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I've decided to jump to VS from WWE Raw Deal. Anyone who is interested in buying those cards, let me know and I'll link you my e-bay auction. Enough of the shameless plug, I need some help. First, I've purchased a booster box of DC and Marvel, and all 3 starters. I'd think that should be a decent card base to start with. Now for some questions.
1. When is the DC set tourney legal?
2. What deck would take the most finesse (sp?) to win with, but be the most gratifying?
3. I haven't read the rules yet, I've watched a few games played and looks really easy, my last question is what do loyalty and boost do?
That should be enough to get me started. I'll now go back to trying to think of a creative deck.
1. DC: Origins will be tournament legal in the first week of August.
2. Best decks to play are Doom, Fantastic Four, New Brotherhood, and League of Assassins. Don't know about anyone else, but I'm playing Teen Titans (the current 8 members).
3. Loyalty - you can only recruit a character with loyalty if you are controlling another character with the same team affiliation.
Boost - during the recruitment step, when you recruit this character, you may pay a certain amount of resource points with the cost of the character to do whatever the boost is. For example, Cyborg's boost ability allows you to bring out an equipment from your deck to your hand.
That helps Cyborg009, thanks. I've looked through some of the cards and the Fearsome Five looks like it could be real mean if Dr. Light hits and there are a bunch of team members that are out.
As far as finesse teams go, most of it's in what you're looking for. Certainly don't go with Brotherhood--they're straight up pounders most of the time. There are several . . . disadvantaged teams, if you're really looking for a challenge. The X-Men are usually written off as subpar, and the sentinels have yet to produce a really convincing build that I've seen. On the Marvel side, that leaves Doom and Fantastic Four. Both teams can be strategically fulfilling, but the Fantastic Four tends to slip into repetitive, predictable (if hard to stop), equipment-based nidgery. Doom, on the other hand, tends to rely on controlling opposing characters during the early game and setting them up for the strong, conditional plot twists later on. Thus, out of the Marvel teams, I'd say that Doom offers the most finesse-based strategy. (I'm not including the Spidey teams because those characters are in such limited supply at the moment.)
On the D.C. side, I've heard every one of the major teams called "D.C.'s X-Men" (not a compliment), but we haven't had any major tournaments to show which teams are really at the bottom of the heap. The Arkham Inmates and Gotham Knights are both (by appearances) a healthy mixture of control and aggression, while the League of Assassins looks to be D.C.'s answer to the Doom team. The Teen Titans still look like a bit of a mess to me, but they certainly have more than a couple of powerful characters at their disposal. That just leaves the Fearsome Five. With only seven characters and one plot twist to call their own, they don't exactly scream, "Versatility!" Their abilities could do a lot to shake up a game, but how much they could do to win one is debatable.
Okay, that's the rundown of all the teams straight, but there are entirely too many combinations possible for me to even begin to try to explain them. If I were you, I would consider a Doom/Fearsome Five team-up deck. The Five could benefit from Doom's control abilities, and Doom could use their early-game strength to help see him through to the later rounds. In fact, I even have a very specific combination in mind around which one could center such a deck. Rather than run through it here (in case your enemies are reading this), I'll let you send me a private message if you'd like some help putting a deck like that together.
I think I know what your thinking of with the Doom/Fearsome Five Deck. I had thought of that or a Gotham Knights have Sentinels deck or was that Arkham Inmates have Sentinels.