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    Deck Building Guide by MeddlingMage21

    Version: 1.0 | Updated: 05/07/07 | Search Guide | Bookmark Guide

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    Marvel TCG (PSP)
    Deck Building Guide
    ver 1.0 -- 05/07/07
    
    This guide Copyright 2007 Vincent Cheng.
    
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other 
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.
    
    Table of Contents
    --------------------
    I.   Introduction
    II.  Version History
    III. Starting out and how to make decks
    IV.  Real Decks and where to find the cards
    V.   Acknowledgments
    
    ----------------- I.Introduction -----------------------------------------
    Hi, this is the first FAQ I ever wrote. I am a Magic player, but a bunch of
    my friends play Marvel TCG, so I picked up this game to learn how to play.
    Since I play Magic TCG, it took me about 5 minutes through the tutorial
    to learn the game. In this guide, I will help noobs out with deck construction
    before more powerful packs are unlocked and then I will cover decks that are
    good, but require a pretty decent collection to build.
    
    ---------------- II. Ver. History -------------------------------------------
    
    Ver. 0.5 - First version of guide
    
    Ver. 0.9 - almost done, want to make decks for a couple more affiliations.
    
    Ver. 1.0 - Final update, refined existing decks and offer alternate card
               choices. Included instant library code. Added remainder of
               promised decklists. Any further updates will be to post any
               decklists that are e-mailed to me. I no longer provide card
               locations as the code makes this moot.
    
    ----------------III. Starting Out ------------------------------------------
    
    	There are people who probably disagree, but I believe that everyone 
    should start with the Hero missions first. My main reason for doing so is a 
    specific mission in Chapter 5. 
    
    *SPOILER: If you choose Hero missions, you will be playing as Daredevil vs. 
    Bullseye with Sniper already in play. This mission is considerably easier than
    Villain Mission 5-9 which is vs Elektra with a 5-drop Elektra already in play,
    and in my opinion, even harder than the last boss - Mastermold cuz the CPU 
    will relentlessly KO your characters.
    
    	I segwayed into this little spoiler because you, the reader needs 
    access to Hero Pack 7 ASAP. Since Hero Pack 7's cards are identical to Villain
    Pack 7's, it is highly recommended to go the Hero path, even if you like 
    villains better (like myself). I also assume that readers are already familiar
    with most of the terms and all of the rules of the game. Without further ado:
    
    Hero Starter Deck
    1x Advance Recon
    1x Armored Spider Suit
    2x Base of Operations
    2x Battering Ram (Short-Lived Strongman)
    2x Bishop (Lucas Bishop)
    2x Black Cat (Felicia Hardy)
    2x Blind Sided
    1x Crushing Blow
    2x Crystal (Inhuman)
    2x Dagger (Tandy Bowen)
    2x Ezekiel (Spirit of the Spider)
    1x Flying Kick
    2x Frog Man (Eugene Patilio)
    2x Grounded
    2x Hornet (Eddie McDonough)
    2x Human Torch (Friendly Rival)
    1x Iceman (Cool Customer)
    2x Jetpack
    2x Marvel Team-up
    1x Mattie Franklin (Gift of Power)
    2x Meltdown
    2x Nova (Richard Rider)
    2x One-Two Punch
    1x Personal Forcefield
    2x Pleasant Distraction
    2x Prowler (Hobie Brown)
    1x Psylocke (Betsy Bradock)
    2x Punisher (Vigilante)
    2x Reconnaissance
    1x Rise from the Grave
    2x She-Hulk (Green Jeans)
    1x Spider Senses
    1x Spiderman (The Amazing SpiderMan)
    1x Thing (Strongman)
    2x Unexpected Mutation
    2x Wild Pack
    
    This is the pile that you start with as a hero. Notable cards include Blind 
    Sided, Rise from the Grave and The Amazing Spider-Man. While the deck isn't
    complete crap, it won't last long after chapter 2, so you need to learn to
    customize it and fast.
    
    The main problem with this deck is that you are given X-men, Spiderfriends, 
    and Fantastic Four characters, but only two Marvel Team-ups. This may not
    seem that important, but you will see when you can't team attack a larger
    character or reinforce against a savage attack at one of your weaker guys.
    
    ----------------------III,A. Deckbuilding Tips-----------------------------
    
    Based on the available packs in the first couple of chapters, I would suggest
    these following types of decks: 
    
    1. Spiderfriends only (easy enough because the Hero Starter has mostly Spider-
      friend affiliated characters). 
    
    2. A bit after trying Spiderfriend only, you can make X-Men and Fantastic Four, 
      but you'll need a lot more cards. Bishop will be your best friend throughout 
      the first 2 chapters. Without Overload, Bishop > random ranged guy.
    
    Here's some guidelines on deck construction:
    
    1. You'll need anywhere from 28 to 33 characters, 33 being the absolute max
    
    2. Rule of thumb is about 6-12 (1 or 2 drops), ~12 (3-4 drop), 4 (6+ drop), 
       the rest is up to you. It really depends whether or not it's a rush deck
    
    3. 20+ Plot Twists. and the rest = locations and equips
    
    4. Of course these are merely guidelines, but it helps when you make your own 
       deck. Keep in mind, 1 and 2 drops become obsolete quick, so don't worry 
       too much if you're not matching the CPU drop for drop early on.
    
    5. Stay within 1 or 2 teams.
    
    6. Later on, starting w/ Pack 3, tutors will be available (Signal Flare). 
       These kinds of cards are absolutely neccessary in later chapters and 
       with the inclusion of tutors, your deck will no longer seem like a pile.
    
    ---------------------------------------------------------------------------
    Brief overview of affiliations and what they're good at:
    
    Avengers: Their strengths are having strong cards and a stronger tutor
              in Jarvis <Honorary Avenger>. That and Earth's Mightiest Heroes
              (+7 attack) is even stronger than Savage Beatdown.
    
    Brotherhood: Essentially the "bad guys" they are best suited for beatdown
                 as Sabretooth <Feral Rage> is the best 4-drop in the game.
                 They have several great locations as well.
    
    Crime Lords: Like Brotherhood, they are suited for quick beats and try
                 to end the game quick. Fixer is especially useful if you want
                 your deck to easily curve out. Deadpool is one of the best
                 concealed characters in the game.
    
    Doom: Even better than the X-men at controlling the game, Doom cards are
          especially good at slowing your opponent down. 
    
    Fantastic Four: Very equipment oriented, with a super unfair Location by the
                    name of Antarctic Research Base. Strangely, FF performs even
                    better when paired with Doom.
    
    Kang: Weird affiliation where you have strong characters, but you need to
          wait for them. Best tutor in the game is Kang Kong; it lets you look
          for ANY card in the deck. Another benefit is that like 30 characters
          in your deck is named Kang, so powering up is easy.
    
    Marvel Knights: This affil. has probably the most concealed characters of
                    any group. This works well with cards like Crushing Blow
                    that punish you opponents for having exhausted dudes. The
                    other thing they are good at is KO-ing characters.
    
    Masters of Evil: I haven't much experience with this group, but their
                     main theme is using resource points for special effects.
    
    Sentinel: There are two versions of this: Vomit Sentinels and Curve. Both
              abuse the fact that they are Army and that reconstruction Program
              lets you bring back up to 3 guys.
    
    Sinister Syndicate: Very similar to Crime Lords in the fact that they try
                        to kill ASAP. In fact, there is a specific team-up for
                        these two (Honor Among Thieves) that give 3 cost and
                        less characters on your side a +1 bonus.
    
    Spiderfriends: A fun group to try out. Initially, you only get to see a
                   fraction of what they can do. Later, when you get the evasion
                   and characters that give Evasion guys bonuses, it minimizes the
                   damage done on their initiative. 
    
    Squadron Supreme/Thunderbolts: These two groups combine to be even faster than
                                   even Brotherhood decks; if you can imagine that
    
    Underworld: Mainly focused on the graveyard (discard pile)
    
    X-Men: Very balanced and even more powerful with their numerous locations
           Too bad they're very predictable, like the Avengers
    
    X-Statix: Weird affiliation with 2 themes: Either having a group of them or
              just one hero tearing it up.
    
    --------------------III,B. Booster Pack Cheat-----------------------
    
    Here is a trick submitted by Yu Gi Jai on the message boards. Unfortunately, 
    I found out about it after going through 1.3 million points. It is to help 
    you get what you want through the card store.
    
    1. Have a bunch of points through games.
    
    2. Look at Jajuga's Pack List FAQ to see what you want.
    
    3. Eject memory stick from PSP
    
    4. Buy packs and choose Continue Without Saving
    
    5. Check out your cards. If it's not what you want, back up to profiles.
    
    6. Re-insert memory stick and load profile.
    
    7. If you like what you saw, make changes to deck, pop in the stick 
       and save changes.
    
    -----------------------Instant Library Cheat-------------------------
    
    This trick was submitted to me along with a Masters of Evil decklist
    courtesy of Aaron Souders (I apologize for the previous mis-spelling)
    Note: this code makes the above trick obsolete.
    
    In the Name Deck part of the Deck Editor, enter blvrtrsk as your
    deck name and voila!, you instantly get 20 of each card; I think you 
    also get 7-drop Mr. Fantastic as the 853rd card (correct me if I'm wrong)
    
    ----------------------------------------------------------------------------
    Here's what you want to pick up by packs, though don't sweat it too much, 
    because you still want other cards for your collection. I'll only go 
    through the first 3 packs since after Chapter 3, you should have a good 
    grasp of the game and have an idea of what you want to do with your deck. 
    Also, starting with Pack 4, the number of different affiliations jump, 
    so please refer to jajuga's Booster Pack contents FAQ.
    
    Hero Pack 1:
    
    Rares:
    
    Antarctic Research Base (This card is so broken, it's banned in real life)
    Professor X's Mansion
    Earth's Mightiest Heroes (for later)
    Human Torch <Hotshot>
    
    Uncommon:
    
    Luke Cage <Hero for Hire>
    Rogue <Powerhouse>
    Dagger <Tandy Bowen>
    Dagger <Child of Light> (for later)
    
    Common:
    
    Borrowed Blade
    Invisible Woman <Protector>
    Base of Operations
    Finishing Move
    Midnight Sons (for later)
    One-Two Punch
    Daredevil <The Man Without Fear>
    Wild Pack <Army>
    Bishop <Lucas Bishop>
    Jean Grey <Marval Girl>
    
    -----------------------------------------------------------------------------
    Hero Pack 2:
    
    Rares:
    
    Emma Frost <Headmistress of Xavier's Academy>
    Thing <Heavy Hitter>
    Wolverine <Berserker Rage>
    Cerebro
    
    Uncommon:
    
    Avalon Space Station
    Madripoor
    Marvel Team-up
    Beast <Dr. Henry McCoy>
    Gambit <Remy LeBeau>
    
    Commons:
    
    Dual Sidearms
    Human Torch <Hothead>
    Mr. Fantastic <Reed Richards>
    Crushing Blow
    No Fear
    Quick Kill (for later)
    Spider-Man <Friendly Neighborhood Spider-Man>
    Lacuna <Media Darling> (to find your Marvel Team-Ups)
    Banshee <Sean Cassidy>
    Cyclops <Scott Summers>
    Shadowcat <Kitty Pryde>
    Storm <Ororo Munroe>
    
    ------------------------------------------------------------------------------
    Hero Pack 3: 
    
    Rares:
    
    Fantasticar
    Invisible Woman <Sue Richards>
    Mr. Fantastic <Leader>
    Foiled
    Ka-Boom!
    Signal Flare (Very Important for Fantastic Four, get 4 right away)
    Onslaught <Psionic Spawn of Xavier and Magneto>
    Professor X <World's Most Powerful Telepath>
    Storm <Weather Witch> (This card is ridiculous since the CPU isn't too bright)
    
    Uncommons:
    She-Hulk <Jennifer Walters>
    Mutant Nation (useful if you want to play Brotherhood/X-men)
    
    Commons:
    Crystal <Inhuman>
    Crystal <Elemental Princess> (This one's a bit more useful)
    Black Cat <Felicia Hardy>
    Cloak <Tyrone Johnson>
    Puppet Master <Phillip Masters> (This is how you'll be able to play Onslaught)
    Archanger <Warren Worthington III>
    
    Note: don't attempt Common Enemy until after you get access to Hero Pack 7 
    and Don't try Marvel Knights until you have access to Hero Pack 5 and 
    same for Avengers until you access Hero Pack 6.
    
    =============================================================================
    
    -----------------------IV. Real Decks---------------------------------------
    
    Alright, this is what you've been waiting for: the good decks. I borrowed a 
    couple from TCGplayer.com and Pojo.com, but since we don't have DC cards, I 
    improvised. I am assuming that you have all packs up to Villain Pack 6.
    
    ============================================================================
    Contents (after 2 updates, I've got quite a few):
    
    1. Common Enemy
    2. X-stall
    3. The New Brotherhood
    4. Vomit Sentinels
    5. Squadron Supreme / Thunderbolts
    6. Marvel Knights
    7. Fantastic Four / Marvel Knights
    8. Avengers (Thor themed)
    9. Sinister Syndicate Beatdown
    10. Syndicate / Crime Lords
    11. X-Statix (loner version)
    12. Spiderfriends
    13. Kang Combo
    14. Curve Sentinels
    15. Masters of Evil
    16. Fantastic Four (Cosmic Radiation)
    
    ============================================================================
    
    1. Common Enemy - My personal Favorite (this is my version)
    
    1x Doom's Throne Room - Villain Pack 6, Rare
    4x Doomstadt - Hero Pack 7, Common
    2x Acrobatic Dodge - Villain Pack 2, Common
    4x Common Enemy - Hero Pack 2, Uncommon
    2x Faces of Doom - Hero Pack 2, Uncommon
    1x Flame Trap - Villain Pack 5, Rare
    3x It's Clobberin' Time - Hero Pack 6, Rare
    3x Mystical Paralysis - Hero Pack 2, Uncommon
    2x Overload - Hero Pack 7, Uncommon
    3x Reign of Terror - Hero Pack 7, Rare
    3x Savage Beatdown - Hero Pack 7, Rare
    4x Signal Flare - Hero Pack 3, Rare
    4x Boris <Personal Servant of Doctor Doom> - Hero Pack 7, Rare
    2x Darkoth <Major Desmond Pitt> - Hero Pack 5, Uncommon
    4x Dr. Doom <Diabolical Genius> - Hero Pack 7, Uncommon (card is glitched)
    1x Dr. Doom <Victor Von Doom> - Hero Pack 2, Common
    1x Dr. Doom <Lord of Latveria> - Hero Pack 3, Rare
    2x Robot Destroyer <Army> - Hero Pack 2, Rare
    1x Submariner <Ally of Doom> - Hero Pack 4, Rare
    1x Ghost Rider <New Fantastic Four> - Hero Pack 5, Rare 
    2x Human Torch <Johnny Storm> - Villain Pack 1, Common
    1x Invisible Woman <Sue Storm> - Hero Pack 5, Common
    1x Medusa <Inhuman> - Hero Pack 4, Common
    4x She-Hulk <Jennifer Walters> - Hero Pack 3, Uncommon
    3x She-Thing <Sharon Ventura> - Hero Pack 7, Common
    1x Thing <Heavy Hitter> - Hero Pack 2, Rare (MVP of the deck)
    
    Variations: Some versions include Finishing Move x1 or 2 copies for
    annoying dudes that have to go. Others like Thing <7-drop> which is
    like a super Reign of Terror and some others like Silver Surfer. 
    Another card that is liked is Hulk <New Fantasitic Four>.
    Recently, I removed Medusa and added Valeria Richards for additional
    card-drawing as soon as you team-up.
    
    Here is how the deck works. You want to keep a hand with either Doomstadt 
    and Boris or Dr. Doom <Diabolic Genius>. You want to stall with She-Thing 
    and She-Hulk until turn 4, though if you have Boris/Doomstadt, you can 
    use Boris early. The other benefit of Doomstadt, is the +3 Def bonus to 
    Dr. Doom. It matters as this is usually the difference of whether or not 
    you get stunned back.
    
    Turn 4 is when you bust out Dr. Doom <Diabolocal Genius>. Since the 
    continuous effect doesn't work in this game, it is only good to turn 
    a used plot twist face down. If you didn't already have Doom, there 
    are multiple ways of getting him:
    
    1. Faces of Doom. With Doomstadt in play, you go grab a copy. Simple.
    
    2. If you had Boris turn 1, random Fantastic Four character turn 2, 
       and Common Enemy, you can team them up and Signal Flare for Dr. Doom.
    
    Now that you have it, on this turn play 4-drop Doom and then you want to 
    either: Reign of Terror, Flame Trap, or if neccessary, both. This eliminates 
    any momentum that the opponent may have had, while stabilizing your 
    position; I mean, do you really think that your opponent would forego 
    his 4 drop/ 5 drop to replay his early dudes that you sent back? NO WAY!
    	
    Speaking of Boris, he is one of the most versatile cards in the game. Do not 
    hesitate to play Robot Destroyer and Boris over Dr. Doom <Victor Von Doom> 
    if you already have Dr. Doom <Diabolic Genius> in play. He will grab you the 
    best card for whatever situation. Getting beatdown by lots of little dudes? 
    Grab a Flame Trap. Have a Dr. Doom coming up? Fetch a Reign of Terror. CPU 
    pumping his guy like crazy? Get an Overload. Big threat on their initiative? 
    Find a Mystical Paralysis and exhaust him.
    
    On that topic, one of your objectives is to nullify their initiative. In the 
    earlier turns, Reign of Terror is your weapon of choice, getting doubles will
    wipe their board clean and usually all but guarantees victory. Mystical 
    Paralysis is another such card. It's like Pleasant Distraction, except that 
    it works on their turn! That is usually when you want to make their dude 
    unable to swing. Doom 6-drop is very good too, since now you know that their
    hand size = number of tricks that they have. Not being able to play PTs from
    their resource row cripples your opponent, but beware, if the only character
    you have is Doom or if you didn't team-up, his effect may not be on,so be 
    careful if some of your other guys get stunned.
    
    Turn 5 should almost always Signal Flare for Thing and from there, it's 
    pretty much over. Thing in itself negates their initiative. His sheer brute 
    strength and size makes it so that your opponent doesn't want to swing.
    Submariner should clean things up handily if it gets to turn 7. Alternatively,
    you could play Robot Destroyer on T5 and Thing <Ever-Lovin Blue Eyed Thing>
    on T7 if you like and included him.
    
    As a final note, teaming up is very impoertant - hence the name of the deck.
    It lets you search for Boris, Doom, or Submariner with Signal Flare and it
    also lets your Doom guys use It's Clobberin' Time.
    
    Note that playing this deck takes a bit of practice, mainly to memorize the
    cards in the deck, since Boris lets you do some pretty resourceful stuff 
    when needed. Once you get the hang of it, though, you'll notice that this
    is one of the few decks that let you **** with your opponent's board and can
    still beat down via Thing or Ghost Rider.
    
    =============================================================================
    
    2. X-stall - This deck is pretty consistant and the plan is to stall until it 
    breaks out either Wolverine <Berserker Rage>, Professor X, or Onslaught. It
    is a controlling deck and its priority is staying alive rather than beating
    down, though with Danger Room and Madripoor, it can do that too. Here's 
    my personal build of it:
    
    2x Dazzler <Alison Blaire>
    1x Danger Room
    1x Madripoor
    2x Siege Perilous
    4x Acrobatic Dodge
    2x Bishop <Lucas Bishop>
    4x Puppet Master <Phillip Masters>
    1x Avalon Space Station
    3x Cerebro
    2x Entangle
    3x Pleasant Distraction
    2x Shrink
    3x System Failure
    4x Wolverine <Logan>
    3x Children of the Atom
    4x Rogue <Power Absorbtion>
    1x Professor Xavier's Mansion
    1x Professor X <Charles Xavier>
    2x Sunfire <Shiro Yoshida>
    3x Xavier's Dream
    3x Emma Frost <Headmistress of Xavier's Academy>
    2x Mimic <Calvin Rankin>
    2x Storm <Weather Witch>
    1x Professor X <World's Most Powerful Telepath>
    1x Wolverine <Berserker Rage>
    1x Professor X <Mental Master>
    2x Onslaught <Psionic Spawn of Xavier and Magneto>
    
    This deck is probably the only stall deck in the game. You want Puppet Master 
    in play on turn 2 and Rogue to copy it's ability on turn 4. Wolverine <Logan>
    is used to control the number of your opponent's guys. If you have a chance,
    make sure the opponent has less guys than you (by stunning 2+ dudes), so when
    he gets priority, you can just exhaust all of his guys. 
    	
    Powers that can be copied via Rogue and Mimic include: 
    
    Puppet Master - exhaust guys.  
    Dazzler - to exhaust back row dudes. 
    Sunfire - destroy rush decks, usually he uses his power and 
              Rogue copies Puppet Master. 
    Emma Frost - card "stealing" and defense boost. 
    Charles Xavier - more discard.
    Prof. X, <WMPT> - copied for it's sick exhaust and damage ability. 
    And once in a while the enemy might have an ability worth copying.
    
    I replaced Overload with System Failure and added Shrink because of a
    new win condition: Xavier's Dream which states that there can't be any
    stunned characters. This is also why I added another Siege Perilous. 
    
    Usually any of your 7 drops or 8 drop Prof. X will end the game. In the odd 
    games when they don't win the game outright, play Onslaught and it's game 
    over, man. He will singlehandedly win the game for you by stunning your 
    opponent's board. Experience is needed to play the deck as your careful use 
    of abilities will make or break the game. Siege Perilous and Children of 
    the Atom help to un-stun your characters to make sure they last a lot
    longer than they should. 
    	
    You will almost always want Cerebro in play. Danger Room and Madripoor make
    your X-men way better than whatever your opponents have. Just remember to have
    patience.
    
    The gameplan is to just stall (attacking isn't your priority) until you break
    out a game-winner. Against weaker opponents, you can actually play as 
    beatdown. 3-drop 6/6 Wolverine and 4-drop 7/7 flying Rogue is no joke,
    especially when they get +1/+1 from your locations. Savage Beatdown can be 
    replaced, but as I said, the deck can play as beatdown or use it if you need 
    to boost your opponent's guy to Overload it.
    
    =============================================================================
    
    3. The New Brotherhood - If stalling until you drop a bomb is not your style, 
    here is X-Stall's polar opposite (the deck played by Magneto). There are some
    key interactions that I'll explain before going into specifics- 
    The deck has several pump effects: 
    
    1. The New Brotherhood - foundation of the deck; you want to purposely keep
       yourself at 4 resources to keep this bonus. Having 1 is brutal, 2 copies 
       is just fatal.
    
    2. Lost City - If you have Lost City, you're gonna want Avalon Space Station.
       Here's what happens: You power up a guy; he gets +3/+3 because of Lost City.
       Use Avalon to get back your guy or if you chuck a Brotherhood character, 
       you get 2 dudes back.
    
    3. Savage Land - this operates independent of your other pump-ups. Pretty
       powerful though you gotta make sure you're gonna cause breakthrough 
       (no reinforcement)
    
    With the explainations out of the way here my version of The New Brotherhood:
    
    3x Avalon Space Staion
    4x Genosha
    3x Lost City
    4x Savage Land
    2x Blind Sided
    2x Flying Kick
    2x Kaboom!
    4x Savage Beatdown
    4x The New Brotherhood
    4x Destiny <Irene Adler>
    2x Magneto <Eric Lehnsherr>
    3x Mammomax <Elephant Boy>
    3x Phantazia <Eileen Harsaw>
    3x Pyro <St. John Allerdyce>
    3x Quicksilver <Pietro Maximoff>
    4x Rogue <Anna Raven>
    4x Sabretooth <Feral Rage>
    2x Scarlet Witch <Eldritch Enchantress>
    4x Toad <Mortimer Toynbee>
    
    This deck is fast, very fast and can win as soon as turn 5; turn 4 if you 
    have 2 copies of New Brotherhood (TNB). Make sure you have either: Savage
    Land, The New Brotherhood, or Avalon + Lost City in your opening hand. 
    	
    In this update, I changed the decklist to speed it up even more. Now you
    also have Quicksilver whose ability is actually very relevant. Some like
    4x Magneto for it's synergy with Genosha and Avalanche or Lorelei are
    other viable substitutes.
    
    Start beating down with Destiny if you have Savage Land or TNB. Turn 2 is
    Toad, Pyro, or Avalanche. Toad is especially good because if you have 2 guys
    stunned, you return him and unstun the stronger guy. 
    
    If you haven't already noticed, Magneto is a 5-drop. In order to get him in
    play while maintaining The New Brotherhood's bonus, you either: 
    
    1. Flip Genosha and then You play Magneto and crack Genosha to draw 4. You
       should now have 4 resources again. 
    
    2. You flip Ka-Boom! after playing Magneto and KO an opponent's location and
       once again you're back at 4 resources. 
    
    3. Here's the worst option: You have a face-up unique location like Avalon.
       You use it. Play Magneto. Flip another copy of Avalon and KO the original
       because of uniqueness rule. You'll be down a resource, but w/ +2 attack to
       all your guys, who cares? 
    
    Also note that you should never put a Plot Twist into your Resource Row unless 
    it says The New Brotherhood or Kaboom!. Play all Plot Twists from your hand
    to save space.
    
    Destiny is actually good all game if used properly. Pyro and Scarlet Witch are
    for face burn. You usually want Mammomax turn 3 - 7/4 and with TNB, he's a 9/4
    on turn 3. That and Sabretooth is a beast. 11/7 on turn 4 and w/ bonus is
    13/7. Cheap ain't it?
    
    Also, if you have Lost City + Avalon combo, Power-up when they have init-
    iative and attack your guy. This allows your dude to survive, stun-back,
    and still attack back, usually a resulting in a facial. 
    
    With the proper decision making, this deck is a force to be reckoned with.
    Also an ideal deck to play if you need to win by turn 6, because there isn't
    gonna be a turn 6.
    
    ==============================================================================
    
    4. Vomit Sentinels -  I didn't agree with the internet build, so here's it
    is with a few modifications.
    
    4x Longshot <Rebel Freedom Fighter> - Hero Pack 5, Rare
    2x Senator Kelly <Anti-Mutant Advocate> - Hero Pack 1, Uncommon
    18x Wild Sentinel <Army> - Hero Pack 2, Common
    14x Sentinel Mark IV <Army> - Hero Pack 4, Uncommon
    2x Crushing Blow - Hero Pack 2, Common
    4x Reconstruction Program - Hero Pack 7, Common
    3x Cover Fire - Hero Pack 7, Common
    3x Search and Destroy - Hero Pack 3, Uncommon
    4x Underground Sentinel Base - Villain Pack 4, Rare
    2x Orbital Sentinel Base - Hero Pack 2, Uncommon
    1x South American Sentinel Base - Hero Pack 2, Uncommon
    3x Xavier's School for Gifted Youngsters - Hero Pack 3, Uncommon
    
    Here's how this works: You mulligan until you hit either Longshot or
    Underground Sentinel Base. Hopefully you got Longshot and/or Xavier's School.
    Play Longshot. Activate, naming: Wild Sentinel and Sentinel Mark IV. Hopefully
    you get a few guys. Use Xavier's School if you have it to ready Longshot.
    Use him again and again. 
    
    On turn 2 and 3, just play a bunch of Wild Sentinels and team attack or
    reinforce when you have to.
    
    Turn 4 is when it gets interesting. You get to play Sentinel Mark IV. 
    Also make sure you have a mark IV in your resource row by now if you have
    a face-down Underground Sentinel Base. A Mark IV should have the highest
    attack of anyone on the board unless they have 11/7 Sabretooth. Keep
    Longshot-ing into more dudes. From turn 5 and on your turns are either: 
    
    1. Play 5 Wild Sentinels, use USB to play a Mark IV from resource row.
    
    2. You could go 1 Wild Sentinel and 2 Mark IV thanks to USB. 
    
    Your objective, is obviously to overrun your opponent. While your guys trade
    1 for 1 with your opponents', you have Longshot and Reconstruction Program to
    make sure you don't run out of fodder. This deck is fun, but Longshot is a
    chore to use in a video game and it almost auto-loses to my Common Enemy deck
    - see: Flame Trap or Reign of Terror and it sucks to see Overload used on 
    your super-powered Mark IVs. Yet, you rip so much fodder that it usually
    doesn't matter if 1/2 of your dudes die off.
    
    ============================================================================
    
    5. Squadron Supreme - Before playing this, I used to think: Squdron Supreme? 
    Who the hell are they? Now after playing this deck I'm like: S. Supreme will 
    **** your **** up. In all seriousness though, winning on turn 4 or 5 is very
    common with this deck as long as your opponent isn't packing too much anti-
    rush hate like Flame Trap. The only tricky part of playing this deck is how
    to keep your hand empty when you're drawing 2 cards a turn.
    
    1x Airskimmer - Hero Pack 3, Common
    2x Dual Sidearms - Hero Pack 2, Common
    2x Jetpack - Villain Pack 4, Common
    4x Thunder Jet - Hero Pack 7, Common
    4x Answer the Call - Hero Pack 6, common
    4x Flying Kick - Hero Pack 7, Common
    2x Might Makes Right - Hero Pack 4, Common
    2x Other Earth - Villain Pack 1, Rare (I'm not sure if this is the right pack)
    4x Panacea Potion - Hero Pack 7, Uncommon
    1x Savage Beatdown - Hero Pack 7, Rare
    4x Surprise Attack - Hero Pack 7, Common
    4x Albert Gaines <Atomic Powerhouse> - Hero Pack 7, Common
    4x Ape X <Xina> - Hero Pack 7, Common
    1x Foxfire <Olivia Underwood> - Hero Pack 3, uncommon
    4x Golden Archer <Wyatt McDonald> - Hero Pack 5, Common
    4x Lady Lark <Linda Lewis> - Hero Pack 7, Uncommon
    1x Quagmire <Jerome Meyers> - Villain Pack 2, Uncommon
    4x Shape <Malleable Mutant> - Villain Pack 1, Uncommon
    4x Joystick <Janice Yanizesh> - Hero Pack 7, Uncommon
    4x Melissa Gold <Sonic Carapace> - Hero Pack 3, Uncommon
    
    To play this deck: It's easy, just smash face, while keeping your hand down to 
    as few cards as possible. When you have no cards in hand, some of your best 
    Plot Twists like Panacea Potion and several of your characters like Joystick
    and Shape come on-line. The deck even plays Might Makes Right and Surprise 
    Attack to rid your hand faster. 
    
    If you can't find copies of Other Earth, Blind Sided works as well, but Other
    Earth does all of their characters and has a bonus of giving them -2 Def.
    
    Played intelligently, like Brotherhood, this deck wins on turn 4 or 5, which
    is pretty damn fast for a deck composed of mostly commons and uncommons. You
    have to swing with reckless abandon and power-up ASAP in order to keep your
    hand empty. Might Makes Right is pretty useful too for this purpose.
    Note: don't be tempted to play more Savage Beatdowns because it costs 4 and
    clogs up your hand. Your characters on the other hand are easy to purge 
    from your hand, especiall since you've got like a dozen Reservists. All in
    all, pretty easy to play and build. It's up to you; with this deck, you have
    to keep your hand empty, while with Brotherhood, you have to stay at 4
    resources. It's merely a matter of preference, although in my honest opinion,
    I think Squadron is slightly easier to play.
    
    =============================================================================
    
    6. Marvel Knights - At first, I thought Marvel Knights were weak, but after I
    played this deck I thought otherwise. The main strength of this deck is the
    efficiency it has in KO-ing your opponent's characters. This way, unless he's
    playing Squadron, your opponent is kept to one guy a turn and no matter how
    big he is, you can take him down w/ team attacks.
    
    4x Mikado and Mosha <Angels of Destruction> - Hero Pack 5, Common
    1x Micro-Chip <Linus Lieberman> - Hero Pack 4, Common
    1x Iron Fist <Danny Rand> - Hero Pack 6, Common
    6x Hounds of Ahab <Army> - Hero Pack 7, uncommon (SENTINEL)
    3x Death-Stalker <Phillip Sterling> - Villain Pack 5, Common (CRIME-LORDS)
    4x Elektra <Elektra Natchios> - Hero Pack 5, Common
    3x Luke Cage <Street Enforcer> - Hero Pack 7, Common
    3x Yelena Belova <Enemy Agent> - Hero Pack 5, Rare
    1x Moon Knight <Marc Spector> - Hero Pack 5, Common
    4x Daredevil <Matt Murdock> - Hero Pack 7, Rare
    1x Spiderman <The Spectacular Spider-Man> - Villain Pack 2, Common
    3x Punisher's Armory - Hero Pack 5, Uncommon
    3x Crushing Blow - Hero Pack 2, Common
    4x Quick Kill - Hero Pack 2, Common
    4x Wild Ride - Hero Pack 5, Rare
    4x Crime and Punishment - Hero Pack 3, Common
    3x Flying Kick - Hero Pack 7, Common
    4x Savage Beatdown - Hero Pack 7, Rare
    2x Overload - Hero Pack 7, Uncommon
    2x Sucker Punch - Hero Pack 3, Uncommon
    
    How the deck works: Did you notice that there are a lot of Concealed
    characters in this deck? Elektra, Luke Cage, Hounds, Death-Stalker. It makes
    it hard to defend your life total. Don't worry though, being Concealed has
    it's advantages.
     
    Since your characters are hidden, your opponent's only option is to swing at
    you. The thing is that once your opponent's characters swing at you, they are
    exhausted so when you can swing back, use Sucker Punch or Crushing Blow. This
    pumps your guys and greatly lowers the chance of stun-backs. Yelena <> Black
    Widow straight up kills em. 
    
    If Luke Cage is in play, it is even more reason to use your Quick Kill,
    Yelena or KO a guy with Hounds of Ahab. This draws you a card and leaves your
    opponent with not a lot of options (basically, you have CotA or Rise from the
    Grave or not). 
    
    Your first play is usually on turn 2 with Hounds into turn 3 Elektra. While
    on turn 2 if you stun someone, you can Quick Kill him or even better, if they
    have a 1 drop, you can Mikado & Mosha it and then attack w/ Hounds to KO it.
    With plenty of pump-ups, you can win on turn 6 normally, especially with
    Punisher's Armory. Also with Punisher's Armory, you can make sure to stun
    your target pending A Child Named Valeria or weird BS like that. You usually
    know you're gonna win if you keep them to 1 guy on turn 4 or 5. Turn 6 is
    when you actually kill your opponent. Watch out for Overload; while one
    doesn't hurt as much, but the CPU has a nasty habit of drawing multiples.
    
    =============================================================================
    
    7. Fantastic Four/ Marvel Knights Hybrid - This one's my own creation. I use
    equipment-hungry dudes like Blade and Punisher while feeding them equips with
    Fantastic Four cards and abusing the uber-broken Antarctic Research Base.
    Pier 4 is insane as well, letting your characters double-equip. Note: don't
    equip Elektra, hidden chars. can't equip.
    
    1x Borrowed Blade - Hero Pack 1, Common
    3x Dual Sidearms - Hero Pack 2, Common
    4x Fantasticar - Hero Pack 3, Rare
    3x Jetpack - Villain Pack 4, Common
    4x Antarctic Research Base - Hero Pack 1, Rare
    1x Pier 4 - Hero Pack 1, Rare
    1x Punisher's Armory - Hero Pack 5, Uncommon
    4x It's Clobberin' Time - Hero Pack 6, Rare
    2x Midnight Sons - Hero Pack 1, Common
    1x Salvage - Hero Pack 6, Rare
    2x Savage Beatdown - Hero Pack 7, Rare
    1x Signal Flare - Hero Pack 3, Rare
    4x Wild Ride - Hero Pack 5, Rare
    1x Ghost Rider <New Fantastic Four> - Hero Pack 5, Rare
    1x Invisible Woman <Sue Storm> - Hero Pack 5, Common
    4x Mr. Fantastic <Reed Richards> - Hero Pack 2, Common
    2x Mr. Fantastic <Stretch> - Hero Pack 7, Uncommon
    2x Thing <Heavy Hitter> - Hero Pack 2, Rare
    4x Blade <Eric Brooks> - Villain Pack 1, Rare
    4x Dagger <Child of Light> - Hero Pack 1, Uncommon
    4x Elektra <Elektra Natchios> - Hero Pack 5, Common
    2x Mikado and Mosha <Angels of Destruction> - Hero Pack 5, Common
    1x Natasha Romanoff <KGB Killer> - Hero Pack 5, Uncommon
    4x Punisher <Jury> - Hero Pack 4, Uncommon
    
    How to play this: You will want to team-up ASAP. Antarctic Research Base, 
    Fantasticar, It's Clobberin' Time, Punisher's Armory, Signal Flare, Wild Ride,
    Elektra and Blade are all affiliation specific.
    
    Fortunately, you can easily team-up with Midnight Sons. You have 2 copies of
    it, 4x Dagger, and 4x Wild Ride to search for Dagger. Once, you've teamed up
    (preferrably on turn 2), you can go to town with the deck and it's 
    equipments. Antarctic Research Base (ARB) along with Reed Richards will
    net you great card advantage, so not only do you have a pretty fast start:
    Blade as a 5/4 or 6/3 into Elektra (concealed 6/3); you also replace all
    the equipments you use.
    	
    After that, use Wild Ride/ Signal Flare for you dudes. You can play the 
    auto-equipping Punisher and if needed, he can bust a cap into a stunned enemy
    and KO it. It's Clobberin Time is great, not just because it costs less than
    Savage Beatdown, but it prevents stun-back too. 
    
    Thing (5-drop) is arguably the best 5 drop in the game because of his brute 
    strength. If you are at less then 25 life, use Ghost Rider instead if it's
    your initiative.
    
    If you need to hit hidden characters, grab Natasha Romanoff <KGB killer> from
    the deck and pay 1 life to smash their hidden forces. On that note, you don't
    have nearly as many hidden characters as a straight-up Marvel Knights deck,
    so, you are a bit safer from their attacks.
    
    It's a fun deck to play and as I said it starts rolling as soon as you can
    team up. Wild Ride and Signal Flare round out the character tutors and Equips
    and Plot Twists complete the pump-ups. Not as powerful as Common Enemy, but it
    sure is fun and can compete with the rest of the field.
    
    ============================================================================= 
    
    Okay, here's what I promised last time; I'm abbreviating Hero Pack as HP and
    Villain Pack as VP cuz I'm sick of typing that word like 500x.
    Update 4/24:
    
    ============================================================================
    All Avengers decks seem pretty similar, though here's mine which is somewhat
    like the one Thor plays against you in the game (but stronger of course).
    
    8. Avengers - Thor
    
    4x Mjolnir - HP 3, Rare
    3x Avenger's Mansion - HP 7, Rare
    2x Blind Sided - HP 1, Rare
    2x Crime and Punishment - HP 3, Common
    4x Earth's Mightiest Heroes - HP 1, Rare
    2x Flying Kick - HP 7, Common
    2x Out of the Darkness - HP 5, Common
    3x Overload - HP 7, Uncommon
    4x Savage Beatdown - HP 7, Rare
    4x Black Panther <T'challa> - HP 6, Uncommon
    2x Captain America <Super Soldier> - HP 7, Rare (not sure)
    2x Dane Whitman <Heroic Paladin> - HP 5, Common 
    3x Hawkeye <Clinton Barton> - HP 4, Common
    2x Hulk <Gamma Rage> - HP 7, Rare (not sure)
    4x Jarvis <Honorary Avenger> - VP 2, Rare
    2x Natasha Romanoff <Super Spy> - HP 4, Uncommon
    2x Quicksilver <Mutant Avenger> - HP 4, Common
    4x She-Hulk <Gamma Bombshell> - HP 4, Common
    4x Thor <Odinson> - HP 4, Rare (not sure, though I think it's on the boards)
    1x Thor <God of Thunder> - HP 6, Rare
    3x Wonder Man <Simon Williams> - HP 6, Uncommon 
    1x Ironman <Tony Stark> - HP 6, Common
    
    How this deck works: Avengers are pretty predictable and do rely on brute
    strength. Your ideal start is a bunch of Reservists and Jarvis. He'll
    usually get attacked and you get to tutor for whatever Avenger you want.
    
    You'll usually want 3 Reservists in your resources for turn 3, so that 
    Black Panther is a 7/6 concealed. Use Reservists as resources whenever you
    can because cards like Black Panther and Avenger's Mansion are good all
    game. 
    
    Your turn 4 is always Thor in my build. With 4 Mjolnirs and 4 Jarvis
    to search him out, you should be able to always have him and usually arm
    him with his hammer. With Mjolnir, he's 1 Attack away from being 4-drop 
    Sabretooth; and we all know how cheap he is. After hitting your opponent,
    there's also a bonus if you breakthrough, making Thor even stronger than
    Sabretooth in most cases. If you flip a 1-cost, you still total 11 damage,
    while if you flip something bigger like Capt or Hulk, you deal massive
    damage to the face (15 damage facials from Thor alone are pretty common). 
    
    Speaking of Hulk, that dude's a beast. The only problem is that you have
    to feed him a leader; therefore, plan ahead and Jarvis one if necessary.
    If you had kept a lot of reservists in the resources as I had suggested,
    Avengers Mansion should provide some pretty sick bonuses and added onto
    Earth's Mightiest Heroes  combined is on average a +12 Attack boost. I
    purposely kept the Plot Twists and characters on the higher costed end
    for Thor's sake. Depending on how lucky you are with Thor,the game can
    end anywhere from trun 4 to turn 7, though if you play Hulk successfully,
    you've practically won already.
    
    ============================================================================
    
    9. Sinister Syndicate Beatdown
    (Submitted by Aaron Souders)
    
    4x Basilisk <Basil Elks> - HP 3, Uncommon
    3x Vulture <Adrian Toomes> - HP 4, Common
    4x Vermin <Sewer Rat> - HP 7, Uncommon
    3x Hammerhead <Gangster> - HP 6, Common
    4x Rhino <Alex O'Hirn> - HP 5, Common
    2x Man Wolf <John Jameson> - HP 3, Common
    4x Doctor Octopus <Otto Octavius> - VP 5, Common
    2x Kraven the Hunter <Sergei Kravinoff> - VP 6, Common
    4x Carnage <Cletus Kasady> - VP 3, Rare
    2x Carrion <Cadaverous Clone> - VP 3, Uncommon
    4x Venom <Eddie Brock> - HP 5, Uncommon
    2x Hobgoblin <Roderick Kingsley> - VP 2, Common
    3x Green Goblin <Altered Ego> - VP 2, Common
    4x Crushing Blow - VP 2, Common
    4x Savage Beatdown - HP 7, Rare
    3x Flying Kick - HP 7, Common
    3x Nasty Surprise - VP 6, Common
    4x Dual Sidearms - VP 3, Common
    2x Doc Ock's Lab - HP 7, Uncommon
    2x Osborn Industries - VP 4, Uncommon
    
    This is a fairly straightforward Sinister Syndicate deck with only one thing
    in mind. Playing guys and attacking. Nasty Surprise and Crushing Blow are to
    help with board position. Unlike most Syndicate decks, he has a late game
    with Venom and both Goblins, though if you have Carnage in play, the game 
    won't last much longer. The thing about this deck, though is that you need to
    hit your curve, though Vermin and Crushing Blow do help in that aspect.
    
    ============================================================================
    
    10. Sinister Syndicate / Crime Lords hybrid
    
    My friend suggested this build, though it turns out to be a deck that won
    in a PCQ. It was playing suboptimal Crime and Punishment over Savage Beatdown.
    I changed that since Beatdown is legal in this game.
    
    3x Carnage <Cletus Kasady> - VP 3, Rare
    3x Chameleon <Dimitri Smerdyakov> - VP 2, Common
    4x Cobra <Klaus Vorhees> - VP 2, Common
    4x Hammerhead <Gangster> - HP 6, Common
    2x Masked Marauder <Frank Farnum> - HP 6, Common
    3x Mendel Strom <Robot Master> - HP 1, Rare
    1x Mr. Hyde <Calvin Zabo> - HP 2, Common
    4x Mysterio <Quentin Beck> - HP 5, Rare
    1x Owl <Leyland Owlsley> - VP 3, Rare
    4x Rhino <Alex O'Hirn> - HP 5, Common
    4x Stilt-man <Wilbur Day> - VP 4, Rare
    4x Vulture <Adrian Toomes> - HP 4, Common
    3x Crushing Blow - VP 2, Common
    4x Savage Beatdown - HP 7, Rare
    4x Honor Among Thieves - HP 5, Rare
    4x No Fear - HP 2, Common
    4x Uprising - HP 3, Uncommon 
    4x Doc Ock's Lab - HP 7, Uncommon
    
    This deck is very similar to the above deck, though it seems even more
    aggressive due to the fact that Carnage is your biggest drop. If you play 
    Carnage, you should be winning or already won.
    
    Your turn one is probably Vulture. Attack. Flip Doc Ock's Lab and activate.
    Opponent takes 5, you gain 5. Nice. The entire deck is full of little guys
    with cost purposely at 3 or less for the sole puropse of using the team-up,
    Honor Among Thieves. It gives all of your 1-3 cost guys +1 attack and this
    includes both copies of Mysterio if you play him on turn 4 w/ Boost.
    
    Since your deck's curve is relatively low, No Fear and Savage Beatdown
    will help in taking down stuff that's too big. Just watch out for Overload.
    
    Also, since I have said watch out for Overload so many times, let me tell
    you of a little trick that you can pull on the CPU. If you have another
    guy that you don't really care about, pump him up and take on one of your
    opponent's dudes. Make sure another of their dudes is already stunned. If
    he has it he'll use it, even if you have another dude just waiting to be
    pumped up even more.
    
    You should end the game around turn 5 to avoid complications. While the
    CPU seems to be real dumb about Carnage - he attacks him first; human
    players will milk every last +2 off of him before attacking Carnage last.
     
    =============================================================================
    
    11. X-Statix - loner version
    
    I didn't even know when to start with the X-Statix team, so I looked around
    and found a more serious list by Keebler Powell. I modified it a bit after
    playing it as it had some metagamed cards like Political Pressure which is
    only good against a certain non-existant deck (non-existant in this game).
    
    3x Phat <William Reilly> - HP 7, Rare
    3x El Guapo <Robbie Rodriguez> - HP 4, Uncommon
    3x Vivisector <Myles Alfred> - VP 3, Common
    4x Orphan <Guy Smith> - VP 2, Common
    4x U-Go Girl <Tragic Teleporter> - HP 5, Uncommon
    3x Zeitgeist <Axel Cluney> - VP 3, Common
    2x Venus Dee Milo <Dee Milo> - HP 3, Rare 
    2x Anarchist <Man of the People> - HP 5, Rare
    2x Ghost Rider <Danny Ketch> - HP 1, Rare
    1x Professor X <Mental Master> - HP 6, Rare
    4x Overload - HP 7, Uncommon
    4x Gravesite - HP 4, Uncommon
    4x Star of the Show - VP 2, Rare
    4x Spin Doctoring - VP 5, Rare (not sure, but it's on the boards)
    2x Mutant of the Year - HP 5, Rare (not sure, but it's on the boards)
    4x Dead Weight - HP 3, Uncommon
    3x Savage Beatdown - HP 7, Rare
    4x X-Statix Cafe - HP 1, Common
    4x X-Statix HQ - VP 3, Rare
    
    How to play this deck: X-Statix is like nothing that you've played yet.
    The idea is to keep yourself to one character at a time. X-Statix Cafe
    gives this character +2/+2 and the other on-going plot twists give them
    even more bonuses like untargetable, player is untargetable, and even a
    card that recovers, readies, and lets your one guy swing again, though
    it's only for stunning. 
    
    You are ususally going to skip your first 2 drops unless it's El Guapo.
    Phat is meant for turn 3 with Boost or Orphan who is like a Wolverine
    that gets bigger. You need to get Gravesite down on the earlier turns
    so that you can sift through your deck faster and find your drops.
    
    Turn 4, U-Go Girl is actually really good as it is like 4-drop Doom in
    Common Enemy, except that the Reign of Terror is built-in. This keeps you
    to 1 person again and if you have X-Statix Cafe, you also have a 9/9.
    She's gotta be the sexiest blue girl that I can think of... well next to
    Keira Knightly in King Arthur.
    
    The deck doesn't have a 5-drop, so you'll just have to suck it up and play
    through turn 5 w/o playing anyone, unless you play Phat, in which case, he
    would be 9/9, and w/ bonus, 11/11; pound for pound equal to Thing, 5-drop.
    
    Venus Dee Milo and Vivisector are really just for their re-useable
    abilities and they're pretty good. The game-plan is to stall, like the
    X-Men, except with only one character. This is not as hard as it sounds
    especially with Dead Weight and Overloads. Zeitgeist rounds this out as
    he is a virtual walking 2 for 1 (in your favor).
    
    As you hit 8 resources, you have your choice of either Ghost Rider or
    Professor X - Mental Master. You'll want Ghost Rider. Between his KO
    ability and Professor with Boost, you should be able to wrap it up. If
    you don't like these three, modify it yourself and use Apocalypse or
    perhaps Onslaught or Doop <Ultimate Weapon>.
    
    All in all, not too difficult to play, but it will take a bit of experience
    to get used to the kinds of tricks that you can employ. One is Dead Weight
    used in conjunction with a X-Statix Cafe. You block with the guy you want
    to keep and use Dead Weight to create a 2 for 1. The guy you save is gonna
    get +2/+2 because after Dead Weight, you should be down to 1 dude again.
    Another card to get used to is Spin Doctoring. If you read the card, you'll
    realize how cheap it is. It gives your beefed up superhero another chance
    as well as a double attack - like an evil Children of the Atom. Another
    thing to be aware of is the number of cards they waste in order to take out
    your one guy. It's pretty hillarious to see them use Flying Kick after 
    Flying Kick to attempt to stun your dude, just to have their guy Overloaded
    or your guy Spin Doctored.
    
    Patience is the key to winning with this deck. Also you should play it if
    you want a break from the normal decks that you've been playing; the
    change is fun and breaks up monotony.
    
    Note: There may be a glitch with X-Statix Cafe. So far, in all of my games,
    Anarchist seems to be unable to ever get the bonus; though it actually may
    have something to do with X-Statix HQ. If you use the HQ, it seems that
    the game shuts off the +2/+2 bonus of X-Statix Cafe, even if you have only
    one character in play.
    
    ============================================================================
    
    12. Spiderfriends (Clone Saga)
    
    This is not your beginner's Spiderfriends deck. I couldn't find any widely
    accepted builds, so here is one of my own creations. Since I made this, I
    tested it rigorously and realized that it is one of THE most annoying decks
    I can think of. If you wanted to play a deck of all Spiderman, this one's
    right up your alley:
    
    3x Dusk <Cassie St. Commons> - HP 5, Common
    3x Jessica Drew <Venom Blast> - VP 4, Uncommon
    2x Scarlet Spider <Successor> - VP 5, Rare
    1x Prodigy <Richie Gilmore> - HP 5, Common
    1x Ricochet <Johnny Gallo> - HP 4, Common
    3x Will of the Wisp <Jackson Arvad> - HP 6, Rare
    4x Spider-Man <Friendly Neighborhood Spiderman> - HP 2, Common
    4x Spider-Man <Peter Parker> - (HP 6?, Rare. not sure, Help!)
    4x Spider-Man <Alien Symbiote> - HP 7, Rare
    3x Scarlet Spider <Ben Reilly> - HP 4, Common
    2x Spider-Man <The Amazing Spiderman> - HP 4, Rare
    1x Spider-Man <Cosmic Spiderman> - HP 3, Rare
    1x Midtown High School - HP 7, Common
    1x Daily Bugle - VP 3, Uncommon
    2x Acrobatic Dodge - VP 2, Common
    3x Costume Change - HP 4, Uncommon
    2x Flying Kick - HP 7, Common
    2x Fun and Games - HP 3? Rare. (not sure)
    3x Going My Way? - VP 3? Uncommon (also not sure)
    3x Nice Try! - HP 7, Rare
    4x Overload - HP 7, Uncommon
    4x Savage Beatdown - HP 7, Rare
    4x Spider Senses - HP 7, Uncommon
    
    The idea of this deck is that 4 and 5 drop Spider-Man have evasion. If
    you expect a lot of PTs like in Common Enemy, you could play Black Cat
    <Master Thief> instead of Jessica Drew to slow down the opponent.
    Evasion combined with the effects of Jessica Drew and Dusk and Going My Way?
    give Spider-Man +x/+x bonuses and because of Scarlet Spider, you can have
    many Spiderman(s) in play at the same time.
    
    If needed, Dusk can be played with Boost to fetch Ricochet or Prodigy.
    These two combined with either Acrobatic Dodge or Spider Senses make your
    characters annoying targets. Your locations, Daily Bugle will help you
    re-use PTs and Midtown High will reward you for playing someone that costs
    less than the # of resources you have. Costume Change can grab you any
    Spider-Man in the deck, or alternatively, can let you swap 2-drop Scarlet
    Spider for the relevant one.
    
    Cards like Fun and Games and Nice Try! frustrate your opponent even further
    as you can Overload his guys, but he can't do yours. Going My Way? is also
    a pretty decent trick after you've already lined up non-ranged guys in the
    back row for defensive purposes. On your attack back, you basically have
    all Nightcrawlers on your side, plus all of your Spider-man (men?) get +1
    attack on-going. 
    
    One last thing to mention is that while your characters do get bonuses for
    having Evasion, don't forget to actually use it once in awhile. For example,
    say your opponent swings with a little guy and plays Savage Beatdown twice to
    take on Alien Symbiote Spiderman (it happened to me). Now just your luck, you
    didn't draw Overload. Don't worry, just Evasion Spiderman and your opponent
    just wasted 2 Savage Beatdowns. The entire deck is like this, so don't be
    surprised if your opponent is out of tricks and in top-deck mode earlier
    than usual.
    
    ============================================================================
    
    New Decks as of 5/7:
    
    =============================================================================
    
    13. Kang Deck (with Lost City and 0 Brotherhood characters)
    
    2x Kang Immortus
    2x Kang, Lord of Limbo
    3x Kang, Lord Kang
    3x Kang, Ultimate Kang
    4x Kang, Master of Time
    4x Kang, Kang's Ransom
    3x Kang, Kang Kobra
    4x Kang, Kang Kong
    3x Kang, Rama-Tut
    4x Dagger, Child of Light
    3x Mikado and Mosha
    
    4x Psyche-Globe
    4x Midnight Sons
    4x Reconstruction Program
    4x Wild Ride
    4x Avalon Space Station
    4x Lost City
    2x Not So Fast!
    
    This deck is very interesting and combo-like. What you're trying to do in
    your first few turns (1-4) is getting your combo online. The combo is a
    double Team-up of Marvel Knights and Brotherhood; then Marvel Knights and
    Kang. This makes it so that Kang = Brotherhood and Lost City becomes a potent
    weapon. You can use Wild Ride, Dagger and Kang Kong to look for the combo
    pieces which include: Midnight Sons x2, Lost City, and a MK character.
    
    Once you set up, there isn't much to do except attack and know that you will
    always win in combat. I replaced Psychoville with Not So Fast. Psychoville
    is glitched and Not So Fast! will stop BS like Overload after you pump.
    
    Rama-Tut becomes retardedly good after the set-up and Psyche Globe and
    Wild Ride now grabs Kangs. Master of Time will constantly feed your hand
    and you should really have no problems besides Kaboom! and Foiled.
    
    =============================================================================
    14. Curve Sentinels - The Other Sentinel Deck
    Instead of just puking out many Sentinels and plain overwhelming your 
    opponent, Curve Sentinels does this systematically and efficiently as
    it fully utilizes just about every turn and has Boliver Trask to even out
    your curve.
    
    4x Bastion <Leader of Operation Zero Tolerance>
    4x Boliver Trask <Creator of the Sentinel Program>
    4x Magneto <Master of Magnetism>
    1x Mastermold <Sentinel Supreme>
    4x Nimrod <Mutant Hunter>
    7x Sentinel Mk.II <Army>
    6x Sentinel Mk.III <Army>
    7x Sentinel Mk.V <Army>
    4x Cover Fire
    3x Overload
    4x Reconstruction Program
    4x Alley Oop!
    4x Savage Beatdown
    4x Genosha
    
    This deck has been very successful in many high-profile tournaments and no
    wonder as it performs wonderfully. All of your guys besides Boliver Trask has
    flight and range. Mk. V reinforces all of your characters and in case you
    draw him and not Nimrod on turn 5, you can boost him into a 9/9. Ideally,
    your curve is: Boliver, Mk III, Mk. II, Mk. V, Nimrod, Bastion, Magneto. 
    
    Genosha works incredibly well in conjunction with Bastion and Magneto.
    Drawing that many Sentinels and not to mention Reconstruction Program gives
    lots of (indirect) Power-ups.
    
    The original build of this deck included Tag-Team, but since that is a DC
    card, I replaced it with Alley-Oop!. It is almost as good and works in this
    deck as most of your dudes are gonna be in back row anyway since they all
    have range. Cover Fire is way better than both anyway.
    
    Magneto is the odd one out, but once he hits play, it's game over man! Not
    being able to recover units sucks for your opponent and with Nimrod and other
    Sentinels that just won't die, this will make the game one-sided.
    
    While not as fun as Vomit Sentinels, this deck is more consistent and would
    be the favorite if the two were to match up. Also, you spend a lot less time
    selecting names for Longshot.
    =============================================================================
    
    15. Masters of Evil (submitted by Aaron Souders)
    
    4 x Call to Arms
    4 x Combat Maneuvers
    4 x Crushing Blow
    4 x Faces of Evil
    4 x Nasty Surprise
    4 x No Fear
    4 x The Wrecking Crew
    
    4 x Beetle (Armorsmith)
    1 x Marcus Danniels (Darkbringer)
    2 x Melissa Gold (Mimi Schwartz)
    2 x Melter (Bruno Horgan)
    2 X Paul Ebersol (Problem Solver)
    1 X Radioactive Man (Chen Lu)
    1 x Shocker (Vibro-Shock Villian)
    4 x YellowJacket (Rita DeMara)
    4 x Beetle (Reluctant Hero)
    1 x Blizzard (Donny Gill)
    2 x Dallas Riordan (Mayoral Aide)
    2 x Erik Josten (Kosmos Convict)
    2 x Joystick (Janice Tanizesh)
    2 x Ogre (Weaponsmith)
    2 x Speed Demon (Second Chance Speedster)
    
    Immediately you should team-up and Beetle <Reluctant Hero> helps in that
    department. It is a horde deck like Sinister Syndicate and rushes with
    small dudes that get bigger due to the team-up. The few abilities you have
    can be utilized when you under-drop a dude for the turn. 
    
    Note that if you play against Common Enemy, you are screwed unless your
    opponent is either CPU or braindead. I will grab a Flame Trap and annihilate
    the board as well as use the good doctor's Reign of Terror.
    
    All in all, pretty fast alternative of the Squadron Supreme Deck.
    ============================================================================
    16. Fantastic 4 Equip (Cosmic Radiation)
    
    4x Advanced Hardware
    2x Fantasticar
    4x Flamethrower
    1x The Pogo Plane
    4x Unstable Molecules
    4x Antarctic Research Base
    1x Baxter Building
    1x Pier 4
    4x A Child Named Valeria
    4x Cosmic Radiation
    2x Overload
    1x Salvage
    4x Signal Flare
    2x Thinking Outside the Box
    2x Ant Man <Scott Lang>
    1x Frankie Raye <Herald of Galactus>
    1x Human Torch <Hotshot>
    4x Invisible Woman <The Invisible Girl>
    1x Invisible Woman <Sue Storm>
    1x Luke Cage <Hero for Hire>
    2x Mr. Fantastic <Stretch>
    4x Mr. Fantastic <Reed Richards>
    2x She-Thing <Sharon Ventura>
    2x Thing <Ben Grimm>
    2x Wyatt Wingfoot <Keewazi Adventurer>
    
    This deck is like a Bizarro Common Enemy deck. It is combo similar to
    the Kang deck, except that it wins immediately upon set-up. Here's how
    this works: There are 2 combos.
    
    1. Minor Combos: Thinking Outside the Box is meant to be used with Reed
       Richards (look at top 4 take an equipment and then put rest on bottom
       in any order). Now you get to draw from your stacked cards. Also ARB
       and Baxter Building also works well as ARB lets you draw the card right
       away. Note: Since you stack onto the bottom of library, please put the 
       cards you want in reverse order if you intend to draw from the bottom.
    
    2. Main Combo: Mr. Fantastic <Stretch> with a Flamethrower and a bunch of 
       low costed dudes and Cosmic Radiation. What this does is: 1. Flamethower
       costs 0 now. Equip it and burn their face. Pay 2 life to move it to an
       un-exhausted dude and repeat. Go through all of your dudes this way and 
       ready them all through Cosmic Radiation. Repeat and burn their face off.
    
    If you didn't notice; all of your guys are low costed, so they will seem
    inferior to your opponent's beasts in later turns. However, it won't matter
    since: 1. the deck wins on average turn five. and 2. A Child Named Valeria
    is so unfair that it should be banned. Overload? I don't think so! The
    effect lasts until end of turn, so be sure to clobber your opponent's dudes
    with your invincible midgets. It makes me wish this was a Common Enemy variant
    so that Dr. Doom can turn "Child" face down. It also counteracts the lethal
    drawback of Flamethrower (Stretch does this too).
    
    The deck may seem complicated at first, but like Common Enemy, it takes time
    to familiarize yourself with the decklist. In the hands of a more experienced
    player, it is lethal and a blast to play. Here's some simple math: lets say
    you have Stretch and 3 other FF members on turn 5. Burn for 5x4 = 20 to your
    opponent and 8 to yourself (moving equips). Ben Grimm and Unstable Molecules
    removes old equips. Radiation readies your dudes. Another 20 to him
    and 8 to self. that's 40 direct damage on turn 5. Hopefully you already hit
    them (or burned them for 10 already). A Child Named Valeria and Unstable
    Molecules as well as Fantasicar should keep your dudes alive as each low
    costed dude means 5 to them and 2 to you (10 and 4 with 1 Radiation). You
    can potentially win a turn earlier with 2 Radiations, though it's very hard
    without Stretch to move equips (all your guys need Flamethrower/Advanced
    Hardware and or Hotshot Human Torch). This is also currently my favorite deck
    as it is fun and extremely powerful (Child makes aggressive decks suicide
    their guys when they attack you all-in).
     
    =============================================================================
    
    That's it, readers. Feel free to mail me decklists. I will test them and
    post them if I make any future updates. You'll get full credit, of course.
    
    =============================================================================
    ----------V. Acknowlegements -----------------------------------------------
    
    Thanks to CJayC and GameFAQs for hosting this.
    
    Thanks to Konami for picking up this great card game and publishing it.
    
    Thanks to Travis (jajuga) for making a list of booster packs.
    
    Credit to Pojo.com and TCGplayer.com for Sentinel, Squadron, and 
     Marvel Knights decks, respectively.
    
    Metagame.com for the F4 and Curve Sentinels lists.
    
    Aaron Souders for his Curve Sinister Syndicate and MoE decklists.
     also gave me the Full Library Code, though I heard it was in Tips & Tricks.
    
    Keebler Powell and TCGplayer.com for the X-Statix list.
    
    For questions or if you have a deck that you want posted in future updates, 
    you can contact me at vc050492@yahoo.com

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