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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The History of Vs System Part 3: Teen Titans

With Common Enemy Evening out the playing field after a dominant run with Big Brotherhood, the meta was once again wide open. Big Brotherhood decks became scarce  allowing Vs players to “break the format” with cards yet to be tested from the DC Origins set. The meta was missing a good rush deck. One of which would emerged from the testing tables of Tim Willoughby straight to 1st place at the $10K Gen Con Indy.

Teen Titans

4 Pantha, Subject X-24
3 Dawn Granger ◊ Dove
4 Tim Drake ◊ Robin, Young Detective
3 Donna Troy ◊ Wonder Girl
1 Hank Hall ◊ Hawk
4 Roy Harper ◊ Arsenal
2 Beast Boy, Garfield Logan
4 Red Star, Leonid Kovar
3 Bart Allen ◊ Kid Flash
4 Garth ◊ Tempest

Plot Twists
4 Teen Titans Go!
3 Press the Attack
4 Heroic Sacrifice
4 Home Surgery
3 Overload
4 Savage Beatdown
2 Flying Kick

4 Tamaran

Yes ladies and gentlemen, Teen Titans! Before we get started there are some things that need to be explained about this team. There are about four different Teen Titan builds from the DC Origins set alone. This article doesn’t cover the future sets released in the years after nor will it cover the other three builds. A lot of players tend to give up on the deck after hours of getting their shit pushed in during playtesting. Usually the reason players lose so much using Teen Titans is because they are taking the four different Teen Titan builds and unknowingly mixing them. If you are inexperienced with Teen Titans meaning you haven’t competed in a tournament with a record above breaking even, or do not know what the other Teen Titan builds are and how they work, I suggest you stick with the above list and really delve into this article, perhaps do some playtesting until you’re comfortable with the deck enough to take it to a tournament.

With that being said, let’s get started. Notice when you look at the list, there are no characters above the cost of five. The reason being is that this version of the deck is intended to grind your opponent turn after turn while using Red Star, Leonid Kovar’s ability which allows you to pay one resource point to have your opponent lose five endurance. The trick to keeping your characters alive during this grind is found in three cards.

Heroic Sacrifice: As an additional cost to play Heroic Sacrifice, stun a non-defending Teen Titans character you control. Exhaust target Teen Titans defender you control and remove all attackers from this attack.

Home Surgery: To play, exhaust a character you control. Recover target stunned character if its cost is less than or equal to the cost of the character you exhausted.

Garth ◊ Tempest: 9/9, Range Teen Titan, Loyalty. Pay 3 endurance >>> Return target card from your KO’d pile to your hand. Use this power only once per turn.

Heroic Sacrifice in combination with Home Surgery works like this; when a larger character attacks, you can play Heroic Sacrifice and your big guy doesn’t get stunned, while your little guy gets stunned instead. You also take no breakthrough damage. Because exhausting a character is a part of the cost of playing Home Surgery and stunning a non-defending character is a part of the cost of playing Heroic Sacrifice, it won’t matter what order the Plot Twists resolve in. This is an incredible two card combo that allows you to survive much longer leading into late game.

Turn 1: Pantha, Subject X-26 and Dawn Granger ◊ Dove are your 1 drop characters. Pantha will get +2 ATK when she attacks and Dawn Granger will get a stat boost based on whether or not Hank Hall ◊ Hawk is in play. You can also Boost her for an additional two resource points to search for Hank Hall and put him into your front row. There is only one copy of Hank Hall ◊ Hawk so if you have to choose between playing Dawn Granger or Pantha, choose Pantha to get the most value out of what’s in your hand unless you can play your only copy of Hank Hall on turn two.

Turn 2: Tim Drake ◊ Robin, Young Detective is what you will always want to play on turn two. His ability states If a team attacker you control would become stunned, you may stun another team attacker you control instead. you can also Boost for an additional two resource points to have Teen Titans characters you control not be stunned while attacking this turn. Your other options are Hank Hall ◊ Hawk who should only be played from your hand if Dawn Granger is in play, and Donna Troy ◊ Wonder Girl, a character you should avoid playing alone.

Turn 3: You have three options on this turn. Your first option and most is to play Roy Harper ◊ Arsenal. His ability is very important later in the game. You can Exhaust a Teen Titans character you control >>> Roy Harper gets +2 ATK this turn. or you can Activate, KO a resource you control >>> Stun target character with ATK less than Roy Harper’s ATK. If you don’t have him you will have other opportunities later in the game to do so. Option two is to play Beast Boy, Garfield Logan. He gets a +1+1 counter every time he attacks or is attacked so you will want to use him in combat as much as possible. If Beast Boy end up being the character you have to play then this is the turn where you need to start using Home Surgery and Heroic Sacrifice. Under no circumstances should you let Beast Boy become KO’ed. Option three is to play Dawn Granger or Hank Hall with Boost.

Turn 4: If you have the initiative this turn, Red Star, Leonid Kovar is an absolute must. His ability is as follows: Whenever Red Star becomes powered-up, he cannot be stunned while attacking this turn. Pay 1 resource point >>> Target player loses 5 endurance. Use this power only once per turn and only if you control another Teen Titans character. From this point forward in the game you need to always try and manipulate your resources to use Red Star’s Burn ability. This is also the turn when you will be grinding out your opponent using Home Surgery and Heroic Sacrifice. Also Power-up Red Star during this turn and every other turn using the Location Tamaran. If you do not have the initiative this turn then play Bart Allen ◊ Kid Flash. He lets you Exhaust a Teen Titans character you control >>> Ready Bart Allen. Use this power only once per turn. Activate >>> Target Teen Titans character has reinforcement this turn. Use him to give your characters reinforcement and take minimal damage. If you can, using Home Surgery with Bart Allen, sometimes allows you to recover him after he’s been stunned in a turn and counterattack back by exhausting another Teen Titan Character to ready him.

Turn 5: The majority of the time you will want your initiative on evens. This means you will be playing defensively on odd turns. Assuming you are on the defensive this turn, you have two plays to make. If you have a copy of Heroic Sacrifice and Home Surgery there is no need to play Garth ◊ Tempest. (Your only five cost Character) Instead you need to play Bart Allen and activate Red Star’s ability to burn your opponent for five. Remember, burning your opponent out with Red Star’s ability is your main objective. If you have the initiative this turn and/or played Bart Allen last turn, play Red Star and subsequently use his ability to burn your opponent with the remaining resource point. Something else to consider when you’re on the play and only when your side of the field have not lost any characters since turn one is to use Red Star’s ability and spent the remaining four resource points to play and Boost Tim Drake ◊ Robin, Young Detective. He will allow you to team attack without your guys being stunned. Follow this up with the Teen Titans Go! Plot twist to ready your team attackers and attack again, minimizing your opponents character count down to one at the start of the recovery phase.

Turn 6: If you notice, there are no characters in this deck with a cost of six or more. However, there are plenty of tricks you can do. if you still have a copy of Home Surgery and Heroic Sacrifice then Use Red Star’s ability to burn for five, recruit another copy of Red Star killing the first and use the newly recruited Red Star’s ability to burn for another five. Another option is to Burn your opponent for five and play Garth ◊ Tempest. His ability will let you pay 3 endurance to return any card from your KO’ed pile to your hand. You will generally use him to return Heroic Sacrifice or Home Surgery to your hand in order to continue grinding your opponent out of the game. Regardless of what you do, you will need to abuse Roy Harper’s ability and stun your opponent’s character.

Turn 7: You should have already won the game by this point. If you haven’t, use any combination of characters needed to win you the game. If you’re on the defensive you can use Garth’s ability to return Home Surgery from the graveyard to your hand, recruit another copy of Garth and return Heroic Sacrifice to your hand with his ability. Use Red Star’s ability next and that should win you then game. If you’re on the offensive this turn then use whatever means necessary to deal as much damage as possible. Just don’t forget to use Red Star’s Ability.

Plot Twists that ready your characters giving them the ability to attack again:
Teen%20Titans%20Go!Press the Attack
Plot Twists that assist in delaying the game:
Plot Twists used to increase damage:
Savage BeatdownFlying Kick
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