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AanAllein
At the moment I'm still deciding on a deck for the local Brisbane PCQ, which should be starting shortly. I'm leaning towards Common Enemy at the moment. Unfortunately, I've mainly been playing Brotherhood variations over the last couple of months, so I'm unfamiliar with how to play the deck.

Basically, my main question is, when do you want the initiative with the deck (assuming a build similar to Kibler's)? Your most powerful drops seem to be on the even turns - Dr Doom in particular, and of course Apocalypse, but does the fact that you can Mystical Paralysis their 4-drop if they have even initiative mean you actually don't want it in every matchup?

I know the deck wants even initiative in the mirror, but does this change against other matchups? I could see the deck wanting odd initiative against Big Brotherhood, to Paralyse their Sabertooth on the fourth turn, then have the initiative on the fifth turn to stop their Magneto being a threat. Or am I completely off base here? Anyway, feel free to discuss what you think the deck should be doing. smile.gif
Uly
you are on the right track. For obvious reasons can help more after 10K lol. TT or CE are the best decks.
AanAllein
Yeah, TT looked solid too, but I simply don't have the time to practice enough to play the deck well smile.gif

I understand that people may want to hold off advice until after this weekend too. Hopefully I can get some more advice post-Sunday.
Psyclic
Well I am not going to the 10k in sydney so I'll help you out all ya want smile.gif
I prefer to take evens, look at the major points in your game
4 - Doom, DG - Yay
6 - Hulk or Doom, VVD
8 - Apoc

Plus you have a MAJOR advantage on turn 7. T7 with evens you should recruit Sub-Mariner unless playing against a weenie varient. The reason t7 rules for evens is that your opponent recruits and does formation first and will probably leave stuff in their support row, recruit Sub and watch them cringe smile.gif
Uly
I don't think the Sub-Mariner ability is really lost on that many ppl anymore. At the same time recruiting Thing on turn7 is much better on evens now that TT is such a force, as they often play multiple little guys rather than a big dude.
Psyclic
Maybe it is just me but I have been winning more games on evens than odd's
Everyone should move all their characters to the front row t7 and thing is great against weenies as I said
AanAllein
Agree, Thing on turn 7 seems a lot stronger when you have evens; I played FF Beats tonight and often found it frustrating that I'd drop Thing then watch them play all their relevant small stuff (obviously when I had odd init).
Psyclic
See evens rule!!!
Like I said I win consistantly with evens where as with odd's I am winning about 60-70%
Like
You want even initiative. Full stop. Mirror match is won with even initiative because you can drop Doom, Diabolical Genius (4) first and Reign of Terror their Fantastic Four 3-drop. This making their team-up unworkable, meaning Thing, Heavy Hitter won't hit the table on 5 but Ghost Rider instead (Haw-Haw.). Your opponent also can't play their Reign of Terror's due to your Doom's game text.

On even initiative against Big Brotherhood, always save a Mystical Paralysis for Magneto on Turn 7. He can completely ruin any board advantage you have, especially if he gets to swing.

The best advice I can give about the deck however is throw it in the bin, because it stinks. BIG BROTHER FOR LIFE!!!!!!!11
Cool Zero
Id take evens 95% of the time... against teen titans you can really futz u their inititive on turn 4 with reign and fame trap
Wizardboyiq
not when bad press comes out ph34r.gif
Cool Zero
look if TT wants to fudge up their deck by adding 4 bad press more power to them... the deck is so tight that they couldnt run good utility like HAB before what makes you think they're going to run Bad Press to stuff up one match-up (which already runs HAB). The TT decks that do run it will be beaten by the TT decks that dont and the world will move on

my 2c
Scott
m3gatl20n
Well I have been playing Common Enemy for some time now, you ALWAYS want even...People that are talking about the Sub Mariner ability realize he is useless with odd since they will move everything, however...with a good set of twists, perhaps a mystical paralysis... playing Namor can be a very good play, and people tend to forget wat deck they are playing and that a power house like namor is in a deck, so they make a weak formation. With a good host of defensive plot twists and a well timed paralaysis can lead to a very productive attack back on your opponent.
ssteven
Hey m3 - welcome to the forums mate
m3gatl20n
Hey thanks, im from USA, but its always good to get a warm welcome.
ssteven
Cool - wherabouts in the US? I'm from SD originally, living in Sydney now
Psyclic
How many of us started out life in the USA?
I was born in Austin, TX and grew up in D.C
m3gatl20n
Well, I live in New Jersey right now. Its cool cause im very close to the New York City, and their are lots of good places to play over their, however the travel is a pain, cause I broke my ankle in early July, I should be walkin in my own shoes within the week though. I need to get on my feet cause my local Vs. scene is DEAD around here and I really hope the game sticks around, I really enjoy it.
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