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Email the author Editor: James Kong. Sunday 26th September 2004.

Fearsome Five

With the Sydney 10k behind us and Spider Man on the shelves it’s definitely time to finish up the DC review. We take a peek at an affiliation that many, including myself, overlooked. Fearsome Five hybrid decks have finished top 8 in Chicago and won the most recent 10k event here in Sydney. So it’s fitting that they’re the last team off the DC rank.

Fearsome Five - Card Review

 

Threshold/Recruit

Card Name

Type

Rarity

1

Gizmo, Mikron O Jeneus Character U
2 Shimmer, Selinda Flinders Character U
3 Mammoth, Baran Flinders Character R
4 Jinx, Elemental Sorceress Character U
5 Neutron, Nat Tryon Character R
6 Dr. Light, Arthur Light Character U
7 Psimon, Dr. Simon Jones Character R
1 Underworld Star Plot Twist U

Listed above are all the cards that make up the Fearsome Five. With only one character per drop, none of which are common, and one plot twist, means that mono Fearsome Five isn’t a viable deck in limited or constructed. In addition to this there is no clear relationship between the seven characters, but what each character provides is a unique ability that seem to benefit or take into account other teams in the VS universe.

The smallest Fearsome Five is Gizmo a 1/1 flyer for 1 with ordinary game text. Basically, he activates, you ditch two cards of which the first must be an equipment card and then you get to draw one. Yes, two lines of this article have already been wasted so let’s move on.

Shimmer has one of the most abusive abilities out. Best used when teamed up with weenie control decks, she activates to make your opponent exhaust characters equal to the number of Fearsome Five characters you control on the table. Even though you can only use this on your attack step, it still slows the game down to a crawl, letting you set up your game winning combos. She’s a 2 drop for 2/2 which isn’t good for bashing but that’s not what she was made to do.

Someone who was born to bash is the overpowered 3 drop, Mammoth, a natural 8/8 on turn 3 that makes Marvel green with envy. So why isn’t this guy played in every deck? It’s because the cost of getting him into play is much more than his benefit. You have to show a Fearsome Five from hand to get him into play and when he does hit the table you lose a resource until he gets KOed. This means you lose tempo and that ain’t cool.

(Sorry if I jump the curve here but I have to move onto Neutron because he has some backwards relevance to Mammoth). The text on Mammoth makes less sense when you read Neutron's ability. At the beginning of recovery everyone KOs a resource and being a 9/7 for 5 (with loyalty and range) means that this wouldn’t regularly happen anyway. So if we assume that Fearsome Five hit the curve and Mammoth was on the table, then Neutron would hit the table on turn 6. If your opponent hits their curve their characters are going to be bigger which means this combination would actually disadvantage you. This also means that you don’t get to your 6 and 7 drop star players.

The Fearsome Five four drop is Jinx. A location searching and burning machine, I’ve heard that she does that a lot in drafts (the burning bit that is). Being a 7/7 with range and no loyalty, she’s a decent splash into any limited deck. She’s also handy in a location needy deck (if any become viable in the Metagame), but being a 4 drop you’re going to want to do something better than searching for locations on turn 5.

Dr. Light is another abuse geared character. Just like Shimmer he has “use me in a weenie deck” all over him. His ability to activate and stun a character whose cost is less than the number of Fearsome Five on the table is Roy Harper like and can be brutal at times. His boost ability also has potential. If your control deck does its job and gets you to turn 9, you can chain his ability, play a team-up, and get all your characters back from the KO pile! Imagine bringing back Psimon, 4 drop Dr. Doom and 6 drop Dr. Doom (droolz). Being an 11/11 with range and no loyalty, Dr. Light is OK in limited but like everyone else, is geared towards constructed play.

Last but not least is the 7 drop 12/13 with loyalty, Psimon. With terrible numbers like this you’d think his ability would be broken. Well ……………. IT IS. A bigger threat to Teen Titans than 7 drop Thing, Psimon can shut down an opponent’s strategy as soon as he hits the table. He does rely heavily on Dr. Light taking out threats so that his ability can continue wrecking your opponent.

I think we can conclude that Fearsome Five curve won’t work as a deck. They simply don’t work well together and often step on each others toes. The ones that work together work together very well, but they still need another team to get them to the later turns.

Fearsome Five in Draft

One piece of advice, don’t draft Fearsome Five! You won’t have enough characters and the ones you’ll have will suck. Apart from that, Jinx and Dr. Light are splashable for their numbers. That’s all I have to say about that.

Fearsome Five in Constructed

This is where Fearsome Five shine. The two decks I’m going to focus on are the two that used Fearsome Five successfully. The splash took advantage of their abilities to complement the other half of the deck. There are similarities in both decks which I’ll get into afterwards.

Israel Quiroz
VS 10k Tournament - Chicago 2004 Day 1 - 3rd Place
Characters Plot Twists
4 Boris, Personal Servant of Doom
4 Shimmer, Selinda Flinders
4 Puppet Master, Philip Masters
3 Robot Sentry, Army
1 Kristoff Von Doom, The Boy Who Would Be Doom
4 Dr. Doom, Diabolic Genius
1 Jinx, Elemental Sorceress
3 Robot Destroyer, Army
3 Dr. Light, Arthur Light
2 Psimon, Dr. Simon Jones
1 Dr. Doom, Lord Of Latveria
1 Overload
2 Marvel Team-Up
1 World’s Finest
1 Gamma Bomb
1 Have A Blast!!
2 Flame Trap
2 Reign Of Terror
3 The Underworld Star
3 Mystical Paralysis
3 Entangle
3 Faces Of Doom
Locations
4 Doom’s Throne Room
3 Doomstadt
1 Avalon Space Station
Equipment
...

 

The first deck is from the Chicago 10K. Israel Quiroz created then piloted it to top 4. The deck is a hybrid Doom/Fearsome Five based on stalling the game till turn 9. That’s when boosted Dr. Light comes in and returns Psimon plus all versions of Doom on the table (the characters get in the KO pile mainly from Throne Room, Underworld Star and Avalon). This locks down your opponents plot twists and restricts your opponents character recruit. An interesting side theme is the Jinx location combo, in which she searches them out then uses them to burn your opponent. It’s nice but unnecessary.

 

Ben Kreis
VS 10k Tournament - Sydney 2004 - 1st Place
Characters Plot Twists
4 Alfred Pennyworth, Faithful Friend
19 GCPD Officer, Army
3 Harvey Bullock, GCPD Detective
3 Barbara Gordon, Oracle
4 Shimmer, Selinda Flinders
4 Dr. Light, Arthur Light
1 Psimon, Dr. Simon Jones
1 Commissioner Gordon, James Gordon

4 Bat Signal
4 Fizzle
2 Marvel Team-Up
4 World's Finest
2 Underworld Star
4 Press the Attack

Locations
2 Clocktower
Equipment
...

I was fortunate enough to witness this deck in full flight. I covered it in the quarterfinals and saw how skill intensive this deck is to play. The deck basically controls the early turns with Harvey Bullock and GCPD Officers, with Shimmer as back up. You don’t want to reveal team-ups early unless you have two or more, however Alfred helps you out with this. Underworld Star, Barbara and Clocktower help you out with your draw. Clocktower is a central card in this deck. Ben used it to get the top card of his deck into his resource row, negate the random effect of Have a Blast! and get enough guys exhausted so he could use Press the Attack. Again the deck works better when its plot twist restriction is working. Alfred searching for Fizzle and ultimately Psimon take care of this. The deck wins when you have infinite Fearsome Five on the table so Dr. Light can shoot down anything, as well as having Psimon protect the team up.

Notice the similarities in both decks? Plot twist tutors and plot twist control. Doom has Boris, Gotham has Alfred. Doom controls the plot twist traffic whilst Gotham uses Fizzle. With plot twists under control Shimmer and Dr. Light control the characters on the board. With characters out of the way locations also cease as threats and because Dr. Light doesn’t have to attack characters, there’s no risk of failed attacks. It makes things easier when Psimon comes down because you don’t have to worry about Flame Trap, Have a Blast! etc. Dr. Light and Shimmer now become become sure things. The Gotham build has a slight advantage because it goes off earlier and takes advantage of two team’s character tutors.

The rest of the characters seem to fit into their own deck archetypes. For example Mammoth and Neutron seem to fit well into the TNB deck. Mammoth helps TNB stay below 4 resources longer and Neutron keeps them there. If a future set included a team that was location reliant then Jinx would be a viable character to have. I guess what I’m trying to say is, Fearsome Five consists of characters which have abilities that if printed on a plot twist or location, would be broken i.e. these characters are tricks on legs.

So there it is VS fans, a complete look at the DC teams. Knowing what I know now I’d go back and change some of the constructed portions but all in all I think the articles have been pretty accurate. So I’m gonna sit back and relax and then get ready for PC.

Thanks for your time, good luck and good games.

Ray Isais.

 

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