• Green-Stripe Flash: DC In-Set Shenanigans

    The Super Rares get all the attention. Rightfully so! People see them and want them, whether for collectibility or simply for raw power. And why not? We've seen some great ones, like Black Widow, Gobby, Red Dragon, Stirge (ok, not Stirge). These are usually some pretty cool cards, and once they get some history behind them, they're famed in song and story.

    Usually.

    In the case of DC, Flash don't get no respect, don't get NO respect. Admittedly, that comes with good reason. The super rare Flash gives you a mediocre reward for doing something that is usually inadvisable unless it wins you the game: Attack with an otherwise empty field. This is just a bad idea unless it is very early in the game, though I suppose it can tempt your opponent into an inadvisable attack on their own side. In trade, you get three to five damage. Not too exciting to me, or really to many.


    But the green-stripe Flash! That's where it's at.

    A Juggling Act

    Ever since YGO came out, and even more since D&D, people have been trying to mess around with teams that juggle actions all over the place. This is, of course, helped by cards that made us WANT actions! There has been a lot of cost fixing granted us, as well as cards that interact with actions in ways that we hadn't yet seen at all. Things of beauty like:



    When used with teams that include everyone's favorite weirdo Dr. Strange, some fun was had. The "uncommon" Flash (we all know he's a rare, but we'll call him uncommon for the purposes of this article) gives us another fun way to use basic actions.

    Take, for example, Anger Issues. Now, Anger Issues can certainly be appraised at face value - he loads someone up and gives them Overcrush. That's not too bad, and certainly people are experimenting with it already in some pretty exciting ways.

    So, what if we put Anger Issues on The Flash and pushed him through? Now he's doing anywhere from six to eight damage, and that's before you pump him up with the global that Anger Issues offers.

    Granted, this is not a world-beater, it's probably a few pieces of tech away from really mattering. But it has some elements that give me hope for it in the future. If you build something around it that can keep the opponent's field off balance enough to keep doing what you're doing with Flash, you might be on to something.

    Just for today, let's consider a possible DC-only build for this team.




    This is some great in-set fun. Anger Issues is obvious. Casualties is here because it's cheap and gives us the chance to KO our own sidekicks that we've fielded allowing us to continue to ramp and give us an extra shot at an unblockable Flash if we are having trouble getting Anger Issues out.

    Aquaman's pump ability is great. I was torn between all three - with a healthy amount of Justice League in this team, all are beneficial. I chose this one because it adds more attack to Flash, but you probably can't go wrong with any of them. In fact, the rare may add consistency by plucking something out of used. The common may add consistency by making other things cheaper.

    Batarang is just some removal, just in case you need it; this slot is otherwise open. Constantine is purely peripheral but can give you a savings if needed. Red Tornado is a HUGE help with getting through those pesky sidekicks and helping you draw what you need a little faster. Speaking of sidekicks, Wonder Woman helps defeat any Overcrush dreams on the other side of the board by making your sidekicks invincible.

    The core, though, is Flash, the actions, and Lex. If you can get a couple of Flash dice bouncing around, and can use Lex's ability to positive effect a few times, you'll have the game in hand. Wall up and make Flash happen. You're all set. Ideally, you'll find a way to get your bag to be mostly Sidekicks and Flash and take advantage of Red Tornado while simultaneously keeping your actions moving around with Lex. The most important dice to get to the board are Lex, Tornado, and Flash - and of course a basic action. Aquaman, Zatanna, and Casualties make for decent early options, and one of these could be an early buy.

    SWOT Analysis

    We'll talk a lot about SWOT some other time. It's fairly self-explanatory. Let's have a look:

    Strengths: It doesn't care about removing what your opponent has, because it doesn't care what your opponent has (for the most part). Nothing costs more than four energy.

    Weaknesses: It's fairly linear. It trades speed for the ability to pivot to something else. If you needed to get into a slugfest, you'd need to deviate a bit from the plan.

    Opportunities: It jumps right over teams that wall up. If you can get your Flash going, you can be competitive in a direct damage race.

    Threats: SR Constantine makes Flash toothless the turn you get him, and that may be enough time for your opponent to deal with it. Action disruption is a problem too, though there isn't much of that in DC.

    This is an extremely fun team that would probably do quite well in DC-only play. I've messed with unlimited versions of it for fun, and while it's a nifty piece of tech, it just doesn't seem to quite be ready for prime time.

    One last fun point - while it's not the most probable thing to come up - it's draftable if you build with Lex, Red Tornado and Flash. You need three uncommons (one of them printed as a rare), but it's out there.
    Comments 2 Comments
    1. Vapedaveb's Avatar
      Vapedaveb -
      Nice article I won one of our local drafts with Speedster. He was my MVP in two rounds as my opponents took cheap basic actions and I ran house with him.
    1. digitallimit's Avatar
      digitallimit -
      I love fun teams like this! Thanks for the article.