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| Competitive Anti-Green Lantern; Help | |
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| Tweet Topic Started: Nov 23 2012, 01:12 AM (1,301 Views) | |
| Drstrange | Jan 3 2013, 07:08 PM Post #16 |
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Hmm youre right, thought vicarious had an "affiliated character" restriction. Being able to search for faust makes it a much better pick than I thought ^^ 2 threshold would still not be bad ;) |
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| Grumqa | Jan 4 2013, 05:31 AM Post #17 |
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I run nothing but AGLs and Xallarap in mine. Partly this is due to a couple of cards in the council-approved sets DLL and DCN that help this deck out a lot: Red Power Ring and Vanishing Point. Red Power Ring lets you stun the equipped character and burn the opponent for its cost, so it's essentially Ring of Chomin. (There's also a 1-drop in that set with willpower that has Chomin's power, Children of the White Lobe or something like that.) Vanishing Point says: Whenever a character with cost 2 or less becomes stunned, return it to its owner's hand. However, the original poster was lamenting lack of a Red Lantern set, so I'm assuming he doesn't have DLL, so that's just for anyone else who reads this. If I had to take those eight cards out, I still probably wouldn't run Chomin, Faust, Fiero and such though. I'm concentrating more on stunning the AGLs and attack pumps. Here's the deck I run: 18x AGL 4x Xallarap 4x Savage Beatdown 4x Mega Blast 4x Blinding Rage 4x Gorilla Warfare 4x Die For Darkseid 4x Surprise Attack 4x Origin Story 4x Red Power Ring 4x Vanishing Point 2x Cosmic Conflict Looking at this, if I cut the eight non-UDE cards, I'd probably put in six more AGLs and two more Cosmic Conflict. I don't mind the threshold on Beatdowns, as I don't win on 3 anyway, so I just save them and use them on 4. It's not like an AGL deck full of attack pumps has trouble stunning a 3-drop anyway. Maybe a couple of Blindsided would be useful, too. As it is, I just mulligan for what looks like enough AGLs/Origin Stories to get by. I prefer Origin Story and keeping the AGLs around with Gorilla Warfare and Blinding Rage to screwing around with Faust, because every time I drew both Faust and Xallarap, I'd wind up not having 3 AGLs in the KO pile. Also, Faust stuns so easily to a 3-drop, or a 5-drop you can't stun back if you're defending on 5. Also, with this build, if I don't draw many AGLs and no Origin Stories at first, I won't recruit on turn 1, reasoning being that there's no board control to be had then, and I'll want that AGL on a later turn. |
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| kariggi | Jan 4 2013, 01:52 PM Post #18 |
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Hero For Hire
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Gorilla Warfare doesn't work as far as I can tell, I had it set aside to go in but then reread it. Chomin is for stun backs on AGLs, Faust just lets you bring them back. |
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| Drstrange | Jan 4 2013, 02:06 PM Post #19 |
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What kariggi said :) at the start of the recovery phase boththe effect of AGL and Gorilla Warfare jump on the chain. You can decide the order in wich they do, but letting gorilla warfare resolve first doesnt remove the effect of the agl from the chain... Sadly |
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| Grumqa | Jan 4 2013, 10:33 PM Post #20 |
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Oh hey, good point. I didn't even think about that, because I got the idea from another local player's AGL deck, so I just accepted that it worked and used it in my own. Oops. Thanks for pointing that out. I still don't really like Chomin or Faust, though. One of my hobbies is trying to come up with an effective AGL build that doesn't use either of them. |
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| ukyo_rulz | Jan 5 2013, 07:33 AM Post #21 |
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I keep my build relatively simple: 18 Anti-Green Lantern 4 Chomin 4 Xallarap 4 Felix Faust 2 Fiero 4 Willworld 4 The Ring Has Chosen 4 Emerald Dawn 4 Blinding Rage 4 Cosmic Conflict 4 Matter Convergence 4 Banished to the Anti-Matter Universe It's a bit character-heavy but I find that you just lose outright when you don't get up to critical mass, plus powering up ensures that Faust will get the full effect from his ability. Feel free to switch Emerald Dawn for a pump or a Die for Darkseid if you want more power and less consistency. ^_^ |
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| Wallywest1988 | Jan 14 2013, 06:52 AM Post #22 |
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AGL decks across the board are usually super close. Just as additional input, the standard build I used was this: 14x AGL 4x Chomin 4x Xallarap 2x Shadow-Thief 4x Felix Faust 1x Fiero 4x Banished to the Anti-Matter Universe 4x Ring Has Chosen 4x Willworld 4x Mega-Blast 4x Cosmic Conflict 4x Blinding Rage 4x Trial By Fire 3x Savage Beatdown You can go in a few different directions though. Character wise you can mess with Tattoo'd Man at 5, Dead-Eye to chop guys. I chose to stick with Shadow-Thief. Gives me more stability in filling out curve on weaker draws. With Ring being able to search for any team play whatever you like. After that you just have to choose what strategy you wanna go with on the rest of your line-up. Like Ukyo said you can throw caution to the wind sort of and go all out attack pumps. I pretty much did that with this build. You could also slow it down and add more consistency by adding another search for Chomin. Attack pumps are all up to you. I am using some super standard ones but you could make a pretty good setup with Hunte Castle. You can rotate around the thresholds of the pumps and play 3 Strykers for some pump on every turn. |
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| Generalisimo | Jan 14 2013, 06:23 PM Post #23 |
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With this decks I understand that if you have the initiative you do a lot of damage. But what about the turns when you don't have de initiative ? The other player attacks you directly and you lose a lot of endurance. Ok, you have all your characters hidden and in your attack step you will have a lot of power damage. But how you defend yourself if the oponent attacks first ? |
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| kariggi | Jan 14 2013, 06:35 PM Post #24 |
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Hero For Hire
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You don't you just hope you do more damage faster than they do. You swing because you're hidden every turn, they swing only on their initiative because you clobber their board on yours. I run one Tatooed Man. |
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| Drstrange | Jan 14 2013, 11:43 PM Post #25 |
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the insane stats you lay down and the package of pumps you have to go with that will win you those trades. And you will wreck their board each turn without any drawback for yourself, you are running a suicide squad on a timer anyways :) Best defense is a better offense :D |
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| Wallywest1988 | Jan 15 2013, 04:46 AM Post #26 |
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Yeah it just eats damage to the face and dishes it out faster (Hopefully) Pretty simple deck the can be frustrating for opponents. |
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| Generalisimo | Jan 15 2013, 04:43 PM Post #27 |
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Yeah, I was thinking that would be the answer: doing more damage than the one you receive. Thanks. I build a similar deck but I couldnīt test it yet. Edited by Generalisimo, Jan 15 2013, 04:45 PM.
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| ukyo_rulz | Jan 17 2013, 07:02 AM Post #28 |
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I'm surprised at how few people play Matter Convergence, considering it's the most efficient answer to No Man Escapes the Manhunters on Chomin. If you end up not needing it till turn four it can be used like any other pump. |
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| Wallywest1988 | Jan 20 2013, 03:56 PM Post #29 |
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It's a +3 with a situational effect vs playing any plus 4. Just a judgment call I guess. |
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| ukyo_rulz | Jan 21 2013, 02:25 AM Post #30 |
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I think it's fine to sacrifice one point of damage in exchange for the ability to not lose outright when the opponent plays NMETM. |
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