X-men and their true power - Nakaiya21 Ok I will have to admit that I do not read the yammers section often due to lack of time and what not, but today I had a few extra minutes and I decided to take a look. The first thing that caught my attention was Lane's article about the X-men. Since I run an x-men constructed deck, I immediately knew that I had to tune in. Well, after reading Lane's yammer I knew I had to write in to defend my x-men deck as well as all other x-men decks out there. I like the fact that Lane recognized that x-men utilize many strategies. It definitely shows that Lane put in the effort before writing in. Here is the thing about x-men....in order to create an effective x-men deck, you need to look past some of the obvious strategies (i.e. hand control) and try something a little more complex. By having a lot of different strategies, using different x-men characters, you can create a deck that can handle many situations. Sure, you can build a 'beatstick' if you like, but coming from YGO experience...what fun is that? One of the most effective ways of using your x-men deck is to create a can't-kill-my-**** deck. Yeah, I have talked about it before, but I don't think that I have elaborated on it. Let me give you an idea of what I run.... granted I don't have the deck in front of me... 2 drops Night Crawler Bishop 3 drops Wolverine Havok 4 drops Night Crawler (the 2 best x-men character out there) Rouge 5 drops Cyclops (if you have initiative on odds he is your best friend) Killer Croc (after reading Lane's article I decided to see if x-men could go 'beatstick' and they can with a little help from a friend) 6 drops Rouge (third best x-men character out there) 7 drops Wolverine Professor X (the BEST x-men character out there) Plot Twists Savage Beatdown Overpowered (this card works EXTREMELY well in x-men decks) *Children of the Atom* Swift Escape/Fear from the Dark (I am still trying to figure out which is better) Finishing Move Locations Muir Island Cerebro Equipment Dual Sidearms Jet Pack Yep, that should be about it. The thing is with the properly constructed x-men deck you can win by turn 7 (and if you can't then you will probably lose). Here are some keys to running a can't-kill-my-**** deck: -If you absolutely need to you can use your cerebro to make your characters drop properly, however, I usually find that they drop just fine. -Don't get caught up in running expensive equipment. You can only use equipment in this deck that doesn't cost at all...otherwise you not be able to drop your characters properly or you will be holding on to equipment all game. -You will usually get hit on turn 1 since you are not running any 1 drops....don't worry about it. -It doesn't matter if you take initiative first or not. If you do then you help Wolverine, Cyclops, Professor X, and Killer Croc. If you do not then you help Night Crawler and Rouge. -Let your 2 drops die around turn 4...do not keep them past turn 5. The thing about this deck is that you can usually save your characters if you like. This allows you to keep more characters on the field than your opponent. I have found that there is something to having a 'field' advantage later on in the game. Overall, I would have to say that this deck (and x-men in general) probably has the best of both worlds...You get a little beatstick with a great defensive tactic. By playing conservatively when you do not have initiative and aggressive when you do will help you win with this deck. I hope that this helps people to realize that x-men can be very effective when applied properly. -Nakaiya21 Q's? C's? e-mail to MarvelVs2004@aol.com