the last year and continues to keep decks with unfavorable matchups out of the Meta. WOTC has always supported formats being diverse and in good faith with keeping the format alive, WOTC has banned Birthing Pod.
TreasureCruise DigThroughTime
Delver has been a deck in Modern that has slowly started to gain attention since the second half of this past year but exploded in popularity with the release of Khans of Tarkir due to Treasure Cruise. The ability to draw three cards for one blue manna after the use of fetch lands, cheap cantrips, and Thought Scour is good. In fact, WOTC believed it was too good due to multiple successful deck archetypes running Treasure Cruise. So why ban Dig Through Time? The answer is simple. Dig Through Time is the card players will choose if Treasure Cruise never existed. If Dig Through Time took Treasure Cruise’s place, would the results be all that different? WOTC decided to ban both cards. Due to the same reasons Treasure Cruise is banned in Modern, it is also banned in Legacy and restricted in Vintage.
Golgari Grave-Troll’s Dredge effect will have an interesting impact on the current Meta for players looking to “break” the format. Though I can’t say for sure if we will be seeing him in any top eight decklist, WOTC believed unbanning Golgari Grave-Troll would add variety to the Meta without having any significant impact.
Worldgorger Dragon
Aside from Worldgorger Dragon’s Synergy with Animate Dead and a few other cards, the Legacy Format should have the same impact unbanning Worldgorger Dragon as the Modern Format would have unbanning Golgari Grave-Troll.
There was a time when Gifts Ungiven wrecked the vintage format causing it to be restricted. Currently however, Gifts Ungiven rarely makes an appearance, occasionally being seen in Vintage tier 2 decks. This card is back and unrestricted.

That’s the rundown of WOTC’s recently announced update to the Banned/Restricted list. What are your thoughts? Leave a comment below. We want to know if you agree or disagree with the recent changes and how it’s going to affect you. For more information on blog updates, MTG News, and Event Coverage, Like our Facebook page at

The History of Vs System Part 5: X-Stall

Marvel’s Web of Spiderman was released in September 2004. The set introduced two new teams to the game; Spider Friends and Sinister Syndicate. Neither of which made an immediate appearance in any major tournaments. In fact, Web of Spiderman is considered to be one of the weaker sets in Vs. What Web of Spiderman did bring us was approximately 10 support cards for other teams that would once again change the meta. Surprisingly those support cards forged the main staples behind X-Stall.

4 Puppet Master, Philip Masters
4 Wolverine, Logan
4 Rogue, Power Absorption
4 Jean Grey, Marvel Girl
4 Professor X, Charles Xavier
1 Sunfire, Shiro Yoshida
2 Emma Frost – Headmistress of Xavier’s Academy
4 Mimic, Calvin Rankin
4 Professor X, World’s Most Powerful Telepath
3 Jean Grey, Phoenix Force
2 Onslaught, Psionic Spawn of Xavier and Magneto

Plot Twists
4 Acrobatic Dodge
4 Children of the Atom
4 Pleasant Distraction
3 Burn Rubber

4 X-Corporation
3 Cerebro
2 Avalon Space Station

X-Stall is a very important piece of Vs System history. It was the first of its kind to attempt to stall the game all the way to turn nine, recruiting Onslaught, Psionic Spawn of Xavier and Magneto.
Puppet Master, Philip MastersRogue, Power AbsorptionMSM-119Professor X, World's Most Powerful TelepathMSM-156
Abusing Puppet Master is the key to survival in this deck. With that being said, your decision to mulligan revolves entirely around whether or not Puppet Master is in your opening hand. Rogue and Mimic copies Puppet Master’s ability making it harder for your opponent to deal damage. When I first started playing this deck I would get discouraged when i didn’t hit the perfect curve; Puppet Master, Wolverine, Rogue, Professor X, Charles Xavier, Mimic, Professor X World’s Most Powerful Telepath, Jean Grey, Phoenix Force and Onslaught, Psionic Spawn of Xavier and Magneto. I would especially get nervous when my opponent would play multiple characters in a turn. Puppet Master only affects one character and has no team affiliation. Because of this, if your opponent planned correctly, they could strategically weed Puppet Master out or make his ability useless over time due to your opponent choosing what character he/she exhausts. After playing the deck for a few months i started to realize that hitting the perfect curve was not the priority. The priority was simply staying alive until turn eight. I also realized that even though Puppet Master would get KO’ed, i could still easily survive.

The Backup Plan:
Professor X, Charles XavierRogue, Power AbsorptionMSM-119MSM-104
Sometimes when piloting this deck you will run into an awkward situation where playing Children of the Atom to recover Rogue or Wolverine in an attempt to select puppet master as the Character you recover during the recovery phase keeping the stall engine going doesn’t work. Usually this is because your opponent has stunned more than one character or found a way to KO Puppet Master using a Plot Twist or Character ability. If Puppet Master becomes KO’ed, Rouge and Mimic suddenly become average characters in a format were average isn’t good enough. If this happens your plan should switch to making your opponent discard his/her entire hand by turn seven. With Professor X coming into play, activating his ability and Rouge copying Professor X, your opponent discards a total of three cards on turn five. Turn six is a total of three again with Mimic’s ability and If you’re lucky, you will have forced your opponent to discard his turn six character on turn five and his turn seven character on turn six, ensuring Jean Grey wipes the board on turn eight.

Life Gain:
X-Corporation is crucial in this deck. Even with the ability to exhaust characters, loss of life happens which is why it is important to be aggressive with activating X-Corporation, gaining four life by discarding an X-Men Character card. We get those characters back from the graveyard by using Avalon Space Station. Mimic is the only Brotherhood Character in the deck so be mindful of his advantages when deciding what to discard. If X-Corporation is activated by discarding an X-Men Character every turn from the moment you can activate it, you will have gained 28 life by turn eight.

The Final Decision:
Jean Grey, Phoenix ForceOnslaught, Psionic Spawn of Xavier and Magneto
Obviously your turn eight play is to recruit Jean Grey, Phoenix Force. If you were following my advice on the paragraphs above then you should have a character named Jean Grey in your graveyard put there by either Avalon Space Station or X-Corporation. Activate Jean Grey during the combat step or after your opponent has recruited for the turn. If your initiative is odds then recruit Onslaught next turn. If it is even, repeat the steps you took last turn until you’re able to recruit Onslaught on your initiative. I’ve been in situations were I cleared the board with Jean Grey and played onslaught on a turn where my opponent attacked before onslaught’s ability went off, causing my endurance to go below zero so remember, just because you play Onslaught doesn’t mean that you win. You have to be just as vigilant on turns nine and ten as you would be turns three and four.

For more information on updates to my blog or Vs System news, click the link below and like the facebook page.




The History of Vs System Part 4: The Brave and the Bold


If you haven’t read The History of Vs System Part 3: Teen Titans then I suggest you go and read that article before reading further. This article will make much more sense. Shortly after Teen Titans became a part of the meta, people began experimenting with the Gotham Knights, Teen Titans variants of the deck. What did Gotham Knights do to the
deck that set it apart from the traditional Teen Titan builds you ask? The answer is found in this two card combo.
. Dynamic DuoGCPD%20Headquarters
Dynamic Duo: Gotham Knights characters cannot be stunned while team attacking this turn.
Ongoing: Exhaust two Gotham Knights characters you control >>> Turn Dynamic Duo face down.

GCPD Headquarters: Whenever three or more Gotham Knights team attackers you control stun a defender, KO that defender. Activate >>> Target Gotham Knights defender with a cost of 3 or less has reinforcement this attack.

Teen Titans are more commonly known for their uncanny ability to team attack and ready those same characters several times in one turn. The weakness behind this strategy is that those team attackers have no real way of ensuring those Characters stay alive. With Dynamic Duo that problem becomes solved and with GCPD Headquarters the Characters you stun while team attacking with three or more characters become KO’ed. If you are able to ready your Characters twice in one turn using Teen Titans Go! after flipping Dynamic Duo and having GCPD Headquarters online, you can KO three characters in one turn. Lets take a look at a basic B&B list and how it works.

4 Alfred Pennyworth, Faithfull Friend
4 Mirage, Miriam Delgado
2 Dawn Granger ◊ Dove
2 Hank Hall ◊ Hawk
3 Beast Boy, Garfield Logan
2 Roy Harper ◊ Arsenal, Sharpshooter
4 Terra, Tara Markov
4 Garth ◊ Tempest
1 Batman, Caped Crusader
1 Connor Kent ◊ Superboy, Tactile Telekinetic
1 Raven, Daughter of Trigon

Plot Twists:
4 The Brave And The Bold
1 Worlds Finest
3 Bat Signal
3 Fizzle
2 Dynamic Duo
4 Teen Titans Go!
2 Heroic Sacrifice
2 Home Surgery

4 Optitron
4 USS Argus
3 GCPD Headquarters

The easiest way to explain the way this decks works is through phases.

Phase 1: The Set-Up

Alfred Pennyworth, Faithful Friend Mirage, Miriam Delgado OptitronThe%20Brave%20and%20the%20BoldBat-Signal
Your first phase is the most important. Alfred Pennyworth’s ability will only activate if you control another Gotham Knights character so your first few turns are going to be dedicated solely to getting Alfred Pennyworth on the board and The Brave And The Bold online. It’s crucial that the two teams are crossed over because a lot of your cards affect only Gotham Knights characters while your main Character curve is mostly Teen Titans. The set-up phase generally lasts two turns. During those turns you will only be playing combinations of the cards you see above. Your main priority is to team up Teen Titans and Gotham Knights together and to have Alfred Pennyworth and Mirage on the board. Mirage is important because when you play her you can reveal a Teen Titans Character from your hand and give her an additional team affiliation (Gotham Knights). This will allow Alfred Pennyworth to activate and Bat Signal to be used without having The Brave And The Bold online yet (if needed). A really good trick to use is to play Alfred Pennyworth on turn one and on turn two when Alfred Pennyworth becomes ready, activate Optitron and use one resource point to search your deck for Mirage and put her into your hand and play her using your remaining resource point. We call this technique under dropping. By turn two you should have both characters on the board. Mirage should be in the front row and Alfred Pennyworth should be in the support row directly behind her, forcing your opponent’s non-flight character to attack Mirage instead of Alfred Pennyworth. There is a risk of both characters being stunned in combat depending on how many characters your opponent has recruited, forcing you to choose between the two. If this happens, use a Bat Signal on Mirage to search for a character needed for the future turns and use Alfred Pennyworth to search out an important Plot Twist. You will need him as a discard outlet later in the game.

Phase Two: The Defense Grid

Beast Boy, Garfield LoganGCPD%20HeadquartersIMG_0743IMG_0742

The goal during this phase is to survive with the maximum amount of characters on the board as possible while taking as little damage as possible. Beast Boy is your primary character of choice and should have either been drawn or fetched using Bat Signal and GCPD Headquarters gives your characters played so far reinforcement. If your read my article of Teen Titans than you would know how amazing Heroic Sacrifice and Home Surgery work together. Just remember that if you can save this two card combo for turns four and five then do it. From this point forward Beast Boy needs to be getting at least one +1+1 counter on him every turn.

Phase Three: Terra
Terra,%20Tara%20MarkovUSS ArgusOptitronGCPD%20Headquarters
Terra, Terra Markov gives us the ability to stun a character with a cost of three or less by replacing a location you control. This is not only good, but combine it with USS Argus and its pure advantage. USS Argus says If you would draw a card during the draw phase, skip that draw instead.  Activate >>> Look at the top four cards of your deck. Put one of them into your hand. Put the rest on the bottom of your deck in any order. Use this power only during the build phase and only if you control a Teen Titans character. you shouldent flip USS Argus unless you are planning to have Terra online that turn. If you choose not to follow this advise, you will technically be drawing one less card a turn and will more than likely lose because of it. If you choose to follow my advise however, you can flip and activate USS Argus during the build phase (resulting in drawing a total of three cards that turn) play Terra and activate her before the end of the tun destroying USS Argus and stunning a character with a cost of three or less. Remeber, the purpose of these set-ups are to ultimately prepare your board for phase four. If you dont have USS Argus, use Optitron for Terra’s ability. GCPD Headquarters should be the last Location you replace when using Terra’s ability and only if you have another copy of it.

Phase Four: The Board Whipe
IMG_0744GCPD%20HeadquartersDynamic DuoTeen%20Titans%20Go!
Everything you have done so far has led up to this moment. On this turn you will be Team attacking using the previous characters you played and the cards you see above. You goal is to KO every character your opponent has played so far. The majority of the time that will only happen if you have two copies of Teen Titans Go! and Garth ◊ Tempest. His ability lets you pay three endurance to return any card from your graveyard to your hand. This will give your three activations of Teen Titans Go! for a total of four attacks. That will KO your opponents characters turns two through five. Make sure Dynamic Duo is face up, otherwise Teen Titans Go! won’t be of much use.

Quick Note:
Connor%20Kent%20-%20Superboy,%20Tactile%20TelekineticRaven, Daughter of Trigon
If you notice in the decklist there is one turn six character and one turn seven character. These characters are only to be played under two circumstances. If your facing a deck that focuses heavily on equipments such as Good Guys or any deck involving Fate Artifacts then Phase six should be replaced by playing Connor Kent ◊ Superboy, Tactile Telekinetic or if you’re in a situation where you were unable to complete phase four, skip phase six and just go with the deck’s natural curve by playing Connor Kent ◊ Superboy, Tactile Telekinetic on turn six and Raven, Daughter of Trigon on turn seven.

Phase 6: Roy Harper Abuse
Roy Harper - Arsenal, Sharpshooter  Hank%20Hall%20-%20Hawk,%20Agent%20of%20Chaos Dawn Granger, Agent of Order
In order for this deck to be as effective as possible you need to have the “odd” numbered initiative. The reason for this is the most important phase (phase four) occurs on turn five. That is the turn that you will be wiping your opponents board of their Characters completely. If all went according to plan, the only character on your opponent’s side of the board should be their turn six Character. The average turn six character is a 12/12. On this turn you will be playing Roy Harper ◊ Arsenal, Sharpshooter and Boosting Dawn Granger or Hank Hall. Roy Harper’s ability says you can Exhaust a Teen Titans character you control >>> Roy Harper gets +2 ATK this turn. You can also Activate, KO a resource you control >>> Stun target character with ATK less than Roy Harper’s ATK. We can safely assume the only characters on the board are Beast Boy, Terra, Garth and the three you just played exhausting them all is a total of 14 ATK for Roy Harper. KO a resource you control and stun your opponent’s only character. This technique is known as the “Roy Harper Abuse”.

Three Things should happen by this point in the game:

1. You win this turn
2. Your opponent has given up knowning that Roy Harper’s ability on his initiative combined with the ability to KO his character on your initiative is too much to deal with.
3. Your just a few endurance away from winning. If thats the case, just stick it out and use Home Surgery and Heroic Sacrifice to protect your life from going below zero.

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