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Feature Article

“A League of My Own”
By Minga Wong

The king is dead, long live the king. Magic: The Gathering is almost history in Sydney as gamers grew tired of the game's stagnation and have sworn their allegiance to another master: The Vs System. With its generous prize pool and unorthodox game design, Vs System is one of the few games that managed to threaten Magic as the number one TCG in the past 15 years. Like a good sheep in the herd, I have followed the trend to the future but although I have been drafting Vs for a while, I have only started playing the constructed format about 2 weeks ago.

Starting a new game is always hard because you have to learn all the rules, learn all the current deck types and memorize over 1000 cards in the constructed format. This is on top of finding all the cards you need for a deck, play testing and choosing a deck that is most suited to your style. It is fortunate that I am friends with Scott Hunstad and Paul Vanderwerk because I would be paying 50 cents for commons if I have to buy the cards from a shop instead. In total, I think my League/Brotherhood (LB) deck cost around $100, which is not that much when a return train ticket to the City costs $8 with never on time schedules and appalling services.

So why did I choose to play this particular deck you ask? Well I have never been the type to play the "best deck" in the format. In fact I make it a point not to play tier 1 decks because I hate playing mirror matches. I never seem to draw as well in mirrors and I spend too much time drinking when my opponent is play testing. I also enjoy the challenge of turning something ordinary into something extraordinary and spending $150 for Savage Beatdowns is definitely not my ideal way of spending money.

Before I tried the LB deck, I have tinkered with TNB and pure League of Assassins (LoA) but since TNB is a tier one deck, I never really considered playing it in tournaments. Pure LoA on the other hand, is pure ass. Sure you have the searchers but what good are searchers when you have nothing good to search for? Range also seems to go for a premium rate with League characters and fliers are non-existent, which severely limits your combat options.

The height of the LoA deficiencies would be that the main character of the deck: Ra's Al Ghul is the biggest tool in the game with its average stats, lame abilities and demands for loyalty. All in all, playing LoA makes you feel a real underdog, a fighter for the common people because you are always trying to beat down the bigger guys even though the characters have the exact same recruit cost. Though I said that I enjoy a challenge, to be THAT challenged I would have to be in a hospital of some sort or play Arkham Inmates. Unlike LoA, LB combines the best elements of League and Brotherhood as you can search for good characters instead of crappy ones. If things are getting a bit tense on the board, you can always exhaust a man by giving it a bit of Demon's Head and get some green for your labour. You may find it childish of me to make such innuendos but how can you avoid making these comments in a game filled with cards like Killer Croc, two different versions of Men of Steel and three Dicks? I am only human!!

Back to the article, LB also has great match ups against Teen Titans (TT) and that pleases me because I don't particular appreciate the Garth and Teen Titans Go! combo. This is why Tower of Babel is a god send against that deck because it just shut it down by making TT skip their attack. It is common knowledge that teenagers cannot achieve much unless they are in gangs.

The current LB deck I am running is very similar to Kai Budde's version at 10k Hannover and the link is here.

If I have to categories what type of deck LB is, I would say that it is a combo/control deck. Sure the deck hands out its fair share of beats but I find that for most part, you would spend turn 1-4 exhausting characters to get a nice row of green in the resource row, with Lost City and Metropolis as must haves. Without Metropolis, you would find it difficult to get out your 5-7 drops because your Mountain Stronghold can't search for Brotherhood characters. Lost City on the other hand, is your only stats combat trick in the deck and you would find it very difficult to win in combat without it. Once the various combos are established, you can focus on beating down your opponent.

Since the version of this deck exploits the Avalon Space Station and Lost City combo, nearly every character in this deck have 2 versions of itself to maximize Lost City's effect. This is why although characters like Pyro, Toad and Blob maybe better but they have been left out of the deck. Even though Sabretooth have a crappier counterpart on the higher end of the curve but after some testing, I've realized that this deck really can't afford to discard more characters when you need them for power ups, Avalon Space Station fodders and Mountain Stronghold payments.

The characters that made it into the deck despite of the "2 versions" rule are Talia, Daughter of the Demon's Head and Merlyn, Deadly Archer. I cannot stress how important Talia is but I almost always try to mulligan into her because she can usually dig twice for locations before getting KO'ed, which is huge in a location heavy deck. Merlyn not only serves as the important 4 drop in the deck but is also usually the first character to KO something in this deck. The guy is also amazing late game if you have a solid row of green in your resource.

In relation to plot twists and locations, I don' think I need to go into details to explain them because they are very self-explanatory. After some games against Curve Sentinels (CS), I've added 2 copies of Not So Fast in the deck and took out a copy of Flying Fortress and a Quick Silver, Speed Demon as I find it very rare for me to search for a Fortress when I can search for a Savage Land. Quick Silver 5 drop is a HUGE disappointment because it nearly always needs help to stun an opposing character. When the 2 drop Scarlet Witch came out, I was hoping that I can replace the Quicksilver but much like someone I knew, the strumpet cost too much money to woo and is really only good with one thing.

Due to the search options with this deck, it takes a lot of practice before you can correctly predict when to search for what at which situation. In addition, when you are playing against beat intensive deck like CS, TNB and TT, it feels like you are running uphill when they are smashing your head in while you try to set up your locations. On top of all this, because of the heavy location nature of this deck, you are usually able to do one thing with your resource a turn while your opponent does 3. So you would have to be very careful in what you want to do with your resources and decide whether you want to team up, power up or search before combat.

As I am still testing this deck, there are still a lot of things that I simply cannot decide on. For instance, because of Merlyn, it seems natural that I should choose the even initiative so I can KO 3 drops on turn 4. However, some of my best characters, like the 2 versions of Magnetos are odd drops and it seems a waste for them to sit on defence. I am also not as accustomed to the awesome power of Tower of Babel as I would like to be and I still haven't quite worked out why CS decks always seems to get the curve even though they have no searches except for Boliver Trask.

The deck, like the game itself is something that I am still trying to get accustomed to but I believe that they both have the right tools for success. Ideas and suggestions would be most welcome as I am still trying to get the right build.

Mwah
Minga

 

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