05/08/2008
Breaking Off the Horns:
Modern Age B.Y.O.S. Breakdown (Pt. 1)
by Ludin Romero
�Starting on step 2�
Before I even try to tell what is good , you need to first establish what your testing gauntlet in a new format. Even though you have seen some sort of Modern Age metagame, that really doesn�t have anything to do with this set. I find that out when trying to build multiple decks. I give up. Restrictions given by the format force you to look at how good the deck is without a given card. The first question I ask is �Can I do it without [Mobilize]?�. [Mobilize] being from MVL gives that set a lot of power, not including [Savage Beatdown] and [Only Human]. It really doesn�t mean that other teams have the advantage just because they come from Marvel Legends, it just means you may want to fill your curve with more characters; even if they aren�t as good as your favorable drop.
�You used to be good, but then you got old�
Even though a couple of cards are being cycled out I really don�t know how good they will be in the format. With a lot of decks not working in this format. They still have their uses but you just can�t use them in any deck. I�m talking about silver bullets. [Pathetic Attempt], [Skreeeeeee!], [Omnipotence], [A Proud Zinco Product]. So now is the time to start getting out there and building janky combos or effects that usually get shaken off by the top decks. Don�t be scared of these cards and build your decks without trying to question every card choice.
�Metagame breakdown for Dummies��
The first thing I tried to do was see how much damage was done to the current champions of Modern. Injustice Gang loses: [Mobilize], [Big Leagues], [Savage Beatdown], [Hunte Castle], [Skreeeeeee!], [Flying Kick], and to a certain extent [Stryker�s Island]. That�s quite a bit. I really don�t see this deck winning on the turns it used to, but at the same time it�s still a good deck. Being able to keep board and have big characters is still nothing to ignore, [Jemm] still eats babies. Even though I say that, I really don�t know what you can do to replace all of those cards, there are some cards that do some similar things, but don�t do it as efficient as [Savage Beatdown]. [Path of Destruction] is no substitute. I would really steer clear and focus on something else, like Injustice Bang Burn, instead of trying to make this deck work.
Fantastic Four gets to keep almost all of it�s tricks. The only big thing that it loses is [Against All Odds]. It�s still has [Mobilize], [Force Field Projection], [Family of Four] and a lot more. It�s really easy to replace AAO and keep the deck at about the same level of power. I really don�t think it matters as most aggro decks don�t really have the amount of pumps to get through +4/+4 and FFP. This is probably the second or third best deck in the format. Efficient and big chracters with [Mobilize] and [Signal Flare] make me want to play this deck. I�m also an FF fan boy, by the way.
The other powerhouse, or cheaty deck, is World�s Finest. This deck still has the raw power of Superman and Batman, without losing too much. It also has two character search cards as well as tons of draw power. My favorite part of WF is that you get to run [Skreeeeeee!]. Probably one of the best cards to be able to run in BYOSM. I really don�t have to tell you how good this deck is, you�ve probably seen it in action somewhere, I know I have (dammit Daisuke!).
The dark horse has to be Injustice Gang Burn. Dan Clarke showed off it�s power at Mega-Weekend Chicago. It keeps a lot of it�s cards but loses [Dr. Doom, Diabolical Genius]. I mean you can replace Doom with [The Joker, Headline Stealer] and even add [Power Siphon] to try and replace [Mystical Paralysis], seeing as you wont see too much of an aggressive format. I really like their tricks, and being able to shut down a format that will probably be dominated by tricks rather than pumps, it seems like a good choice, if you can make it work. Being able to win on one turn is one of my favorite strategies, and you can do it since all of their cards are there to do it. [All Too Easy], [Lex Luthor], [Circe] are all in DC Legends. I guess we will see who can build an awesome version and dominate their own Hobby League.
The other unmentioned decks just don't seem to work for this format. The big upset is Doom and his buddy, Spider-Man. They both have to break up and move back to their respective homes, and [Boris] isn�t too happy about it. That�s one thing I never really liked about BYOS is the limitation on what you get to play depending on the set, but that�s the whole point of it I guess, hehe.
�Give a man a fish�and you're a fool because you gave him a free fish�
Now that we have established what might be played, what can we play to mess up those plans? Trying to build a deck is not that hard once you build a couple dozen, getting it to work is the biggest problem. Especially in BYOS, that�s the biggest problem. Your card pool is only about 300 cards, and you really have no alternate options. You either have it or you don�t, move on to the next card. So, there are a lot of ways to look at it.
�Starting from the Inside, Out�
Pick a team you think will do well, and build around what they can do. My favorite team from DCL is Secret Society. So I can go in and ask the simple questions:
�Starting from the Out, Inside (What?!)�
The way I build my deck for BYOS is to look at the sets themselves. What does MTU offer me? [Big Leagues], tutors, [Blackheart], [Spiderman], dual affiliation, [Samantha Parrington], substitute, a rush deck and so on. From there you need to compare it with the other sets. �Will Sinister Syndicate beat World�s Finest?� �Can Spider-Man stand up to Fantastic Four�s late game?� �Will Blackheart be an MVP like Kobe?�. Then you can build your deck either like the aformentioned way, or start adding those cards to counter other decks. Then you won�t have the limitation of building off of one team and you can just add what needs to be added. Maybe you need Marvel Defenders in your deck to play [Tania] and [Samantha] to finish the game a turn earlier. Or, [Hellstorm] is needed to make your deck a notch above the others. This will require some play testing, but only to see how good your strategy is, and to fine tune it to be a little more consistent and fix the numbers.
�What is their tutor?�
"What is the best 5-drop?�
"What is their best defensive/offensive trick?�
�What card[s] make the deck efficient in it�s strategy?�
�Am I trying to fill out my KO pile or am I trying to beat down?�
This is probably the easiest way to make a deck since your options are very limited to what you choose. Maybe a couple of cards may be questionable or cut out, but it will probably look about the same no matter what player builds it. The problem is you need a lot play testing to tweak the deck for the metagame or even for certain strategies. And that almost never works in an undefined format. But then again, you may not have the time or even the players to play against to try play testing. This will probably be the most common way to build decks for casual players.