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ando
Okay, so I've been playing marvel for a while now (3 or 4 months) and since I bought my first booster, I've wanted to play Doom. Seeing so many different Doom-Bomb and Doom Control decks around, I wanted to have a go at playing my own version of it.

This is my "original" version. What I mean by "original" is that its pretty much the same ideas & card pool that I began with (minus Have a Blast, der!).

Lets get to the decklist and some notes about the cards:

CODE
Turbo-Bomb, ando's Original Build
4 Boris, Personal Servant of Dr. Doom
2 Kristoff, The Boy Who Would be Doom
4 Beast, Dr. Henry McCoy
5 Doom-Bot, Army
4 Dr. Doom, Diabolical Genius
3 Robot Destroyer, Army
1 Dr. Doom, Victor von Doom
1 Sub-Mariner, Ally of Doom
1 Dr. Doom, Lord of Latveria
1 Apocalypse, En Sabah Nur
1 Onslaught, Psionic Spawn of Xavier and Magneto

4 Faces of Doom
4 Acrobatic Dodge
4 Mystical Paralysis
3 Reign of Terror
2 Burn Rubber
2 Gamma Bomb
// One of each of these to test what worked the best
1 Ka-Boom
1 Relocation
1 Have a Blast
// End location hate
1 Flame Trap
1 Swift Escape

2 Avalon Space Station
3 Latveria
4 Doomstadt


Okay, the idea of this deck is to stall until turn 7 and then (thanks to Latveria & Beast, Dr. Henry McCoy) Gamma Bomb, followed by a turn 8 Apocalypse or Dr. Doom. Usually you can Gamma Bomb 3 or 4 turns consecutively, due to Dr. Doom Diabolical Genius or Avalon Space Station & Dr. Doom, Lord of Latveria.

Some small (and obvious) points to make, about this build.

1) No Reconstruction Program!
I thought Avalon Space Station could hold for itself, but obviously 2 in a 60 card deck doesn't cut it. I have cut Avalon for Reconstruction Program, but compared to the facelift I gave this deck, thats a minor adjustment!

2) Not enough control!
This is very true. I took the path that led to control through having enough creatures to bear the brunt of a Fantastic Four beatdown... as well as the Big Brother decks. Now with this stupid Team Tactics/Cosmic Radiation/Ant-Man combo, control is far, far more important.

3) Why run a 7-Drop in a Turbo-Bomb deck?
This is pretty obvious to me; I want to be able to win without bombing, if I can't get the combo off. Missing a drop on Turn 7 will not allow you to win a game EVER. Though I agree that my drops from turns 1-3 are sub-par, 4-9 are phenomenal. I have won games with pure beatdown, though only against lesser decks.

4) But, you haven't got [card name] that rapes [deck name]!!!
Though I REALLY appreciate meta-game advice, my current (local) metagame is Fantastic Four and Brotherhood beats. I do want advice for metagame choices, but please do realise that my deck was built to handle the brunt of the fattest decks around.

If there is enough support, I'd be happy to write a complete article on how to play doom control for the site smile.gif

- Josh
Psyclic
Looks like a solid build.
One suggestion though. I would put 2 Apocalypse in just to make drawing him easier.
kman
How is the deck going?
ando
Hey Kerryn,

the new build rocks. I'm yet to lose a 'best 3 of 5' match. Granted, I lost 2 out of about 15 'best 2 of 3' games, but I'm pretty happy with it.

Psyclic - you the man! An extra Apoc helps, but I'm considering running 'The Demon', an amazing 8 drop from the new DC set, but I'm not sold on him yet. If you go by the law of averages (HAH! as if any card player believes this trash) having more than 2 Apoc is pretty unnecessary. Many Doom decks run 3, but we really want to play Dr.Doom LoL on turn 8 more often than not, so that we can recur the Gamma Bomb until the initiative suits us and then we plant down Apoc.

Man, I'm rambling. 8 hours of work (3 of which were unpaid) have turned me into a gibbering idiot.

Sorry.
Psyclic
Yeah I agree the 8 drop doom is better but you only need the one, but you already know that I am sure smile.gif
You are right 2 apoc is the max cause if you think about it by turn 8 you have gone through a minimum of 18 cards which is a third of your deck (almost) during that time you should have got 1 apoc.
The Demon is good so maybe test with one of each. They both do similar things. Blow crap up!
Cool Zero
I have played doom control pretty much since the start (lately I've been focussing on teen titans but I'll get to that later in an article.

1) The doom contingent should be made up of four 4 drops and 1 of each of the 6 and 8 drops.

2) You should run 2 Apocs (even three maybe?) and cut the onslaught. As good as onslaught is Apoc runs the table.

3) Let go of kaboom, its absolutly terrible for you. I would probably run relocation instead. If you run onto a doom mirror, having your doom +6 def instead of +3 to their +3 is stupid... also stealing avalons from Big Brother is also cool. I problem with this though is that they can cast the 8 drop doom or even the 4 drop doom and turn over your own relocation to get it back... so watch out

4) It's been a while since playtesting (nothing since DC came out) but i would probably run 1 reconstruction program and 1 avalon. There is way too much location hate to warrent 2 avalons instead of no recons (i realise also that your fixing it as you go)

5) Maybe an extra kristoff or even 2 is in order. you really don't want to be showing doomstadt until late in the game

6) If this is really doom control then I'd run 4 laveria and 4 bombs. Im all for consistency in control decks... even though with 2 bombs you should draw it by turn 7-8. (i am breakign my own rule and am currentyly only running 3 latverias)

7) I'm not running burn rubber. It may not even be necessary as your turn 7 should be beast reveal latveria, bomb. Beast should nevercome down turns 2-7. Now that DC is out I'd probably run fast get away. It may seem the same but its better than burn rubber.... thd essential diference is that burn rubber can be hit by 'not-so-fast'.

8) If your only running 1 flame trap (as I am) Id also up the count to 4 reign of terrors. It's too good not to play 4th turn... consistency consistency consistency.

9) Swift escape? I suppose it's a neat idea and turns 8 drop doom into an infinite gamma bomb engine but more often than not you can go infinite without it, at it just wastes a card.

10) You might want to consider testing power compressor. Burn is a kick in the nutz, and human torch ends games quickly (especially with cosmis and advanced hardware). Its just a suggestion... I personally dont run destroyers but i can see their merrit.



good luck... hope I've helped a bit
ando
3) Ka-Boom is an initiative-changer. It can turn a terrible matchup into an auto-win if cast on turn 2. I'm not meaning to be rude, but it has helped. At the moment I'm switching b/t Have a Blast & Relocation - the choice b/t these two is a metagame choice imo.

4) Agreed. This old build was far from perfect.

5) This build came before crazy amounts of location hate. I ran 'stadt due to the +3 def, which made the 4-drop Doom have an amazingly fat arse.

6) I run 2 bombs and 4 Latverias. As you stated, its a personal preference. I can't seem to find the room for 4 bombs - I'd rather play some anti-breakthrough... I *ph34r* the team tactics combo.

7)Also, Fast Getaway counters Blindsided and Ant-Man, negating that god-awful Team Tactics+Cosmic Radiation+Ant-Man combo.
*BUT* Fast Getaway requires discard. I have tested it a hell of a lot with my new build and I can't quite decide. I think it is a metagame choice.

As for Teen Titans - I've been working on some stuff, but I don't feel the power of Big Brotherhood or Fantastic Four in them. I was one of the first to say their team-attacking could own the board, but I'm not so sure now.

Feel free to PM me to discuss ideas. I'm not exactly the type to go blabbing about decks all over the place - I'll respect your trust and reciprocate with my ideas smile.gif

That goes for everyone.
ando
Okay, I think I've almost attained perfection. Here is the problem:

I'm sitting at 64 cards, and finding it impossible to cut it down. The problem cards are:

2 Child of Valeria
I want this vs longshot, but since it only stuns and im not running finishing move... is there a point?

2 Entangle
Extra control is always nice... and Doom control is so vulnerable from turns 5 through 6.

2 Sub-Mariner
Okay, so why run a 7 drop in a deck that plans to Wrath of God on turn 7? Well, if the combo doesn't go off, you're screwed. By running 2 7-drops, the law of averages states that you will either draw the combo or draw a Sub-Mariner 9.7/11 times (taking into account Boris to hunt down bomb). What does this mean? Basically if you can't bomb until turn 8, Sub-Mariner can hold of the turn 7 push.

I've already cut Acrobatic Dodge... and to be honest I don't have anything else that can be cut. Please let me know what you think of these cards and what belongs where.
Psyclic
I have been playing doom bomb for a while now and have found it inconsistant. Nothing against your build of course. What I have found is that what makes Doom bomb work is taming it up with Gothem Knights. I have just finished an article on this very subject so keep you eye's pealed for my build.
I know that you said don't suggest certain cards but I am running 1 Total Anarchy I tell you this card with Flame Trap is insane, it's like a mini gamma bomb on turn 4, especially against sentinels
ando
Inconsistent? Well, I guess if you don't get the control you need you're in for a bad game...

I've considered running Doom's Throne Room to thin out the deck a bit, but UDE have made it pretty much impossible to use locations like that, due to all the location hate around. Gotham Knights team-up has always been a possiblity, if not merely for Fizzle.

Total Anarchy is in my build - due to the "synergy" with Child of Valeria. I'm just finding it difficult to get the combo out.

I'm looking forward to your article!
Psyclic
The team up wit GK make getting your PT's a lot easier. Alfred is a great card mainly because he bounces back to your hand.
ando
Ah Alfred. One of the 3 DC rares I dont have. Groovy.

Hehe, can't wait to see your article bro.
Psyclic
I sent it in late last night and considering the editors are swamped it may be a while......hopefully not too long though. I would like you feedback on it. I think the deck is really good but hey I may be biased wink.gif
holycow
doom has no need for bombs to invoke fear and terror!!! all doom requires is mention of his name (and apocalpyse x4)

all gama bomb does is turn you green and make you VERY angry!!! mad.gif
teenboy
biggrin.gif is that deck any good at lest
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