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This isn't exactly GK/JLA, but it captures the flavor a bit with all the Bat-Negation:
4x Terry Sloane <> Mr. Terrific
4x Chay-Ara <> Hawkgirl
4x Prince Khufu <> Hawkman
4x Michael Holt <> Mr. Terrific
4x Kendra Saunders <> Hawkgirl
4x Katar Hol <> Hawkman, Eternal Hero (the JSA/JLA one)
4x Batman, Justice's Shadow
3x Superman, Earth 2
1x Power Girl, Earth 2
1x Phantom Stranger, Wandering Hero
(33 characters)
4x JSA HQ
4x T-Spheres
4x A Moment Of Crisis
4x Double Play
4x Living Legacy
4x From The Darkness
1x Advance Warning
2x Brains and Brawn
(27 non-characters)
This deck, like the GK/JSA, is fairly fluid. No specific curve to hit. It's generally better to bring out Holt on 3 and save Kendra for a post-Bat turn, but really, so long as the points mostly get spent on something, it'll probably work out all right.
The tricks:
2x Double Play + 2x Mr Terrific = 11 attack, can't be stunned, twice.
A Moment Of Crisis when a little hawk stuns, so I can call the identity of someone I don't have out and use the vengeance effect to search for it
Double Play + A Moment Of Crisis for unstunnable, rereadying team attack with a pair of characters that don't share identity
A Moment Of Crisis when Hawkgirl is late to the game, and suddenly she's a powerup for anyone I want. I try not to pull that until at least Katar is out for an extra point of defense per powerup.
Drop the Bat on a defense turn and underdrop whatever hawks I can get, especially Kendra (who has been KOed by opposing effects more than any other single character I have ever had, and therefore is probably gone by then), then clear the board with a massive up-curve powered-up blood (bird?) bath.
From The Darkness on opposing search cards. This deck usually can find a way to get something out every turn, which makes stopping a tutor pretty effective. It also stacks well with Katar's powerup defense effect. Anything I don't think I can power up out of is often due to a plot twist, which can be negated, and then the attack probably fails.
This is a tweaked version of an older deck like this from before there was this 5-drop Bat. The old version had more Phantom Stranger and Advance Warning and worked pretty well. In this one, there's not enough resource points to get both ally hawks, both Terrifics, the Bat and Supes out until turn 7, but if it can be done, each attacker that isn't Batman is +6/+6 up the curve, plus another +3/+3 for any additional powerups. That along with having negation makes this pretty workable. It's fun to play, and I wish I'd come up with it before Crisis was about to fade from Silver.
And, some faster hawks. Back to the teamups. I like this deck a lot, and I was especially happy to find that putting a canonical duo (Hawkman/Atom) in turned out to be as effective as it is.
4x Chay-Ara
4x Ray Palmer
4x Prince Khufu
4x Kendra Saunders
4x Katar Hol
4x Wally West <> The Flash, Keystone Cop
4x Barry Allen <> The Flash, Founding Member
2x Phantom Stranger <> Wandering Hero
(30 characters)
4x A Moment Of Crisis
4x Battle Training
3x Truth Justice & Peace
2x Crackshot
4x Justice United
2x Brothers In Arms
4x Living Legacy
4x Full Throttle
2x JSA HQ
1x Advance Warning
(30 non-characters)
Many of the same tricks apply here as to the last deck. Obviously, the point is to hit Barry on 6, load him up with Battle Training and Crackshot, and attack as much as possible with his native effect and Full Throttle. Everything else is about staying alive until then and providing support for that attack, and saving The Atom to negate whatever tries to prevent Barry from doing his job. Wally clears the way (and is pretty well expendable on turn 6) by attacking the support row to prevent reinforcement, and Katar helps Barry not stun by giving defense on the powerup, and there's always Truth Justice & Peace if he does stun.
Also, there's another fun trick: attack the opposing 6-drop on 6 with a little hawk (1 or 2 drop), exhaust Barry with Brothers in Arms to add his amped-up ATK, grab another Flash with the little hawk's vengeance effect (no Moment of Crisis needed with a Flash already on the field!), re-ready Barry with it and carry on in relative safety now that the biggest character is stunned.
The teamup doesn't really ever have to happen. By turn 3 or so, the JSA-only characters are leaving the field, and it probably will have turned up by 7 when the JSA-only Stranger comes out. But, it's supposed to be over by then anyway. I usually hold off on teaming up until there's something in the KO pile I want in my hand again, and then I use them freely to gather more powerups. If I have a bunch of one gender of hawk, I'll load up on those so one Moment of Crisis at the right time lets me be really flexible with the oversize powerups. The JSA makes a great first half of a teamup, as the HQ will let me get any character it turns up, so long as I have JSA to exhaust for it.
Only three more ally decks left, and only one of them has any hawks at all in it (DJL trident abuse, made much better with a handful of DCL cards). Will post if anyone wants, but I've already kind of hawkjacked the thread, here. :)
Well, now that I've already put out the GK/JLA idea, my mind's brewed up a fun notion:
Core curve: Spoiler-1/Oracle-2/Creeper-3/Canary-4/Batman-5/Nightwing-6 (DOR).
With Spoiler and the draw power of Oracle and Creeper (enhanced by Mag 7's and Hook-Ups to team-up GK and JLA, so as a teamup plan it's still moderately on topic--sorry for the quasi-hijack SC :nervous:), you can draw a huge amount of fuel and gain a bunch of endurance in the early game, then sort of coast into the late game via Canary's exhaustion. Nightwing continues the draw-fest and gives reinforcement to power you into turns 7 and 8, where there are loads of good options for both teams. Lady Shiva, Dark Knight, or Shadow of the Bat on the GK side can be amazing with a huge hand, while Aquaman can recur cards you chucked earlier or Wonder Woman (DJL) can bring yet more powerup action. DJL's Martian on 8 increases hand size even more (if you go with the JLA guys), and turns it all into potential powerups while on the GK side Bats can just keep drawing stuff left and right. And that's just the abilities from the character curve, with little more than Mag 7's and Hook-Ups for support. There's the Call to Arms/Superhero Showdown/Prismatic Shield/Not on My Watch suite, loads of regular JLA pumps, the JLA's Ongoings for more powerups, and of course the standard Nth Metal and/or Uni-Power. Plus Field of Honor and Monitor Womb (and DCL's Wonder Woman-7) can shut down opposing effects on the JLA side, while GK have...well, it's GK so practically their entire suite of effects are geared toward effect negation.
Anyway, I figure this teamup could play well towards heavy beats OR total effect control, or just combo the best bits of both for a workable, strong-yet-tricky deck. Now I just need to get my hands back on my cards so I can build it and try it out...
ETA: the late game strategy I'm currently leaning towards involves subbing in Cassie Cain for Bats on turn 7 before recruiting Shadow of the Bat on 7; hopefully the hand will be sizeable enough for him to do double-stun damage before emptying the hand to Cassie's pump for a possible win on odd inits...for even inits, throw Cassie to the hidden area on her turn 7 substitution (all else being the same that turn) and just follow up with Big Blue Boy Scout on 8.
At any rate, plenty of good ideas for team-up builds, though perhaps not the ones I had in mind; I tend to value interesting abilities over more card draw/search/power, though I'm not opposed to them. To this end, what I was picturing is more like this:
Not that off-curve options are bad, however. It was more that trying to cram in enough identity-love means that you must lose some of the pump and such. That single fact is what scares me most about some of your builds, Grumqa.
In the past, I built a Thunderbolts / Squadron Supreme / JLI off-curve deck, filled with 1- and 2-ofs. It was build off a backbone of Windstorm, Squadron City, Mech Bay, Force Field Belt (for +1/+1 counters... even more effective with modern Thunderbolts), and most importantly Justice League Task Force. It was a slow-play deck, mostly because the attacker were hard to calculate (very little pump backup), but because it was hard to make attacks in such a way that you actually killed quickly. Frequently it went to 7, when it had dropped Dr. Light (JLI), a pumped-up Erik Jotsen or Beetle <> Mach 2, and Arcanna out to actually finish things. Ultimately, this is what killed it, but it was a fun deck that really made you think to win with it.
The whole point of mentioning this is that the deck was hyper-reliant on Justice-League Task Force and Squadron City... I'm not even sure if I could find room for the Mech Bay. Playing a deck that reliant on team-attacks, with so little back-up, scares me. Still, I have my team-up decks, the reason that I set this thread up in the first place, so now I merely have to test them to see that they're worthy. While I'm at it, though, the following team-ups look fun an interesting. I wonder what we could do with them:
Legionnaires / New Gods + "cosmic-surge" location
Legionnaires / Revenge Squad + Battle for Metropolis
Legionnaires / GK + GCPD HQ + Legion HQ
JLA (modern) / Teen Titans + reservist
Revenge Squad / Villains United / Lex Luthor (5) + vengeance abilities
Manhunters / Injustice Gang + Council of Power
Emerald Enemies / JLA willpower
Emerald Enemies / Darkseid's Elite (my resources face-up, yours face-down)
and so on. I love this game among all other TCG's I've played - it's modular, it's interesting, and it's inexpensive. For comic fans, I can't help but think that this is one of the best representations to come around, HeroClix be damned. The game may be dying, but that's no fault of us; rather, its the fault of UDE for not keeping pro's, and by extension everyone who likes competitive tournament play, happy. But I still have Savage Tofu's crowd to play with, so I'm happy.
What I've found, mostly by trying to wedge the Terrifics into an Earth 2 deck, is that they really aren't that effective unless you commit to them, which means committing to bringing them out off-curve if they don't happen to show up on 1 and 3. JSA isn't built for hitting a specific 1-drop, so Terry is hit or miss, and Michael can be hard to hit too, as he's not searchable with Lois Lane as he is not Earth 2, and Jakeem Williams only works on 4+ cost. So, if I try to bring them out on curve, I usually get one or the other, and +2/+2 isn't enough to attack a higher drop without stunning. It can work, given spheres on the attacker, but I've had better luck just going off-curve entirely and doing the whole bit with Double Play and all. But, YMMV, of course.
I have had some success with Earth 2 straight curve: Terry/Stargirl/Michael/Bat/WW/PG/Supes/PG, but I took it apart because I thought I could do better. I've tried really hard to make Earth 2 viable, as it was my introduction to VS, my first deck, and something I loved in comics since the 70s JSA revival. WW, Supes and PG are all great and have won me plenty of games. Batman, not so much. Stats are ok but not anything special, and the lack of range really hurts. The resource replacement ability hasn't been much of a factor. The opponent chooses. I can see it being effective if there are other replacement effects in the deck, and by the time his comes up, the choices are probably difficult, but too often I've found it's not really worth the discard. I'm looking at using Earth 2 and Dr. Mid-Nite instead, myself.
I've also been underwhelmed by the Hourmen. I keep wanting to do something with them just for fun, but I'm not sold on the undersize stats. Once his hour of power runs out, he's kind of a punching bag for any counterattack.
As far as the attack pumps go, learning on the Earth 2 up-curve deck gave me an odd bias: that deck did not seem to need attack pumps, as all I had to do was aim at the next drop up and I was already stunning the defender without stunning back. From this I developed a general style of depending on character abilities and equipment rather than pumps. I'm pretty sure I have more defense pumps between Bring It On and Advance Warning than attack pumps in my decks overall. I also run a lot of things like Counterstrike. Obviously, this strategy is not for everyone, and once you get to know my decks you have a general idea how much offense to expect, which is a disadvantage. I'm comfortable with that, because you also learn to be able to ridiculously overcommit to attacks or risk getting bricked.
Agreed on what a great representation they did with this game. So many details are really well done. It's not just a generic game with Bats and Hulks painted on the pieces like so many can be. I'll be playing as long as my group does, and we're all expecting to keep casual Golden theme decks alive for some time to come.
I've done some JLA willpower, but I don't do hero/villain teams, so haven't looked at Emerald Enemies. Can offer perspective on JLA/GL and JLA/Shadowpact though. Complete with attack pumps, if you count OA and Light Armor. :)
Also, I don't know Titans, but all my Metropolis Marvels are in a JLA/Titans reservist deck run by a friend, who I'll try to direct over to this thread. Don't know if he posts here though.