• Control Part Two - Putting the Theory in Practice

    It's been some time since I posted the initial article on a control deck, and since that time we've even put out a podcast episode that featured a segment trying to debunk the deck the best we could.

    Also since that time, we've seen a video go up from a fellow Dice Master who used the squad against a Gobby archetype. He and I chatted briefly about it and he felt that what let him break through was some poor luck on part of the other player, but I think that this deck can get there even if the other player has the normal amount of luck or better.

    Today, we'll look at a little bit about using the deck and talk about some long term strategies and situational tactics to use here.

    <h3>The Opening: Beast. Duh.</h3>
    I'm not sure that there's a lot to say here. The first turn is as many Beasts as you can muster. Two is ideal. If you can only get one, consider spending a shield and two life for Silver Surfer's ability to prep a spare die. This will give you a shot at a Storm purchase in turn two. I have successfully pulled this off more often than not, though a fair warning that this can blow up in your face.

    If you didn't surf for a die during your first turn, definitely do it during two or three. The faster the Storm the better. Turn Two could be more Beast; it could also be Gambit, and probably should include a Surfer if you didn't earlier.

    Otherwise, you need churn options here, and Beast is the best, especially if Tsarina is across the table from you.

    <h3>The Midgame:</h3>
    Distraction is your friend, as is the Mr. Fantastic ability that forces an attack. You can force anyone to attack and use your Beast to block and trigger a die draw. Great news.

    If you're opponent is going to go Gobby all over the place and you don't have a Storm yet, consider Mr. Fantastic-ing a sidekick or two and taking the damage just to get them off of the board. Or, do the same and use your Beasts to send them to prep and get more dice in your queue for next time.

    Midgame is about getting Storm in place and working towards getting your Human Torch out. The reason that this squad works is because it limits the impact that opponents characters can have (by turning them back or otherwise forcing them into positions they don't want to be in) while having win condition characters that don't cost a lot. The most expensive character that you'll plan to purchase is a 5. The worst fielding cost will be two.

    Continue to cycle characters through and take advantage of characters that have the "when fielded" trigger. If you have your Johnny Storm out, don't be afraid to make the mandatory character damage happen to one of your own - KO Storm, Hawkeye, or Gambit, prep 'em and you'll get to trigger them again next turn, hopefully.

    <h3>Situations to Avoid</h3>The biggest thing that you have to do is make it so that there are enough characters moving through your bag. I was playing a casual match and found that I needed one or two more character dice in the mix than I had. Early on it wasn't a problem because I seemed to have enough out and happening, but as soon as I got a few bad rolls and characters that I wanted in the field ended up in the used pile.

    <h3>Closing Arguments</h3>You'll be moving a lot of characters through. Johnny Storm will ping your opponent and their characters to the point that their board will clear up and give you enough of an opening to reach a critical mass.

    You'll attack and a sheer force of numbers (combined with the life that was drained by Storm and Johnny Storm) will get you the win.

    <h3>Overcoming Obstacles</h3>
    Loki Lock - Force him to attack and take the damage. Bye, Loki.

    Professor X - Do the same; he doesn't hurt that badly. Conversely, if you think you're close, just pay the two life. You can afford that a few times in this deck, as a critical mass is unlikely to ever build up against you.

    Gobby - Take out the sidekicks! Storm is your friend.

    McRook - Reroll and distraction.

    Wolverine - Force an extra attacker; he's not so scary now.

    Anything else you'd like me to include here? I sure can do it! Let me know in the comments.
    This article was originally published in blog: Control Part Two - Putting the Theory in Practice started by Dave