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The Tinkerer's Vs. System Workshop
X-Change
08-08-05

Wow, look at me go, two articles within one week all for your viewing pleasure. This week I got an e-mail from a guy named Andrew who would like….well here is what he writes, you can see for yourself…

“Tinkerer,
I love your articles on Pojo, and was greatly excited by the prospect
of seeing an X-Change deck up and running. I'm a relatively new player
to VS, being an ex Yu-gi-oh player, but X-Solo is definitely my
favorite build so far. I've hardly been playing a week and I'm
already sick of Sentinels! Please write up an X-Change build!”

Well Andrew, you’ve sure got me as a member of the I Hate Sentinels Club (so sorry Katie) and knowing as you must by now what a huge X-Statix fan I am I do just so happen to have a Team X-Change deck that I used to tinker around with handy. I simply call it my Double X deck until I get another X-team released ::cough X-Force UDE come on now cough:: to be able to make my XXX deck. Until then we’ll just have to deal with the slightly cleaner version.

So once again without further adieu, the deck list:

3 x El Guapo
1 x Professor X – Mutant Mentor
4 x Cyclops – Slim
4 x Wolverine – Logan
1 x Orphan – Guy Smith
1 x Plasm
3 x The Spike
2 x Nightcrawler – Fuzzy Elf
4 x Anarchist – Tike Alicar
1 x Vivisector – Lunatic Lycanthrope
1 x Colossus
1 x Storm – Weather Witch
1 x Rogue – Powerhouse
1 x Anarchist – Man of the People
1 x Professor X – Worlds Most Powerful Telepath
1 x Professor X – Mental Master
3 x Acrobatic Dodge
2 x A Death In the Family
3 x Bamf!
3 x Grandstanding
2 x Go In Swinging
2 x Marvel Team Up
2 x Mind Over Matter
2 x Never Give Up
4 x Team X-Change
3 x Cerebro
2 x X-Statix HQ

The thing about this deck is that I made it all for fun. I doubt highly that there is any build with these two teams that can win consistently of at a highly competitive level, if you want that go with the X-Statix / Marvel Knights deck that works incredibly well. So in sticking with the fun theme I play a lot of different cards in here. Normally I don’t play many two of cards in a deck simple for the inconsistency in drawing into them when most needed. Now let me go into an explanation of the cards chosen and why starting with characters.

El Guapo – Read my previous write up’s about this team and you’ll see why I like this guy. He can be such a pain to your opponent you’ll wonder how you ever lived without him. Oh yeah, all the X-Men characters are garbage in the 1-drop spot so none made the cut over Robbie.

Professor X-Mutant Mentor – Not a bad choice sometimes in the course of a game if you can meet his double loyalty restriction. With Team X-Change searching out specific cards named Professor X it only makes good sense to include him.

Cyclops-Slim – I wanted to make this deck all about team attacking and KO’ing the characters on that other side of the field. Since Cyclops gives all team attacking X-Men characters +2/+2 I couldn’t see any way around using our little one eyed friend here.

Wolverine-Logan – Almost a no brainer with his beefy 6/6 frame and his recruitment restriction shouldn’t be much of a problem either with so many X-Men characters here.

Orphan-Guy Smith – I can’t make a deck with X-Statix characters in it without including at least one single solitary copy of an Orphan in it. That’s really the only reason there’s one in the deck.

Plasm – Is just too good not to have if you get in a pinch in later turns stuck without a character to recruit. If you can’t get a new character into play at least you can stun one of your opponents.

The Spike – Yes, he is a just slightly smaller Feral Rage without a recruitment restriction. No, the part where you have to KO him if you don’t control two other X-Statix characters will not be a problem. Spike is a beast, plain and simple for our needs.

Nightcrawler-Fuzzy Elf – Nightcrawler has always been, since Marvel Origins released, one of my favorite 4-drops in the game. His ability to give any other character you control flight and range can be almost invaluable when you need to team attack a support row character.

Anarchist-Tike Alicar – Tike was the first piece of this puzzle that fell firmly into place. It just seemed too good to be able to Bamf! and then Never Give Up to ready and stun and KO multiple characters on the same turn, and you know what? It is.

Colossus – Turn 6 brings three different characters for your pleasure. One is a beater, one follows our KOing theme, and the last is for a nice control element for your off initiative. Colossus is the beater of the bunch 16/12 is nothing to complain about, you’d usually want to play him if you’re task is nearing completion and you need to close the deal quickly…just make sure you get those characters into the KO pile quickly.

Rogue-Powerhouse – Quite obviously our KO’er she’s the other choice to play if initiative comes your way on turn 6 and you want to clear off the board some more.

Storm-Weather Witch – Easily our off initiative character of choice, Storm always catches you opponent by surprise, ALWAYS!! Most of them will even have to lean over wanting to read her effect. When they do they’ll be realizing that the formation they made with all the big ranged characters in the back row just became useless and they’ll be taking a beating if they can’t get to Storm somehow.

Anarchist-Man of the People – He’s a 16/16, what’s more to want. He’s a beater and that’s about it. You’ll almost never be using his effect unless something totally unforeseen by me occurs in your game, but I warn you to do it at your own risk.

Professor X-Worlds Most Powerful Telepath – Can do a lot of damage at any point during the turn he comes into play, and potentially screw up what ever attacking play your opponent had.

Professor X-Mental Master – I don’t recall any games ever having to go past turn 7, but again using Team X-Change to fetch this guy, there’s no harm in including him. Plus his boost can be invaluable if you come up against some form of a stall deck.

Moving onto the support part of our little chat (What good are characters without a little Plot Twist action?) we can now get into the goods.

Acrobatic Dodge - is an invaluable asset to our deck since we will stand a much better fighting chance with our characters not stunned.

A Death In the Family – I’m sure you all are thinking right about now what an idiot I am for including this one. Well, personally I don’t blame you. This card does however fit in perfectly with our KO theme we got going (and to be honest, we need things off the field if there’s going to be any hope of winning for us.) The life loss should be negligible for the amount the cards doing us, plus X-Statix HQ will soak up most of the damage anyway. Do watch out for anyone playing with League of Assassins though as a well timed Lazarus Pit just ruins your day.

Bamf! – I’m team attacking you, you’re getting KO’d and none of my guys are getting smacked back? ‘Nuff said.

Grandstanding – This card is just so amazing when played properly. Think of El Guapo (if he’s still hanging around) team attacking with Anarchist (5), then hitting Grandstanding to stun El Guapo to make a Anarchist 17/15 team attacker KOing their dude. It is still a team attack though so sorry guys, no breakthrough on this one. Best part is this still leaves your 3 and 4 drops able to attack at will.

Go In Swinging – This is just another “you can’t stun me back” trick that’s here just in case Bamf! or your team-up doesn’t show up in time. This will come in handy most of the time.

Marvel Team-Up – The generic team-up card in the deck. Just here to make sure you can team-up as soon as possible.

Mind Over Matter – With plus 3 attack, flight and range, and the ability to get one of your little guys off the field when they’re in danger, how can you go wrong?

Never Give Up – This was one of the cards I thought would be a shining star in any game it got played. Strangely I don’t believe I ever found any use for it at all. If I were going to rebuild a new version of this deck it would probably get replaced by a Children of the Atom or a couple Savage Beatdowns.

Team X-Change – The main way of making our two teams (who are not very friendly with each other by the way) play nice. Professor X is the only thing that could make these two teams work together and the card reflects this by allowing us to go grab any copy of him we want to. That deck thinning alone makes this better than Marvel Team-up or any other generic team-up card.

There are only two locations in this deck, but both are very integral to us for a smooth running game.

Cerebro – Just a very nice little card for cycling through your characters that will help to ensure you have your Anarchist ready to drop on turn 5.

X-Statix HQ – Another great tool that comes in the form of life gain and card draw. It is however very situational depending on how your game is going. Play with caution since we do want to keep as many characters on our field as possible.

So there it is. Another edition of my Workshop has come to a close. Now remember, this is just something really fun to play with friends and such. Now like most fun decks, there’s very, very little chance of it ever winning you a tournament of any kind, but there’s still that one bit of this game that people forget about sometimes. Yes, it is supposed to be competitive. It is also for FUN. I wish people would stop copying the latest 1st place 10K deck lists and open up a can of originality. It’s in you all and those are the pretty much the only kind of decks I respond to. So if you have one of those rare animals and think you need help with it, please send it my way and I’m always happy to help.


So until next time we meet,

Adios Amigos


Tinkerer
 


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