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| Competitive Anti-Green Lantern; Help | |
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| Tweet Topic Started: Nov 23 2012, 01:12 AM (1,300 Views) | |
| Chubbz | Nov 23 2012, 01:12 AM Post #1 |
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Senior Member
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My favorite DC affiliation is the Red Lantern Corp. Seeing as how I'll never see a true playset that revolves around my favorite team, I'd like to try the next best thing. Back in the day at my comic shop there were a ton of people that would attempt to make the Anti-Lanterns works, but nothing really prevailed. I'd like help in building a really competitive Anti-Lantern deck. A 4/4 army 1 drop THAT'S CONCEALED just has always seemed that it could totally outweigh that brutal K.O. effect. If anyone has any deck ideas with this card please post it here! I was thinking of teaming them up with Injustice Gang army, but it'd be fun to have it straight Lantern and would probably work out better too. Thoughts and recommendations always welcome! |
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| AlphaSilvr | Nov 23 2012, 01:21 AM Post #2 |
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Senior Member
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I have played good ones on OCTGN, but don't have any of the lists. If you take a look at the top couple of decks on this list, it looks similar to what I have seen. Sorry, I couldn't be more help. http://vs.tcgplayer.com/db/Decks.asp?Deck_Name=I&order_by=Avg_Rating%20Desc |
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| Drstrange | Nov 23 2012, 01:25 AM Post #3 |
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Think there are quite some tournaments that played with AGL :) This is how I run my list: Anti-Green Lantern 14 Anti-Green Lantern, Army 4 Chomin, Qwardian Spy 1 Dead-Eye, Qwardian Conglomerate 4 Xallarap, Anti-Green Lantern Corps 2 Shadow-Thief, Carl Sands 4 Felix Faust, Infernal Dealmaker 1 Fiero, Qwardian Conglomerate 1 Tattooed Man, Living Ink 3 No Man Escapes the Manhunters 3 Banished to the Anti-Matter Universe 3 Emerald Dawn 4 The Ring Has Chosen 4 Trial By Fire 4 Cosmic Conflict 4 Crackshot 4 Mega-Blast It's probably not the far most ideal list, but I promise it works :D Most people play cards like Willworld and Politcal Pressure over No Man Escapes the Manhunters and Emerald Dawn. Dead-Eye is a home inclusion to try and attempt "king death's" on Ahmed with a No Man before the cloak hits the table. Though I haven't actually tested it yet and don't know if its even needed at all since most decks with Ahmed are too slow for you anyways :D Also often Savage Beatdown is used for obvious reasons, if you have them you can replace Crackshot. Basicly it's a pretty mind on zero and smash the face kinda deck, fun if you don't feel like thinking too much :P Edited by Drstrange, Nov 23 2012, 01:28 AM.
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| vs_savant2 | Nov 23 2012, 01:28 AM Post #4 |
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Zen Master of the Versus Arts
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Hunte Castle was also a goto for me. A +1atk for hidden guys in the form of a 1 drop location was too good. |
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| kariggi | Nov 23 2012, 04:36 AM Post #5 |
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Hero For Hire
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I like blinding rage since it can help you get the stun back on your KO at the start of recovery guys, plus well +4/-4 is nice for these guys. |
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| Drstrange | Nov 23 2012, 11:48 AM Post #6 |
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Yeah I agree, blinding rage is imo better than savage in this deck for that reason. And I dont like the theeshold on savage :) |
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| marcos_coco | Nov 23 2012, 12:59 PM Post #7 |
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Insect swarm is another i used to play until i replaced them with origin story. in my oppinion origin story is a must, it helps you cicle the armies that are about to die and also lets you search one in your deck. Other goodies with burn effects: surprise attack, die for darkseid! |
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| Drstrange | Nov 23 2012, 01:06 PM Post #8 |
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Insect swarm/Origin story, nice catch :) Specially Origin story the extra's that you cant recruit before Faust you can ditch for power-ups and you'll always have the 3 armies in the KO for him. Edited by Drstrange, Nov 23 2012, 01:06 PM.
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| marcos_coco | Nov 23 2012, 02:03 PM Post #9 |
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yes, i'm actually considering to include both in my build, and remove the die for darkseid completely. I'll need to test it and see if it is worth over the endurance loss that i do with the DfD! |
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| Drstrange | Nov 23 2012, 02:23 PM Post #10 |
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I guess Emerald Dawn works almost the same as Origin story though, most of the time you search for Xallarap or AGL anyways :) Instead of the extra power-up potential you get abit more search versatility Usually I play: -turns 1-2: 2x AGL and 1x Chomin (prefferably Chomin on 1 so you can Emerald dawn, Die for Darkseid or something similar one of the spare AGL at 2). You will lose 1 AGL during these turns. -turn 3: Xallarap (or Shadow-thief with an AGL) You lose 1 AGL here, so preferably you drew 1 extra AGL and use it as a power-up (or discard to the ring or w/e) here, to make a total of 3 AGL in the KO'd pile at the end of turn 3. -turn 4: Felix Faust, get him stunned and get 3 AGL back from the KO. You only really need to draw 3 AGL's during a game and they need to be different ones, for Faust. So I would stick with your Die for Darkseid and only play Insect Swarm if you don't play Origin story. Don't lose too much pump or dmg from your support, you still want to finish at 4 (or so that you can burn it out at 5). You play Chomin because you don't want to lose you AGL's but at turn 4 you do want to have lost 3 different AGL's :P Edited by Drstrange, Nov 23 2012, 02:26 PM.
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| marcos_coco | Nov 23 2012, 02:37 PM Post #11 |
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i do run emerald dawn, what i don't run is the ring has chosen. I don't have my decklist around here, but i remember it was something like 4x origin story, 4x emerald dawn and 2 or 3 willworld. The rest was all pumps (trial by fire, cosmic conflict, mega blast, blinding rage) and some banished to the anti matter universe to hit direct on the endurance, and a few DfD for burning the last couple of endurances and give use to the armies before they are sent to the KO pile. |
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| Drstrange | Nov 23 2012, 03:15 PM Post #12 |
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Senior Member
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I run the ring mainly to search for Chomin on turn 2, since he sadly is missing any willpower, if only he had 1 willpower :D |
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| scottkthompson | Jan 3 2013, 06:01 PM Post #13 |
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That other moderator guy
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I ran 4x TRHC and 4x Vicarious Living back in the day to guarantee Chomin. He's too important. I really didn't like Emerald Dawn AT ALL because you had to KO a non-stunned character, which in this deck meant a lot of attack power evaporated. Willworld also doesn't get Chomin, it will make you furious every time it puts him under your deck! Avoid it! |
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| Drstrange | Jan 3 2013, 06:27 PM Post #14 |
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Senior Member
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The thing with emerald dawn is that you are gonna lose AGL's due to their effect every game in this deck, emerald dawn just uses them before they inevitably die by themselves. Vicarious is indeed a nice alternative but its turn 3 threshold and only being able to net you chomin kinda sucks. If you still need chomin on turn 3 you kinda lost that attackpower too (and are not having an ace game/time). But yeah better late than never I guess :) Just mull for chomin or a good hand with a trhc and you should be fine most of the games. Edited by Drstrange, Jan 3 2013, 06:29 PM.
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| scottkthompson | Jan 3 2013, 07:02 PM Post #15 |
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That other moderator guy
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Yeah, Emerald Dawn works if you didn't stun back (which is means it's pretty reliable turns 1 and 2). Vicarious Living isn't dead after you have Chomin. It can also turn Fiero into Faust; Faust into Fiero; Shadow-Thief into Xallarap; Xallarap into Shadow-Thief; and Extra Chomins into more AGL's. But yes, it's not without its drawbacks. If only it had a threshold of 2! |
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