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Great Balls of Fire
by IQ

Characters: 36

4x Boris

4x Puppet Master

4x Rama-Tut

4x Kristoff Von Dom

4x Medusa

4x Beast

4x Dr. Doom (4)

4x Apocalypse

4x Onslaught

Plot Twist: 16

4x Acrobatic Dodge

4x Narrow Escape

4x Relocation

4x Gamma Bomb

Equipments: 4

4x Personal Force Field

Locations: 4

4x Latveria

            I bet you’re wondering what in god’s name I was thinking when I put this deck together. All I can say for myself is that being the Timmy player I tend to be at times I was looking for a way to build a deck around APOC and Onslaught because they just seem so good.

HOW IT WORKS

            The deck focuses around one thing alone, and that is to stall, stall, and stall. With this deck you have to stay alive until turn 7. If you can do that the game’s pretty much yours for the taking. I know how hard it is to reach that turn because most games usually end by turn 6 and that’s the toughest turn this deck has to face.

            Your main tool to stall is the all mighty Puppet Master. I beat you already know how annoying it is to deal with a Puppet Master and how he can slow the game down with his ability to exhaust your opponent’s characters. The Puppet Master is very useful in the early game, because most players don’t really drop anything decent until turn 3. Even if they drop a char in turn 2 you can just use the Puppet Master to exhaust that character.

            I know the Puppet Master alone is not enough to keep your opponent at bay past turn 4 but that’s why you have Narrow Escape. Use the Puppet Master’s ability to exhaust one of your opponent’s chars, Narrow Escape him back to your hand and use the ability again. With 4 copies of Boris in your deck you should be able to tutor for Narrow Escape and Rama-Tut and Dr. Doom will help you re-use your Narrow Escapes so you can use Puppet Master over and over again.

HOW IT BEATS YOU

            That’s really simple. If you can manage to keep your Endurance on the positive side when you reach turn 7 your opponent should pretty much give up. Why you ask?

            Well, once you reach turn 7 you can play Beast who will make your Plot Twist cost one less and that’s when you get to activate Latveria which will also reduce the cost of your Plot Twist by 1. This means you can play Gamma Bomb which would normally cost you 9 on turn 7 to clear the board.

            Once you have used Gamma Bomb on turn 7 you can play APOC on turn 8 to hit 2 of your opponent resources and limit him from playing bigger characters or you could simply play Dr. Doom or Beast to play another Gamma Bomb on turn 8.

            By turn 9 you should have draw at least one Onslaught which is all it takes to seal the game. His ability will destroy all of your opponent’s characters during your attack step and his stats of 21/21 with Fight and Range can take out just about anybody. If it looks like your opponent is building up an army when he has priority and might be able to take out Onslaught simply Gamma Bomb again and play another Onslaught or APOC to seal the game.

That’s pretty much how this deck works. I don’t recommend playing Doomstadt or activating Latveria before turn 7 is because Ka-Boom! Is a pain for this deck. Granted your opponent can Ka-Boom on turn 7 when you play Gamma Bomb but you should still be able to control the game at that point. Try out the deck for yourself and see how you like it, but be warned. Your opponent might attempt to hurt you if you use Puppet Master more than twice in the same turn to exhaust all of his characters. O.O

 

 

 

 

 


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