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You are: Home -> Articles -> Scott Game with Scott Smith | Email the author Editor: Keh-Gan Hau. Wednesday 15th September 2004.

TNB – Evolution (none of that X-Men crap)

When the game first came out in April, many were hyped at all the cool looking cards, and interactions between them. The first big deck to make the cut was TNB or what is commonly known now as Little Brother.

This deck incorporates a quick little weenie rush, which is backed by the awesome pumps of Savage Land, Savage Beatdown and the namesake card: The New Brotherhood. This deck could get explosive starts like first turn TNB + Lorelei, 2nd turn 2nd TNB + Toad, 3rd Turn Savage Land + Mystique… etc. The weenies were powerful and with only random FF, Doom, and Sentinel Builds to beat it, it was the top of it’s game.

It was the top because it didn’t take a genius to figure out that Sabertooth – Feral Rage was broken as an 11/7 for 4 (with the “drawback” of discarding a brotherhood character) which neatly coincided with ‘The New Brotherhood’ game text of requiring 4 resources in your resource row. Add to that Ka-Boom!, Genosha and Foiled (for opposing TNBs) and you could easily drop a 5 drop Magneto or a 5 drop Quicksilver and still get the bonus of +2 to your 5 drops.

Then people started packing 4 Overloads, and attacks which were meant to bash UP the curve were left with you holding your sack… The addition to most decks of 4 Acrobatic Dodge meant that trying to get a 2 cost character to just beat over a 4 drop character were met with your guy stunning and them about to bash back on your little red-headed step child of a weenie (usually Destiny (who mis-predicted) and usually for a billion).

The deck mutated into running 4 Not So Fasts for Foileds and a couple for characters, which was a good call, but the problem was that if your opponent’s deck drew 2 or more of Overload or Acrobatic Dodge, then you were still screwed.

At this point this was the decklist roughly:

4 Destiny – Irene Adler
4 Lorelei – Savage Land Mutate
4 Toad – Mortimer Toynbee
4 Pyro – St. John Allderyce
3 Quicksilver – Pietro Maximoff
3 Mystique – Raven Darkholme
4 Rogue – Anna Raven
4 Sabertooth – Feral Rage
3 Blob – Fred Dukes
4 Magneto – Eric Lehnsherr
3 Quicksilver – Speed Demon

4 Ka-Boom!
4 Savage Land
4 Savage Beatdown
4 Not So Fast
4 The New Brotherhood

This was a basic build which many people had variations on, but from looking at this you get the idea of what the deck did.

At this time Doom with multiple Flame Traps and FF with bigger burn and bigger characters started to emerge. Suddenly your average TNB build would be running along smoothly, then whoomp Flame Trap or Reign of Terror would demolish your board, or the bigger characters of FF would walk right over you with their It's Clobbering Times and Acrobatic Dodges backed up by Overload. The deck needed to change.

For a while it ran Scarlet Witch, which had proven good in drafts, over Quicksilver, and even Sauron as Rogue with flight was really good for beating up the back row. Then people woke up, and went back to the old build. Sauron was WAY too small on Defence and the 4 slot was better taken up by Sabertooth or Blob. Things looked really bad until Gabe Walls won a PCQ with his TNB build which didn’t run Savage Land, but 2 different locations, none of you have heard of before (Avalon Space Station and Lost City).

Here’s his decklist:

4 Blob – Fred Dukes
2 Magneto - Eric Lehnsherr
4 Pyro – St. John Allderyce
4 Quicksilver – Pietro Maximoff
4 Quicksilver – Speed Demon
4 Rogue – Anna Raven
4 Sabertooth – Feral Rage
4 Toad – Mortimer Toynbee

4 Avalon Space Station
4 Lost City
3 Genosha
4 Acrobatic Dodge
4 Flying Kick
3 Not So Fast
4 Savage Beatdown
4 The New Brotherhood

This was a good deck. It had the pumps to save your guys and getting them back with Avalon was always nutty. People started moving away from using the little guys, in favour of running of extra pumps. Acrobatic Dodge was added to the deck to keep your guys around, and the Not So Fasts were taken out because you no longer were using small guys to get large but large guys to get large. If you were smart you could play around Overload and you’d be fine, and they’d be left hoping you’d pump just once more. It got to the point that opposing TNB decks would have to Savage Beatdown your guy just so they could Overload him. Two good cards for one was fine, and the deck mutated into “Big Brother”:

4 Toad – Mortimer Toynbee
4 Quicksilver – Pietro Maximoff
4 Mystique – Raven Darkholme
4 Sabertooth – Feral Rage
3 Blob – Fred Dukes
4 Magneto – Eric Lehnsherr
4 Quicksilver – Speed Demon
3 Sabertooth – Victor Creed
4 Mystique – Shape Changing Assassin
4 Magneto – Master of Magnetism

4 Avalon Space Station
4 Lost City
4 Acrobatic Dodge
3 Relocation
4 Have A Blast!
3 Savage Beatdown

Changing this deck to fit the metagame is not hard at all. Adding a couple of Flame Traps and Total Anarchy for a weenie filed, or Shape Changes for a field of BB and FF makes this deck highly adaptive and it’s not too difficult to play. Overload is bad and there’s a lot a location hate out there, but your worst enemy is missing drops. I wouldn’t show either half of the combo too early as Ka-Boom! is starting to make a resurgence, and being aware that the even initiatives vs Doom and Common Enemy are the ones you want to take, because you want to be bashing the turn Apocalpyse comes down, are just a few things you learn testing the deck.

If you are planning on playing this deck TEST IT. As with any deck in almost any TCG if you don’t test it and only have a vague idea of how to play it, you’re going to fall flat on your face. Learn the nuances of the deck and you should take away a top 8 spot at the least.

Good Luck and Good Gaming

Scott Smith
Cool Zero on Modo and the Forums
Crazy in RL

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