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Donkey Stall: Revamped – Part 1
Kevin Cavanagh
12/11/2006

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If there is one deck that without question took the most recent Pro Circuit by storm it's the newest version of Donkey Stall. While The Donkey Club may not have been able to bring home a Pro Circuit trophy, they did manage to take up four spots of the top 8 with their newest creation. Some people say that Adam Prosak's winning Devils Due build will be the most popular deck in Golden Age, while others tend to lean towards Ryan Jones also powerful Crisis on Infinite Doom deck. In the end I, and many others, feel that Donkey Stall is the new powerhouse of the Golden Age format. This article will focus on analyzing some of the tricky functions of the deck while the next article will focus on matchup analysis.

    TDC Stall 2 Michael Jacob    
  Format: Golden Age
 2006 Pro Circuit Los Angeles, CA - 3rd - 4th Place
Playability Rating: 2
Originality Rating: 3.67
Characters
Plot Twists
Locations
Equipment
Notes:




Let me start of by saying that this list is one of the greatest lists I have ever seen as far as creations go. I think back to the days when I thought that Jason Hager's New School deck was the greatest invention that could never be upstaged by anything, but the Donkey Club event after event continues to show why they are the strongest force to be reckoned with in the entire game.

Examining the Key points to the deck

1. The importance of Puppet Master- Puppet Master is the silent key to the entire deck. The first cards that tend to pop off the pages of metagame tend to be Poison Ivy, Deadly Rose and Dr. Light, Master of Holograms. While those two cards are also arguably of the same importance as Puppet Master, many tend to overlook Puppet Master as the secondary choice behind Poison Ivy, Deadly Rose. Puppet Master is your gateway to opening up a million different options. He the target for Mimic when turn 6 comes around so you can exhaust as much of your opponents board as possible so you can get to your kill turn (7) and Galactus. The ideal board position on turn 3 is Dr. Light, Ivy, Puppet Master, and a copy of Frankie Raye (who will be the topic of discussion next). The board position is not a very hard one to come by as the deck runs an outstanding number of character tutor effects such as Enemy of My Enemy and Straight to the Grave. Having this board position sets up your turn 4 play of Professor X, Headmaster who is needed in order to give Puppet Master the X-men affiliation, which allows you access to Xavier's School for Gifted Youngsters. Once you have that basic board position set up, the game basically becomes a cakewalk from there, exhausting your opponent's board at will and making the safest of attacks possible.

2. Slaughter Swamp and Avalon Space Station A lot of people look at the Donkey Club deck list and often ask the question, “Why run 3 Slaughter Swamp and 1 Avalon Space Station? Running 2 of each would be so much better considering that Avalon + Mimic = great card advantage”. I only know because my playtesting partner came to me with the same question. The reason the Donkey Club included 3 copies of Slaughter Swamp and only 1 copy of Avalon Space Station was because while in theory they both do the same thing for you, it's the opponent that makes the cards very different. Slaughter Swamp can ruin your opponents Dr. Light activations, Avalon Space Station cannot. It's just that simple. Had I not been around to witness the Justice League of Arkham filled Pro Circuit, I likely never would have thought to use Slaughter Swamp against my opponent. Slaughter Swamp could be used against an opposing Panacea Potion or a more relevant to the metagame opponents Dr. Light, Master of Holograms (among other things). Because Slaughter Swamp is used against your opponent as well as used to grab things back from your KO'ed pile, it's Slaughter Swamp, not Avalon Space Station, that will be getting replaced.
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