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    Doom-Injustice Hand Lock Control v1.2 Ghost_Rider    
Format: Golden Age - DC Legends
Legal when DC Legends is current set

  Playability Rating: 9
Originality Rating: 8
Characters
Plot Twists
Locations
Equipment
Notes:

This is just a prototype, and it's based on the injustice-doom hand lock made by Kaycee Marques.
61 Cards in total.
This is not a definitive version of this deck as it still needs testing against really competitive decks, so far it worked great testing against xmen and sentinels, and also against some other decks, the only problem so far is against decks who tend to discard their own hand, sometimes they manage to have zero cards in hand before i'm able to get full control. I'm testing with 1x doomstadt - castle doom, which on one side is undoubtfully better than the old version (mainly because it's the atk value which makes you stun enemies and not the def), on the other hand on a guy like doom a +3def serves the purpose of having him held gound and just stay there and control the opponent hand. The deck works just like the old version, on turn 3th, 4th and 5th turn you must at all cost recruit lex luthor, dr.doom and kristoph von doom. on turn 1 the best thing you could do is recruite a minion and flip a criminal mastermind up, but if you can't, a boris with a doomstadt may work fine too. on turn 2 you could recruit a robosentry and teamup to tap opponent's character or, if you can, recruit an IQ so your opponent start loosing endurance just by drawing (that's great if you played criminal mastermind); while it's not mandatory to team up on turn 2, you should do it by turn 4 when doom comes into play. Havin lex luger, doom and big Kris will prevent your opponent from abusing plot twist, which he'll probably have since we make him draw a lot. On turn 6 what you wanna do is recruit a boosted scarecraw and then activate his power to burn your opponent's endurance. Once you feel comfortable that you can attack one of his characters without him having reinforcemente, do so and spam as many "All too easy" as you have, should he survive turn 6, finish him on 7 with a joker or lex (be careful, though that you have to ko your other lex to recruit the one at 7, so do it only if you're 100% sure you'll bust him - you may wanna save an "all too easy" for him just so that he gets stunned and use his vengeance power.


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