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**Final List** 100 Ideas: Crisis Doom; The Doom Stands alone
Topic Started: Mar 15 2009, 05:24 AM (1,833 Views)
scottkthompson
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I'm going to be posting my 100 deck ideas for the community at large to help me refine.

Rules:

1) Only 30 cards allowed per deck
2) Only 2 of any card allowed per deck
3) The decks are limited to 2 teams (and unaffiliated characters)
4) All non-character cards need to refer to the chosen teams (or no teams at all)
5) On-team tutors and pumps and tutors should be used over generic ones (i.e. Legionaires should use New Recruits, not Mobilize)
6) Marvel and DC Universes should be kept seperate when constructing the decks
7) These are ‘Kitchen Table’ decks, not ‘Pro Circuit’ Decks. They can be competitive, but the goal is fun!

Felix's Crisis Doom build...
Use Crisis to make Doom non-unique. Most of your Doom's have the ability to turn Crisis face-down so that Diabolic Genius' game text comes back on line.

2 Boris – Personal Servant of Doom
2 Lancer - Samantha Dunbar
2 Doctor Doom – Richards Rival
2 Doctor Doom – Diabolic Genius
1 Doctor Doom – Power Hungry
1 Kristoff Von Doom – Pretender to the Throne
1 Doctor Doom – Sorcerous Savant
1 Doctor Doom – Victor Von Doom
1 Doctor Doom – Fearsome Monarch
1 Doctor Doom – Lord of Latveria
1 Doctor Doom – Latverian Monarch

2 Crisis on Infinite Earths
2 Mystical Paralysis
2 Reign of Terror
2 Faces of Doom
1 Diplomatic Immunity
1 Time Thief
1 The Power Cosmic
1 Expendable Ally

2 Doomstadt
1 Latveria

I slipped in a Latveria because I think that card is so awesome in Crisis Doom. A whole curve or reinforcement ftw!

Trooper/Savant Edit:
-1 Diplomatic Immunity
+1 Time Thief

Philosopher Edit:
-1 Time Thief
+1 Diplomatic Immunity

Trader Edit:
- 2 Kang, One of Many
+2 Lancer, Samantha Dunbar
Edited by scottkthompson, May 31 2009, 10:31 AM.
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scottkthompson
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Because most of the Doom's can turn down plot twists, this deck could be played with A Clash of Worlds just as easily as Crisis on Infinite Earths.
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Christo
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scottkthompson
Mar 15 2009, 05:27 AM
Because most of the Doom's can turn down plot twists, this deck could be played with A Clash of Worlds just as easily as Crisis on Infinite Earths.


Wouldn't A Clash of Worlds be a DC card? Same with Crisis?

Or is it generic for the 100 Decks?
Edited by Christo, Mar 22 2009, 07:12 AM.
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scottkthompson
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Every so often I make an exception to the rules. Since Crisis Doom was a popular archetype in the history of Vs., I figured people would want to see it included in the 100 Ideas.

But yes you are correct. They are BOTH DC cards and DO bend the rules!
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scottkthompson
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On that same note, A Clash of Worlds violates the rules less as it is a card that names no team affiliation, whereas Crisis is actually a DC team.

Edit:

Welcome to the forums Christo!!
Edited by scottkthompson, Mar 22 2009, 07:30 AM.
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Christo
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I wasn't on board when you first started this amazing project, thus I missed the fact that some exceptions might be made for 'Classic Archetypes'. It's not really Crisis Doom without Crisis, now is it? :)


And thanks for the welcome!
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scottkthompson
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Christo
Mar 22 2009, 07:46 PM
I wasn't on board when you first started this amazing project, thus I missed the fact that some exceptions might be made for 'Classic Archetypes'. It's not really Crisis Doom without Crisis, now is it? :)


And thanks for the welcome!
Thank you for all the help on these decks! Keep it up!
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Shadowtrooper
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I guess Time Thief would be an awesome card to play if you did play two copies cause you could be well in your way to making an opponent miss a drop which would be huge in this 30 card format.

If not then I suggest you cut it and Diplomatic Immunity in favor of Supersize.

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vs_savant2
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My vote goes to Time Theif. In an ideal turn 4 play, you lay it as a resource and double play it with Doom and then play one from your hand. Thats 3 cards nabbed and if they have 2 5's and 1 six in the deck, you will have the game locked.
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Shadowtrooper
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vs_savant2
Mar 25 2009, 08:53 PM
My vote goes to Time Theif. In an ideal turn 4 play, you lay it as a resource and double play it with Doom and then play one from your hand. Thats 3 cards nabbed and if they have 2 5's and 1 six in the deck, you will have the game locked.
Actually the ideal play would be to to flip Crisis face down so that you can control your opponents hand with Diabolic Genius.

But yeah double Time Thief are a bitch to play against.
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scottkthompson
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Alright, Diplomatic Immunity out, one more Time Thief in!

I just hope that doesn't make this deck 'too' good in this format. We'll see!
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vs_savant2
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Peer pressure for the win!
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scottkthompson
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Haha, yeah I cave pretty easy. However, if Time Thief does prove too broken in a 30 card environment, we'll have to switch it to Supersize like Trooper suggested!
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Philosopher
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I agree that 2 Time Thief is really powerful. The only reasons I didn't do that myself were:
1. as has been mentioned, it may well make the deck a little less fun to play against in a kitchen table environment and
2. It would let me put in a different Doom card to showcase more of his abilities.

I'm not sure the deck needs Latveria though. It's definitely handy at time, but if you ever need reinforcement that usually means something is going badly wrong. I really like Diplomatic Immunity in that slot because hiding your now vulnerable smaller Dooms lets you keep a pretty impressive board advantage, as well as have some surprise reinforcement somtimes. Plus it's a great moment in the comic itself when that happens.
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scottkthompson
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I think I agree, I think I'm going to 'undo' the edit. I'm very worried about a double or even triple Time Thief clearing out an opponent's late game. That will very quickly (and cheaply) take this deck through the bracket.

It may not seem like it, but I'm doing my best to keep the 100 decks kind of balanced!

Thanks Felix
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