07/07/2008

Secret Avengers

Deck Deconstruction: Secret Avengers (Reservist)

by Matthew Ross

(Here is the Deck Deconstruction of the World Championship Runner-Up deck, by Matthew Ross)

Secret Avengers

Avengers Reassembled

Deck Build and Pre-Game Strategy

Obviously, the character count wants to be high. You want to start dropping threats on turn 1, possibly swarm on turn 3 or 4, and have plenty of reservists available to replace into pumps. The key was finding the right balance, and I ultimately felt that 37 characters gave me that. Anything more and I wasn�t replacing into pumps for my kill turn. Anything less, and I was risking missing drops, or starting off slow.

Throughout my play-testing (and most of Worlds) I was choosing odd initiative. My thoughts were to use [Human Torch] to burn on 4, and then go for a safe kill on 5. However, I now believe this to be the wrong choice. I want even initiatives. A turn 4 kill is unlikely (but possible), but I can push through enough damage to make the opponent really sweat. Also, turn 5 brings the Omnipotence for the control player. I don�t want anyone shutting off the [Savage Beatdown] and/or [Blinding Rage] on my attack. If I fear that card, I want the chance to use my pumps on turn 4, which again makes the opponent really sweat their low endurance going into next turn.

Individual Card Discussion

Characters

4 Iron Fist, Secret Avenger: He is the primary 1-drop, and gets the deck flowing with a good rally hit.

4 Dagger, Secret Avenger: She provides 4 more chances to hit that 1-drop. Also a nice burn bonus if any of my rallys hit her (this deck has 14 chances for that).

4 Captain America, The Patriot ○ Secret Avenger: The 4th Captain America was one of the last cards to make the deck. I decided that he was the 2-drop I wanted to see most often, even if it was on later turns. Captain America + Echo + Losing the Argument can punish someone missing their 2-drop.

3 Dr. Strange, Secret Avenger: Dr. Strange + Losing The Argument can be a keeper hand. I usually mulligan for a 1-drop, but having that combo as a backup is nice card advantage. Of course, if I don�t have [Losing the Argument], there still is a decent shot at hitting two cards. Character, Plot Twist, thank you.

3 Hawkeye ◊ Ronin, Secret Avenger: 3 ATK for a 2-drop, plus he continues the rally engine. He is the primary play with even initiative in the MKO match-up. Getting rid of [Black Widow] before the opponent can use her can be a game breaking effect.

3 Echo ◊ Ronin, Secret Avenger: Free characters are good.

3 Punisher, Secret Avenger: Probably should be 4, but I only had 3. The burn effect is quite nice on later turns, but I often used him to �punish� a slow draw by the opponent. If a curve deck only has 1 character on turn 3, then his effect can put them way behind. Of course, I would want to have a couple other characters still on the board before I tried that.

4 Human Torch, Secret Avenger: With the early 2 and 3-drops hidden, here comes Torch as a nice visible threat. He can fly over and take out some potential reinforcers, or his nice 8 ATK can provide the stun back when playing against a hidden deck. The off-initiative burn can be a game ender. With his effect as an option, I always play my low drop reservists in the row first. This results in maximum burn.

2 Storm, Secret Avenger: The backup 4-drop. She went anywhere from 1 to 3 copies in my decklist. Her boost effect is there to cycle the deck.

2 Black Panther, Secret Avenger: His boost gives me an above average 5 drop, and I draw 2 cards. Who can complain? With even initiative, the right play can be to give the counters to Human Torch, in order to guarantee a stun back.

2 Spider-Man, Secret Avenger: I am not smart enough to know all of the characters he is money against, but a searchable [Only Human] has to be good, right? The effect beats an MKO deck that wants to play Captain America on turn 5 (it did for me in the Top 8). Also, a 10 DEF means most 5-drops don�t stun him without some help.

1 Wolverine, Secret Avenger: 1 of the last additions to the deck. Obviously helps against hidden decks, but I never pulled off his double attack effect.

2 Luke Cage, Secret Avenger: Believe it or not, he can be tricky to play in this deck. By the time turn 6 hits, I should have replaced most of my row. This increases the number of non-reservists, and thus makes him harder to play. I actually think it happened once in the 13 games I played over the weekend. However, once he does hit, his big stats can be the finishing touch.

Plot Twists

3 Above the Law: The perfect turn 3 or 4 play, which allows you to attack up the curve, and draw multiple cards.

3 Blinding Rage: Just here for an attack pump. This can be exchanged for a metagame call: +1 [Skreeeeeee!] if hidden hate is a must.

4 Losing the Argument: Makes sure the rallys hit. Sometimes helped me draw into the right character for the turn.

4 Savage Beatdown: The premier pump to attack up the curve. Or just press through more damage.

3 SKREEEEEEE!: I feel hidden hate is a must. I was worried of being out-pumped by IG or MK or the mirror, so these were added. Just taking out one bigger guy with one of my little guys made a massive difference.

4 The Big Three: My favorite pump in the deck. +2 ATK to 3 different characters, plus I draw 2 cards? Re-donk. Having two of these on a big attack turn can make an opponent cry. It almost won me the championship.

2 Avengers Reassembled: I only had 2. I tested with 2. So I ran 2.

How To Play The Deck

Put characters into your row. Replace into pumps. Smash face.

Well, it is almost that simple.

My mulligan was usually for a 1-drop, preferably [Iron Fist]. Play him and attack. Turn 2 was anyone. Attack with both, trying to keep your hidden dude un-stunned. Turn 3 was Punisher or a 2 + 1. My preferred 2-drop in this case was Captain America. Turn 4, 5, 6, curve out as needed.

Always put characters in the resource row, and build them low to high. With the replacement effects, you want to replace INTO your drops, not OUT OF them. You also want a high drop available to max out the Torch burn.

By turns 3 and 4, you want to start the replacing. [Above The Law] is perfect. [The Big Three] is a nutsy follow-up. Replace into 1 or 2 Beatdowns/Rages and you have some massive opponent endurance loss.

The toughest choices really revolve around the row. Which characters do I play there? Do I save a power-up, or put down a character I won�t be afraid to replace? Practice and the choices will become easier.

Where To From Here?

My initial thoughts are to test a build with 4 [Avengers Reassembled]. I would probably cut the [Losing The Argument] completely, and instead use the Reassembled as my for-sure rally. This leaves me with 2 more open slots, where I am inclined to add 1 [Punisher] and 1 [Blinding Rage]. If I had to cut any more characters, I would consider removing them in this order: -1 [Wolverine], -1 [Storm], -1 [Dagger], -1 [Captain America]. I always wanted [Black Panther] or [Spider-Man] over [Wolverine]. [Storm] was always my backup plan. [Dagger] and [Captain America] would be to cut down on drops where I already had a wealth of characters available. As I write this I am talking myself into taking out the Wolverine for 1 more [Skreeeeeee!] I love me some hidden hate. This puts me back at 37/23. Prime numbers FTW!

Thanks for reading.

Home
Hosted by www.Geocities.ws

1