Mark Slack
4/28/2005
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Welcome to the most random crew of superheroes and super-villians you will ever see together in one place. This is the Trips deck, designed by Jeremy Gray (of Gray Stall fame) for PC Amsterdam. While those donkeys decided in the last week to audible to the
Wild Pack deck, I elected to stick with the deck I knew best, and as a result I was the only one running this version of Trips at the PC. The coverage tells me that there were three more people running a MK/CL/UW list, but I haven't checked those out as yet. The list:
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Format: Marvel Modern Age |
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2005 Pro Circuit Amsterdam, - 33rd - 64th Place
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Playability Rating: 4
Originality Rating: 4
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1 Asmodeus, Duke of Hell1 Bullseye, Deadly Marksman4 Dagger, Child of Light3 Deathwatch, Unrepentant Killer1 Dr. Strange, Stephen Strange1 Elektra, Agent of the Hand1 Jester, Jonathan Powers1 Kingpin, Wilson Fisk1 Lacuna, Media Darling1 Mephisto, Soulstealer1 Moon Knight, Marc Spector1 Owl, Leland Owlsley1 Professor X, Mental Master4 Roscoe Sweeny, Fixer1 Sniper, Rich van Burian1 Spider-Man, The Spectacular Spider-Man4 Stick, Leader of the Chaste1 Typhoid Mary, Mary Walker1 Varnae, First Vampire
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The goal of this deck is to abuse Roscoe Sweeny's insane search ability to get a three-team situation (Marvel Knights, Underworld, and Crime Lords) as quickly as possible. Once you have your teamups, you can play Deathwatch, who is one of the best five drops in the format. After you play him, stall until turn 8, during which you play Dr. Strange, ship both teams, activate Spider-Man, and smash for 40 or more endurance. On the off chance it's not your initiative on turn 8, you leave two or three of your smallest guys in plain sight.
Deathwatch is one of the main reasons it's so hard to get guys into the hidden zone. Watch your opponent smash his best guys into your unlucky punks for six, THEN smash for 40. This deck has the best late game in the format. No amount of
Professor X is going to beat Dr. Strange's ability.
Yes, the deck is 61 cards. I blame my team, Team Misunderstood, who for the most part believe in the mystical 'power of prime.' Team Misunderstood consists of myself, Jason Green, Jeremy Gray, Cory Dawson, and Vince Greco. We don't claim Sam Gilly or Jason Dawson, though Sam plays at our store. I, along with the rest of TM, am from Indiana and not Iowa, as has been reported in various places. I haven't listened to reason on the rule of 60 since PC SoCal. During PC Indy I played 60 cards and a mistake-riddled final match caused me to finish 76th. At SoCal I played 61, and a mistake-riddled final match caused me to finish 2nd. Against my better judgment I've played 61 ever since. Damn you, TM.
The deck:
Roscoe Sweeny
This guy is sick. He's the reason you get to play so many single guys that are good against so many decks. You rely on him to set up your curve in a decent fashion. Luckily, between your mulligan, teamups and
Wild Ride you can virtually count on him by turn 3 (and he's well worth the
Missed Drop there if you didn't have him before).
Once he hits the table you'll use him EVERY TURN, without exception. The Underworld part of this deck depends on guys in the yard, and he gets them there. If you play him on turn one, go get a Roscoe and dump him in the KO'd pile.
Roscoe's worth keeping on the table over your three drop; and usually your four drop as well if you don't have
Deathwatch in hand yet. Roscoe is there, among other reasons, to get
Deathwatch on the table. Without
Deathwatch this deck doesn't run well. Luckily,
Club Dead can help you in this endeavor. A draw with Roscoe and
Club Dead will usually get you through turn 5 with four guys on the table, almost no matter what you're up against.
Dagger
Not much to explain here. Use her to get your teamups. If you draw a teamup and Dagger, play Roscoe on 1, play
Dagger on 2, flip Sons, get
Dagger back and get that second teamup on turn 3. You want to be teamed up as early as is convenient so that you can use your Underworld cards early, especially
Club Dead. Don't forget that you can just dump her into the yard from your hand if you need a dude there, which is generally a good idea because after you're teamed up you don't want to waste draws on more teamups.
Lacuna
Lacuna is for the teamup-light draw. She can be searched for by Roscoe with no help and once she's on the table she can get you one of the teamups you need. If she and Roscoe both get stunned turn 2, use her and lose her.
Sniper
Wesley Snipes here is for the teamup-heavy draw. He hangs out in the hidden zone where your opponent won't be able to stun both him and Roscoe at the same time, which is a plus. Three power plus plot twist can put him up over all the threes in the format and most of the fours. Also, most of the time
Deathwatch is going to be in the back row, behind whatever sad sack you can afford to lose, and Snipes makes him a threat. With all of that said it's important to note that he's not really all that important. If you haven't drawn
Stick (see below) and you need
Dagger on the table turn 2 to team up, do that instead. If
Deathwatch can't attack on turn 5 that's not much of a loss either, you want the game to end on 8 with a free pass to your opponent's skull anyway. Teaming up takes precedence.
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Set
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Marvel Knights
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| Version
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Unrepentant Killer
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| Cost
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5
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| Type
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Character
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| Team
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Underworld
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| ATK / DEF
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11 ATK / 11 DEF
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| Flight?
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No
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| Range?
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No
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| Ongoing?
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No
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| Rarity
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C
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| Card Text
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Loyalty. Recruit Deathwatch only if you control a Crime Lords character. Defenders you control have reinforcement. Boost 1: When Deathwatch comes into play, characters you control get +3 ATK while defending with reinforcement this turn.
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| Flavor Text
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"The stronger you are, Demon, the more powerful I become."
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| Artist
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Andrew Robinson |
| Number
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MMK-183
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No Marvel Knights 2-drop:
Notice the lack of an MK 2-drop in here. This is not by accident, or it wouldn't be if the MK 2-drops didn't suck. Unfortunately, they suck. Your choices are
Blade (MK loyal, and you usually won't be holding an MK dude),
Caretaker (can be stunned by Dagger),
Shang Chi (can be stunned by Dagger),
Iron Fist and
Hannibal King (hidden guys with useless abilities).
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