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Skrull; Straight Skrull, looking to kill on turn 6,7
Topic Started: Feb 20 2013, 01:20 AM (417 Views)
Cmddcampbell
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Looking to build a Skrull deck that takes advantage of the 2 drop Skrull Soldier, to mass buff Super Skrull, Engineered Super-Soldier.
My curiosity has got the best of me to see what everyone else seems to think about the Skrulls.
Thanks ladies and gentlemen
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unclechawie
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The only way I really see that working well is Cosmic Radiation. Team up with Fantasic Four, get at least 4 Skrull Soldiers on the field and each becomes a +4 attack pump. Exhaust and use Cosmic Radiation to ready them. Super Skrull will already ready himself with a discard as well as burn and provide a pump. So, 5 attacks with +15/+3 pump and 15 burn or a single attack for +63/+3 and 3 burn.

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Wallywest1988
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Yeah you could do some shenanigans with cosmic rads and a just a few guys. You can use cosmic radiations on the attacking skrull as well as the army guys and play team tactics to double it every cosmic radiation. You could probably get over 50+ easily. Run some Blind Sideds and ways to recover your Little guys until turn 6.

Fun and casual.
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kariggi
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You can also gimmick with Charge and its opposite number.
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OMB
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unclechawie
Feb 20 2013, 03:49 AM
The only way I really see that working well is Cosmic Radiation. Team up with Fantasic Four, get at least 4 Skrull Soldiers on the field and each becomes a +4 attack pump. Exhaust and use Cosmic Radiation to ready them. Super Skrull will already ready himself with a discard as well as burn and provide a pump. So, 5 attacks with +15/+3 pump and 15 burn or a single attack for +63/+3 and 3 burn.

I'm not sure I follow your math here. A few important things to note.
Quote:
 
Skrull Soldier, Army (MOR-159C)
Character, 2, Skrull, 2/2, Range
Activate >>> Target attacker gets +1 ATK this attack for each Skrull Soldier in your support row.
Quote:
 
Super Skrull, Engineered Super-Soldier (MOR-160R)
Character, 6, Skrull, 10/10, Flight, Range
Whenever Super Skrull attacks, you may discard a card. If you do, Super Skrull gets +3/+3 this attack, ready all front row Army Skrull characters you control, and each opponent loses 3 endurance. <p> Whenever Super Skrull defends, you may discard up to X cards, where X is the number of attackers. For each card you discarded, Super Skrull gets +3/+3 this attack, and each opponent loses 3 endurance. If you discarded, ready all front row Army Skrull characters you control.
Quote:
 
Cosmic Radiation (MOR-069R)
Plot Twist, 3
Ready any number of Fantastic Four characters you control. Those characters can't attack this turn.
I'm not sure how you would get 5 attacks and unfortunately the only way I can think of to get multiple uses out of the Skrull Soldiers using the ability on Super Skrull is if you have the Skrull Soldiers in the back row and attack with Super Skrull, discard, and then chain all their abilites to the trigger let them all resolve then find a way to move them all to the front row before the trigger resolves. Then they ready. Then find a way to move them to the back row so you can use their powers again.

The only methods I can think of involve using Charge and Fall Back (a.k.a. a complete waste of your time) or the MEQ Quinjet that never got released (have fun playing with proxies). I definitely think the Skrull/FF team up would be the way to go though. In addition to Cosmic Radiation you also get access to Child Named Valeria which will let you preserve your field of soldiers easily.

EDIT: Assuming you're just messing around and trying to cook something up and don't mind a few proxies I'd start with this extremely rough sketch and find out what kind of changes you need (it will probably be a lot).

Characters
1 [MVL] Invisible Woman, Walking on Air
4 [MOR] Invisible Woman-The Invisible Girl
4 [MOR] Mr. Fantastic-Reed Richards
1 [MOR] Ant Man-Scott Lang
1 [MUN] Black Bolt, Enemy Within
8 [MOR] Skrull Soldier-Army
3 [MOR] Super Skrull-Engineered Super-Soldier
2 [MHG] Warskrull - Skrull Infiltrator

Plot Twists
4 [MOR] Cosmic Radiation
4 [MOR] A Child Named Valeria
4 [MEQ] Quinjet, Mighty Machine
4 [MEQ] Goblin Glider, Ver. 2.0
4 [MOR] Tech Upgrade
4 [MVL] Force Field Projection
4 [MXM] Enemy Of My Enemy
4 [MVL] Signal Flare
4 [MHG] Act of Defiance - Team-Up

Your biggest problem is the fact that you have no Plot Twist search so you can't guarantee getting any Childs let alone multiple copies which is pretty much your most important card. Something worth noting is that with Child and a few Soldiers/Act of Defiances you can pretty easily be swinging up curve with your little guys.
Edited by OMB, Feb 20 2013, 05:06 AM.
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unclechawie
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Missed a keyword on Super Skrull. He readies army characters not himself. That definitely changes things a little. In that case only the single attack would work.
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Wallywest1988
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The Cosmic radiation is fine on super skrull since you are going for one big bang anyway. During the attack you ready him for tactics and rinse repeat. Charge and Fallback is pretty hard since this deck likely won't have plot twist search but the two together is like a cosmic radiation.

Teaming up with F4 for child is a definite.

If your playing cosmic radiations you need to add team tactics. Armageddon wouldn't be that bad in here since if you tactics once its a +12.

Quinjet sadly is the best option for skrull shenanigans. Print out some nice proxys and go to town.

I like something like:

4x Invisible Woman, The Invisible Girl
1x Invisible Woman, Walking on Air
4x Mr. Fantastic, Reed Richards
1x Ant-Man
1x Valeria Richards, Child of Light and Darkness
3x Super Skrull
1x Warskrull
8x Skrull Soldier

4x Cosmic Radiation
4x A Child Named Valeria
3x Quinjet, MEQ
2x Goblin Glider 2.0
4x Tech Upgrade
1x Ego Gem
3x Force Field Projection
4x Enemy of My Enemy
4x Signal Flare
1x Act of Defiance
4x Millennium
3x Team Tactics

Since you don't have any PT search draw engines are gonna be the next best thing. Millenium is just a better card since we don't attack till 6 anyway and ego gem is obviously helpful since we already play equip search.

Dropped down some of the quanitities on the equips since Reed and tech upgrades will likely dig them out and you don't need them until 6.

I like Millenium and Ego for draw. Keeping one act in so we can enemy for the team-up. Tactics was hard to fit in and Press more than likely should be in at a 3x or something. Deck is annoyingly tight but this could function.

Tactics is great in here but without cosmic rads it will obviously be useless so I dropped the count to 3.

my take from this anways. Nice list OMb
Edited by Wallywest1988, Feb 20 2013, 06:28 PM.
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OMB
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I like the changes you've got.

Quinjet is pretty much amazing in this deck because not only does it enable moving shenanigans for Super Skrull, but it basically doubles as "Pay 1 endurance -> Target defender you control has reinforcement this attack." and low cost reinforcement is great for a Child deck.
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Cmddcampbell
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This might sound a bit noobish, but Wallywest1988 suggested using the draw engine, since the deck wouldn't want to attack before 6, what about using Invasion Plans to get extra cards in hand?
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Wallywest1988
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Invasion plans is nice but I mean using draw enginges that didn't require a ton of slots.

Millennium doubles as the team-up with convenient draw and the Ego can be searched out. Invasion would be great in here but fitting it in would be hard.

And yeah OMB Quinjet is the only reason this deck is playable. It is taylor made for this haha.
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