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JSA - Clone Saga; Identity Shenanigans
Topic Started: Dec 9 2012, 07:17 AM (562 Views)
Crossbonesx11
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I opened up two booster boxes of Infinite Crisis and started working on this decl. This is a Clone Saga theme deck heavily based on Geoff Johns JSA and Hawkman runs. I need help with the non-character numbers and some ideas for some non-character card draw. Really need some on theme card draw! Anyway here is the list, Thanks for your help!

4 Chay-Ara ~ Hawkgirl, Eternal Companion
4 Prince Khufu ~ Hawkman, Eternal Warrior
3 Kendra Saunders ~ Hawkgirl, Eternal Heroine
3 Shayera Thal ~ Hawkwoman, Thanagarian Enforcer
3 Katar Hol ~ Hawkman, Thanagarian Enforcer
3 Katar Hol ~ Hawkman,  Eternal Hero
2  Carter Hall ~ Hawkman, Eternal Champion
2 Mordru, Darklord
3 Dr Fate, Hector Hall
2 Dr Fate, Lord of Order

1 Fate Has Spoken
4 Heroic Rescue
3 Justice United
3 Living Legacy
3 Taking Up the Mantle

3 Amulet of Nabu, Fate Artifact
3 Cloak of Nabu, Fate Artifact
3 Helm of Nabu, Fate Artifact
4 Nth Metal

3 Dr Fate's Tower
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kariggi
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Unfortunately neither ego gem or New baxter building are on theme, but Invasion Plans isn't far from thangarian.
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Crossbonesx11
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Yeah a few Ego Gems would be nice, but alas you are right not on theme! I am going to try this change:

-3 Taking Up the Mantle
-1 Heroic Rescue
+4 A Moment in Crisis

How do you feel about the numbers of the Fate Artifacts? Anyway to make them non-unique?

Thanks!
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kariggi
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Probably about right I tend to lean heavy on the helm, and no I can't think of any way to break equipment uniqueness.
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InvaderGrint
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i ran a very close deck to this and instead of fate try the Mr. terrific cards that are out there the are a 1 and 3 drop and sit in your hidden area
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Grumqa
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With hawks and identity I tended to run just the first four JSA drops, maybe a copy of Carter Hall, and the Terrifics or whatever hawks I was missing on 5. Then Superman on 6 for more up-curve powerup stuff, four copies of Phantom Stranger on 7, and I"m not sure if I had an 8.

I do have a hawks/Fate deck, which is 4x Khufu, 4x Shayera, 4x Katar Hol (JSA), 4x DCL 5-drop Batman, 4x Superman, 4x Phantom Stranger and a Dr Fate on 8 that I never ever get to play. Everyone powers up on attack due to the Bat, who is loaded with as much of the Fate suit as Shayera can get him while making sure there's Nth Metal for Hawkman and Superman. It bricks nearly as well as the pure JSA off-curve version I listed above, and it's a lot more aggressive. Can post the list if you want, or try to approximate the hawks/Terrific deck list. Kind of feel like putting that one back together anyway; it was fun.

For your deck I'd probably at least switch out Mordru for Phantom Stranger, unless you really want him for theme. I would not be comfortable running two 8-drops and no 7s at all without more off-curve support.

Shadowpact Fate in a JSA deck is fun too though. I tried that once in a deck based on +ATK for exhausted characters: Ted Grant, Black Adam, etc. Teamed it up with Shadowpact so I could run Nightshade on 4, and had one good game against a Warbound deck that didn't seem to have a way to prevent me from shoving Hulk out of my way with Nightshade.
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Number6
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My JSA Identity deck had 8 Identities (5 of which were distinct from the character names), each of which had a minimum of 4 cards:

4x Chay-Ara <> Hawkgirl, Eternal Companion
4x Kendra Saunders <> Hawkgirl, Eternal Heroine
4x Prince Khufu <> Hawkman, Eternal Warrior
4x Katar Hol <> Hawkman, Eternal Hero
2x Terry Sloane <> Mr. Terrific, Golden Age Gold Medalist
2x Michael Holt <> Mr. Terrific, Renaissance Man
1x Richard Tyler <> Hourman, Man of the Hour
3x Hourman III <> Hourman, Time Machine
2x Connor Hawke <> Green Arrow, Son of the Archer
2x Oliver Queen <> Green Arrow, Hard-Traveling Hero
4x Power Girl, Earth 2
4x Superman, Earth 2
4x The Phantom Stranger, Wandering Hero

4x A Moment of Crisis
4x Heroic Rescue
4x Justice United, Team-Up
4x Living Legacy
4x Taking Up the Mantle

Powering up is the key mechanic, but instead of using explodable equipment, you just use a variation of the character-discard mechanic via the Hawks at 3 & 4 (and Phantom Stranger, who's more a spare power-up than an actual recruit, although one of my friends does like Psimon so there's that too). The Hawks' Ally powers provide a great kicker, as do the Green Arrows'. There are some other ATK+DEF boosts conditionally available via the Mantle, Terrifics, Hourmen, and Earth 2'ers. All of this adds up to a team that can boost both stats on both attack and defense, and do so fairly consistently. I've played this deck more than once, and my friends have grown to dislike it, because if I have any cards at all in my hand, there's a good chance that power-up-style boosts will happen. I've considered adding some JSA HQs to the deck, but am generally unwilling to cut anything else, and with the decent draw+search already available, I haven't found any real need for it, which handily classes this deck as "Random Punks" worthy, if that's any consideration.

Winning on turn 7 is usually easy enough; with Peeg on the board from turn 6 and boosting Supes, you've got two 15/14's on the field, with Peeg promising huge smackdowns on any cost-7's on the other side of the field. If you go to turn 8 for some reason, replaying Peeg with her boost is also an option, but that turn 7 finish is really what you want to shoot for.

I don't know if this matches up with a comic storyline of your preference, but this combo is what I found works really well with the JSA Identity scheme.
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