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In last week’s article, I covered the basic GLEE strategy and talked about the version played by the KG/YMG conglomerate at PC Indy. Those of you who follow the DC Modern Age format will note that there are many viable cards that did not make the cut into our deck. This week, I’d like to start by discussing several of the more relevant choices.
GLEE Alternates
Helping Hand
Perhaps the greatest difference between the KG/YMG Prison GLEE variant and other successful GLEE decks in Indianapolis was our lack of Helping Hand. Team FTN swears by this plot twist. In a format where you are likely to have 6+ characters out in the mid-game turns, Helping Hand can often cancel one of your opponent’s attacks. In the FTN variant of GLEE, this card was part of their mirror match strategy. So why did we snub it? Simple—we believe that the best defense is a good offense.
Helping Hand can be great in a few situations. However, it will often be utterly useless, especially if an opponent is competent enough to attack around it. In most cases where I faced decks sporting this plot twist at Indy, it was easy enough to attack in such a way that an opponent could not use Helping Hand to stop the attack or had to use two of them, only to be stunned anyway thanks to !Ole! or Shock Troops.
Superman Robots doesn't do all that well vs. Roy Harper Speedy, right? It seems to me like all you have to do with GLEE is search out Roy Harper as soon as possible to KO Soldiers of New Genesis and then lock out their Superman Robots with Chopping Block.