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Email the author Editor: Matthew Cline. Wednesday 18th August 2004.

The Art of Control

Well last time I wrote about aggro-control and specifically the Common Enemy deck that has become one of the tier one decks in the metagame. Well today I will be discussing straight up control. Yeah that's right's right, stop your opponent doing what they want to do and then beat the hell out of them with big fat characters.

Now before I go into the deck list and the card analysis I would first like talk about the team up that I have used for this deck. Now the basic idea behind this deck came from what is known as Doom bomb or Doomabomber. My name for the deck sort of gives away the general idea behind it, Doom Knights Go BOOM. As you may have guessed it is a team up between the Gotham Knights and Doom. Now the typical Doom Bomb deck uses, yep you guessed it, Doom. Well when I opened my first booster of DC sitting there staring at me was a foil Fizzle. Yes I was happy to see the only counter-spell in the wonderful world of Vs. but it got me thinking about the best way to use this little gem. At first I played around with the idea of a straight Gotham Knights deck but I found that they were a little lacking in control, with the notable exception of Fizzle. So I turned my attention elsewhere. That's right the big bad meanie him self Dr. Doom. He's big mean and he stops your opponent playing plot twists from either their resource row or from their hand, depending on the version of Doom that you have in play.

I had a look around on the net at the various flavours of Doom Bomb and found that there weakness was in turns one through to four. Now if you have a look at the deck list that I used for the Common Enemy deck you will probably notice, well I hope you did, that Fantastic Four are the main beat down characters for turns one through three and turn five. So with that in mind I threw together a Doom/Gotham Knights deck that not only works as a control deck but also keeps you at a high enough endurance to get to that all important turn seven when you start the board clearing madness.

Now to the deck list.

 

Characters

Plot Twists

3 Beast-Dr. Henry McCoy

1 Faces of Doom

4 Dr. Doom-Diabolic Genius

2 Mystical Paralysis

1 Dr. Doom-Victor Von Doom

1 Reign of Terror

1 Dr. Doom-Lord of Latveria

1 The Power Cosmic

1 Robot Destroyer-Army

1 Flame Trap

1 Sub-Mariner-Ally of Doom

2 Gamma Bomb

2 Apocalypse-En Sabah Nur

3 Marvel Team-Up

2 Puppet Master-Philip Masters

3 Overload

4 Alfred Pennyworth-Faithful Friend

3 Swift Escape

4 Batman-World's Greatest Detective

4 Bat-Signal

1 Lady Shiva-Sandra Woosan

4 Fizzle

3 Tim Drake <> Robin-The Boy Wonder

1 Have a Blast!

Locations

1 Total Anarchy

4 Doomstadt

2 World's Finest

4 Latveria

 

 

Now then the card choices.

1-Drop Characters

Alfred Pennyworth-Faithful Friend

This was one of the hardest card toss up's that I had to make. You see Doom has a little friend Boris he is a wonderful plot twist tutor. Now the peace keepers of Gotham have their own little friend who's name is, yeah, yeah I know you have already guessed, Alfred. Now he does come into play exhausted so there is no fetching plot twists turn one but that little draw back is made for for with the fact that after he has done his job he goes back to you hand. Now our friend Boris is great but he goes back into deck.

2-Drop Characters

Puppet Master, Phillip Masters

Tim Drake <> Robin-The Boy Wonder

Beast, Dr Henry McCoy

Now control decks are very defensive by nature. They try to stay alive long enough to get big guys out to pound away. These two cards are, by there very nature defensive. Puppet Master allows you to exhaust you of you opponent’s characters. They do get to choice which character that is but either way it is one less person that can attack you. I did consider putting four of this little guy in the deck but as you may have already noticed the deck is already 64 cards. I really can't see anyway to get any more in there.

Batman’s partner in justice Robin is a great defensive card. Just have a read of what he does. What it should read is "as long as Robin is not stunned when you opponent attacks one of your Gothem Knights, they get stunned." Just a great card.

Beast looks like the odd one out in the deck but read the text and you will understand why he is there. He basically lets you Gamma Bomb 1 turn earlier. Never, I repeat never, play him before turn 7. Turn 7 should look a lot like this. Resource, recruit Beast, flip Latveria, play Gamma Bomb

3-Drop Characters

Batman, Worlds Greatest Detective

Foiled on legs plus you don't lose a resource. His stats aren't that great but the reason that he is in here is for that, wonderful, wonderful activated ability. This is my personal favourite of the Batman cards he really throws a spanner in the works of so many decks. The New Brotherhood decks without their ongoing plot twists lose a lot of steam. Not the end of the world for them but it is annoying.

4-Drop Characters

Dr. Doom, Diabolic Genius.

Out metal clad, green cape wearing control master. Flip that Have a Blast! face down and use it again. TNB (The New Brotherhood) decks do not like seeing him hit the table for one simple reason. No plot twists from their hand and that is where almost all of their plot twists are played.

5-Drop Characters

Robot Destroyer, Army

Lady Shiva, Sandra Woosan

The choice of which character to play out of these two is really situational dependant. If Sabertooth, Feral Rage is giving you a lot of grief then Robot Destroyer is your man. Lady Shiva is a very nice card. She is basically a 12/12 so long as she isn't team attacked. Now you should have enough tools in this deck to exhaust enough of your opponent’s characters to make the possibility of a team attack not really an option.

6-Drop Characters

Dr. Doom, Victor Von Doo m

He's big, he stop your opponent from playing plot twists from their resource row. To quote the god of Marvel, Mr. Stan Lee 'nuff said

7-Drop Characters

Sub-Mariner, Ally of Doom

If you are playing someone that doesn't know to move all their characters to the front row on turn seven when playing a Doom deck then they get what they deserve. 15/16 for a seven-drop is very decent add the ability to wipe out your opponents support row and well he is a machine.

8-Drop Characters

Dr. Doom, Lord of Latveria

Apocalypse, En Sabah Nur

Now if you want recurring Gamma Bomb's then play the good Doctor on turn 8. If you want face smashing goodness then Apocalypse is your man plus he destroys your opponents resources. That's not to say that our friend Doom is a lightweight he is a big boy. Now personally I prefer playing Apocalypse but the choice is there.

Plot Twists

Faces of Doom

Fetch this with Alfred and then use it to grab the Doom that you need at the time

Mystical Paralysis

Stop your opponent attacking with his big bad nasty guy by exhausting him before he gets a chance to use him. What more do you need to know? Nothing? Good lets move on.

Reign of Terror.

Turn four. Play Dr. Doom, play Rein of Terror, bounce all of those nasty Wild Sentinels back from whence they came. Also good against.......well anything!

The Power Cosmic

Haven't got the initiative? Want it? Take it, its all yours. Now this does have a massive drawback and, to be perfectly honest I really don't play it that much. Look to use it late game.

Flame Trap

Now this card was good before DC. Now that DC is legal you add this to Total Anarchy and holy cow! All of the 2 drops go bye, bye

Gamma Bomb

KA-BOOOOOM!

Do I really need to tell you why this is in here? Oh ok.......I like to blow stuff up and this is the card that does it for you

Marvel Team-Up

Joins the wonderful law abiding Gothem Knights with the evil, nasty puppy hurting Doom people.

Overload

Pumps are a massive part of the Vs. universe and this card puts those steroid fuelled big boys back in their place.

Swift Escape

Want to keep playing that Gamma Bomb but don't want to lose that big fat character? Play swift Escape and bounce them back to your hand before the bomb goes off.

Bat Signal

A nice little character tutor. Actually nice doesn't cover it. Think Signal Flare that is cheaper that does not require you to ditch a card. Oh yeah it's a good card.

Fizzle

The 'No' card of the Vs. universe. Counter any no ongoing plot twist. Control at it's best!

Have a Blast!

Relocate and Ka-Boom! all in one and does not make you KO a resource. Simply a great card. This is going to find a spot in nearly every deck.

Total Anarchy

A mini Gamma Bomb when combined with Flame Trap

Worlds Finest

See Marvel Team up, does the same thing but with different pictures.

Locations

Doomstadt

Basically here to make the good Doctor have +3 defence

Latveria

Plot twists 1 cheaper........yes please!

So how does it fair up?

Well against TNB it does OK. Not great expect to run about 50-50 on this match up. Just look to Fizzle plot twists like Savage Beatdown. Use Have a Blast! On Avalon Space Station and Lost City. Use Batman’s ability against The New Brotherhood. Use Robot Destroyer to stun Sabertooth, Feral Rage.

Big Brotherhood is similar to TNB. Have a Blast! the same locations, Fizzle the big pump plot twists. Overload when the character gets over the limit. Make sure when you Overload that you wait until your opponent plays their last pump on the character. They may think that they are going to win with one last massive attack. When Overloading look out for Not So Fast to negate the Overload. Fizzle is a great card…..use it!

Common Enemy you will be looking to fizzle the usual pumps like It’s Clobberin’ Time and Savage Beatdown. The one to really look for here is Signal Flare, especially if used turn seven as they are going to get either Sub-Mariner or Thing, Ever Lovin’ Blue Eyed Thing either way you do not want them to hit the table. Use Batman’s ability on Common Enemy plot twist.

Wild Vomit is fast. It is like a good goblin deck in Magic. Use Alfred to get both Total Anarchy and Flame Trap. Turn four make sure you have Total Anarchy flipped in your resource row. Play Dr. Doom Diabolic Genius and then in response to him coming into play flip Flame Trap. The chain will resolve and Flame Trap will be turned face down ready to use again. If you start having major problems use Swift Escape on Dr. Doom and play him over and over again to get recursive Flame Traps. Now this is the important part with Sentinel’s use Have a Blast! on Underground Sentinel Base the Wild Vomit player will have Mark 4 Sentinels in his resource row and you do not want them in play especially if they have somehow managed to get a lot of Wild Sentinel’s in play.

Now playing control decks is a strenuous work. Know the cards. Know what to counter and what no to. Most importantly keep an eye on the time. This has been a problem for control decks. Try as hard as you can to win game one because time will most likely be called during game two.

Until next time, play nice :)


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