A couple of days ago apal and I were discussing how effective the 7 drop Thor is going to be. He thinks he's pretty much trash.
This would be a VERY boring post if I didn't disagree.
His number one point was "how could you possibly keep the kind of cards needed in hand long enough for him to REALLY be effective. And that made me think harder on the matter.
Consider this:
Avengers/ SHIELD team up deck.
Turn 1, Squirrel Girl and a Shield army/agent
Turn 2, Captain America, chaining the Avengers new search card and chaining to that a 2 cost team up, bot from resource row. The team up resolves, then the search, searching for Nick Fury 3 drop, then Captain America rallies for a character, revealing Nick Fury, giving Cap, SG and the Army agent each a +1/+1 counter giving you a 2/3, a 1/2 and a 4/3 concealed. With Cap's Shield running around, you've got a very annoying character to hang on to here!
Turn 3 you get Nick, and if you are lucky, 2 more agents, or maybe an army 2 drop that hasn't been revealed yet? You can now flip the Helicarrier, returning the 3 one drops to your hand. This leaves you with a 6/3, a 4/5 and a 6/4.
Turn 4, you play Iron Man, and give him the Extremis Upgrade. Nick brings back 2 of the Agents, both 2/1s. Your opponent needs at least 2 attacks to stun Iron Man now, since you aren't likely to reinforce with Iron Man no matter how much damage you are going to take (moderately, any way) and if they go for IM first, you kust prevent the stun. Withi his 9/7 stats, he stuns back most every 4 drop. This also protects you from Punisher decks.
Turn 5, we hit our first mystery play.I haven't seen a 5 drop that we would toss in too this slot yet, but I'm sure there is a good one.
Turn 6 we want Captain America replacing the old one. Maybe New and Improved would be good for the deck as well, but we'll have to see about that one, right? Either way, Cap has the stats, the affiliation and the most impressive Shield to hold your opponent off with.
Turn 7 we get to Thor. Once more, SG shouldn't have had to die yet, thanks to IM. And she ought to have a little bit of UMPH behind her with those blessed counters IM has been giving her since turn 4 if we're lucky. Either way, SG should have been able to bounce your "In Danger" army guys back to your hand for 6 turns. That means that your opponent is likely in for a burn of at least 4 or more. That also means a chance to draw a few more cards, which could be more army guys or could be more combat pumps, the possiblities are entertaining.
This is the backbone of the deck I will be building once I decide on how many boxes I'll be getting of this set.
Well, I hope some of it was new to you and I hope all of it was fun to think about.
See you in a few.
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