Monday, October 6, 2008

VS: Bring Your Own Two Teams - Avengers/X-Men Edition

Whenever a new format comes out, I end up hoping and praying that it’ll let me play with my single favorite sub-theme of all time – Avengers team-attack. I know that the Avengers part isn’t part of the theme, but I still find that the Avengers in MAV are the most fun, competitive team-attackers ever made. Much as I love the Young Avengers content in MUN, the lack of effects like Legendary Battles, Playroom, Quicksilver, and Natasha make it so that they can’t quite hold a candle.
They are, however, an excellent addition, because aside from those four cards, the old Avengers lacked strong team-attack based characters like Patriot, Speed, and Vision, and effects like Liberating Number 42 provide a frankly brutal amount of potential card draw.

Of course, the most recent announced format is Bring Your Own Two Team, a golden age format that automatically teams up two teams of your choice, but bans generic cards of any sort, like most of the most popular, powerful cards: Mobilize, Savage Beatdown, Blinding Rage, etc…. It also, I believe, bans Legendary cards, unless they also reference one of your two team affiliations.

Since the format’s Golden Age, a format that I often find less than appealing, it allows me access to my old Avengers team-attack core. And since it automatically teams up, I don’t have to worry nearly as much about getting a team-up online, opening up roughly 8 slots in the deck.

The X-Men don’t offer a bunch of powerful effects, but they don’t have to – the Avengers pack a powerful punch – but between their three features, they definitely have the tools to fill the holes in the Avengers roster, with powerful team attack centric characters like Cyclops, Slim, and the slightly toned-down functional reprint of Quicksilver in Nightcrawler, Man of the Cloth, not to mention potent plot twists like Time Breach, Bamf!, and Turnabout.

While many of the hardest hitting decks are slowed down slightly in this format thanks to a lack of generics, this deck is vastly enhanced by the format, not needing to worry about getting a team-up online ASAP, and most of the best team-attack support cards have been hard-stamped to a team. Still, I should stop talking up the deck, as I’m sure a more gifted deck-builder could do something far more impressive with the basics, and just give you my amateurish first draft of the deck.

So, without further ado, I present to you…


4x Jubilee, Jubilation Lee
4x Natasha Romanoff <> Black Widow, Super Spy
3x Quicksilver, Mutant Avenger
3x Captain America, The Patriot * Secret Avenger
1x Falcon, Secret Avenger
1x Hawkeye <> Ronin, Secret Avenger
1x Patriot, Elijah Bradley * Young Avenger
1x Kate Bishop <> Hawkeye, Young Avenger
3x Speed, Thomas Shepard * Young Avenger
3x Cyclops, Slim
3x Nightcrawler, Man of the Cloth
2x Professor X, Idealistic Dreamer
1x Monica Rambeau <> Captain Marvel, Lady of Light

4x Playroom
3x Muir Island

4x Legendary Battles
4x Liberating Number 42
3x Switching Sides
4x Time Breach
4x Bamf!
4x Turnabout

The deck is immensely flexible – Natasha or Slim on 2, Nightcrawler or Quicksilver on 3, or underdrop them later. You want access to Legendary Battles and Bamf! as soon as possible, and Playroom is the most brutal, and necessary, card of them all. Without a ‘once per turn’ trigger, Playroom will kill a weenie deck as early as turn 4 – if they have 5 1-drops and you have Nightcrawler and Quicksilver with a single Legendary Battles, you just dealt 36 damage and lost none...and if you have a Liberating Number 42, you just rallied for 10 character cards as well. Even against a curve deck, the damage adds up quickly, and the sheer number of ways you can hit the opponent can make it difficult to lock down.

So, there’s my first deck. I hope you enjoyed, and I’ll be back in a day or two with a new update.

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