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BenSaidScott

A New Hope - The Turn Three Kill

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After the release of Uncanny rumours abound of a turn three kill. The combo involved ramping using PXG and a then, with rolling all your dice hit through using a level 3 Spiderman Wall-Crawler and a level 3 Ant-Man. However the Spider Bomb as it was known was quickly defused. Spiderman could only do a maximum of ten damage, not the 15 previously thought.
So a new team was made. “High Hopes” revolved around a similar style. Buy a two cost Ant-Man on turn one, PXG to ramp. However the new turn two buy was Nick Fury Patch. Using him to make Ant-Man do double damage you could pump Ant-Man using globals and with both him and the fielded Nick Fury attacking through it was possible to do 20 damage. However as the title implies you really were hoping for perfect rolls to carry you through, and relies on your opponent not having any more than one blocker.
Can we make this team more reliable? With the advent of Age of Ultron I think we can…

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So here’s the basic set-up: Nick Fury (Patch), Ant-Man (uncommon or rare, we just need the global), Mystical Elf (uncommon or rare, we just need the global), Blue-Eyes White Dragon (Monstrous Dragon, for the global)/ Red Dragon (any we just need the global), PXG, Doomcaliber Knight (Fiendish Fighter, uncommon for the global) and the basic actions Infiltrate and Relentless.

Here are the turns, step by step:
Turn one; using either the Red Dragon or Blue-Eyes global buy an Infiltrate BAC and ramp using PXG.
Turn two; buy a Nick Fury either using Blue-Eyes or just straight up. Use whatever you have left to ramp.
Turn three; You should be rolling all your dice at this point (though you may be down a sidekick), field Patch at whatever level you can and keep an Infiltrate, save as many masks as you need for relentless, one fist for Ant-Man global then re-roll the rest for masks (for top level Patch you need 2, for second level you need 3 and for bottom level you need 4). Use Infiltrate on Patch. This gives him plus 3 defence and the Avengers affiliation. Pump him up as much as you need using the Mystical Elf global so that his defence is 10. Then swap the attack and defence. Attack through unblocked thanks to Relentless and thanks to Patch’s new found Avengers affiliation do double damage for 20.


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Pros: Compared to High Hopes is that it can handle a lot more variability. If everything goes perfectly on your third turn you need the Patch to roll top level and Infiltrate to roll, one energy to field Patch, one for Ant-Man global, two for Mystical Elf global. If you have rolled all your dice at this point that is 4 dice spare, 4 dice which act as insurance i.e. Relentless and Doomcaliber Knight. Hit a level 2 Patch instead that’s still 4 dice with which to roll another shield. Level 1 Patch? Well that gives you 5 extra energy, because you aren’t spending to field him.
The other big pro is that even if you miss out on the full 20 damage if you can swing through with Patch and Infiltrate and at minimum that is 12 damage to your opponent, which – after fielding Nick Fury – still gives you 7 energy to spend and ramp how you would like. After this first big hit you can get Nick Fury out and give a sidekick Infiltrate and that would be enough for the win.

Cons: Just like High Hopes if you are playing this team you are going all in on both Patch and Infiltrate. If your opponent has a way of preventing either then you can be sunk. Uncanny Storm’s global is good for this, as is getting a Loki or Joker fielded. The one shot nature of relying on a basic action can be annoying as well, if your opponent can get a Super Rare Constantine on the field then swinging through on turn three will be highly unlikely as you have no quick means of removal. However if you go first then them being able to get out a Constantine or Joker/ Loki would be very tough unless they were specifically set-up to do so.

So what does everyone think? In testing I’ve found this to be fairly reliable, I’m able to at least do a significant amount of damage on turn 3, even if it wasn’t the full 20. 18 damage is roughly the average amount of damage I’ve been able to do.
In my experience this is a lot more reliable than High Hopes, but are there any improvements anyone can think of? It’d be great to hear some feedback.
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Comments

  1. Necromanticer's Avatar
    This is absolutely stupid good and I had never thought of using Patch to make Patch deal more damage... I'm interested to see how to meta adapts to all the new super-fast teams that are available now and will be coming with War of Light. Mera's global will be shutting this down pretty soon, but for now, enjoy using and abusing it to stomp casual matches.
  2. IgwanaRob's Avatar
    I use the rare IFL with Patch, Ant-Man, and Infiltrate. Even without Patch, IFL can still swing in unblocked for an enormous amount of damage, and with 2 faces fielding free, and the third costing merely 1, she's as efficient as she is elegant to use. Add in Take Cover (which includes a pump-able global you can flip with AMG) , then with the help of PXG to keep sidekicks in your bag to a minimum, all you need is 1 Patch and 1 IFL fielded, 1 of each of the BACs, then 1 or 2 turns rolling BACs and you're done. In a hurry? toss in BEWD to help PXG to make multiple purchases on turns 2 and 3, and end the game by turn 4 (possibly 5 if the dice really hate you). add in Common Kang or SR Scarlet Witch, and you have plenty of chances to get the energy needed quickly.

    I do like the use of the dragon global for action dice discounts.

    After WoL comes out, I'd stick with IFL, and add in the common Namor for 2 low hitting unblockable characters that are easy to buy and field with PXG/BEWD. Low hitting by themselves, game winning if you swing in with multiple dice hitting with 3-4A unblockable each.
  3. Necromanticer's Avatar
    Quote Originally Posted by IgwanaRob
    I use the rare IFL with Patch, Ant-Man, and Infiltrate. Even without Patch, IFL can still swing in unblocked for an enormous amount of damage, and with 2 faces fielding free, and the third costing merely 1, she's as efficient as she is elegant to use. Add in Take Cover (which includes a pump-able global you can flip with AMG) , then with the help of PXG to keep sidekicks in your bag to a minimum, all you need is 1 Patch and 1 IFL fielded, 1 of each of the BACs, then 1 or 2 turns rolling BACs and you're done. In a hurry? toss in BEWD to help PXG to make multiple purchases on turns 2 and 3, and end the game by turn 4 (possibly 5 if the dice really hate you). add in Common Kang or SR Scarlet Witch, and you have plenty of chances to get the energy needed quickly.

    I do like the use of the dragon global for action dice discounts.

    After WoL comes out, I'd stick with IFL, and add in the common Namor for 2 low hitting unblockable characters that are easy to buy and field with PXG/BEWD. Low hitting by themselves, game winning if you swing in with multiple dice hitting with 3-4A unblockable each.
    The problem is that once WoL hits, Mera shuts this setup down completely. Other than Zombie-Magneto, Prismatic Spray, or rare Doomcaliber Knight, there's no way to prevent Mera's global as it doesn't target, so big unblocked characters like this are going to fall out of fashion very quickly.
  4. IgwanaRob's Avatar
    Quote Originally Posted by Necromanticer
    The problem is that once WoL hits, Mera shuts this setup down completely. Other than Zombie-Magneto, Prismatic Spray, or rare Doomcaliber Knight, there's no way to prevent Mera's global as it doesn't target, so big unblocked characters like this are going to fall out of fashion very quickly.
    Mera only comes into play if doing 5 or more combat damage, IFl flipped only does 4 max, and 2/3 of Namor's faces do less than 5 as well. I think a lot of unblockable damage is going to come from swarms of little guys going forward.

    The real question is how does Patch work with Mera? If a LvL 2 Namor came in swinging while there are 2 other characters fielded, is he doing 4 damage twice, or 8 damage total and therefore vulnerable to Mera's global? I want to say it counts the cumulative damage, but I can no longer guess how WK is going to rule things (and they've not answered any questions about Patch's wording yet).
  5. Necromanticer's Avatar
    Quote Originally Posted by IgwanaRob
    Mera only comes into play if doing 5 or more combat damage, IFl flipped only does 4 max, and 2/3 of Namor's faces do less than 5 as well. I think a lot of unblockable damage is going to come from swarms of little guys going forward.

    The real question is how does Patch work with Mera? If a LvL 2 Namor came in swinging while there are 2 other characters fielded, is he doing 4 damage twice, or 8 damage total and therefore vulnerable to Mera's global? I want to say it counts the cumulative damage, but I can no longer guess how WK is going to rule things (and they've not answered any questions about Patch's wording yet).
    You're right that weenies dripping in can win the game, but that's not really a big deal in the current meta and I don't think it's going to become very prevalent even when Mera drops. The fact that burn teams still do so well despite a plethora of counters goes to show the strength of the archtype. The only changes I see Mera bringing to the game are the death of Wolverine and heavy overcrushers.

    I think it's pretty clear that Patch makes characters more vulnerable to Mera's global. The character is dealing double damage to the opposing player. This is two instances of damage, but since all combat damage is dealt at the same time, the character has still done double damage. Mera's global can activate when a character does 5+ combat damage. Since the Patch character (with say, 4 attack) has done more than 5 damage, the Mera Global can come into play and reduce it down to 2 total damage.
  6. BenSaidScott's Avatar
    Yeah, I didn't know about Mera when I was making this team. I agree that Mera is going to kill this team off in the short term, but is everyone going to keep one slot for Mera in the long term? It'll be interesting to see. In the build I use this combo in, it's nowhere near as heavily reliant on this combo. It can use it but has other things as well.
    What I love about Mera is that it's really going to force people to have alternative's. The meta feels really well balanced right now, a lot of options to be attacking with and a lot of options to be defensive with.
    The turn three kill is great and all but if it was left unchecked it would leave a situation where everyone was just playing this team. So I'm glad that Mera has come about.
  7. goodead's Avatar
    Quote Originally Posted by IgwanaRob
    I use the rare IFL with Patch, Ant-Man, and Infiltrate. Even without Patch, IFL can still swing in unblocked for an enormous amount of damage, and with 2 faces fielding free, and the third costing merely 1, she's as efficient as she is elegant to use. Add in Take Cover (which includes a pump-able global you can flip with AMG) , then with the help of PXG to keep sidekicks in your bag to a minimum, all you need is 1 Patch and 1 IFL fielded, 1 of each of the BACs, then 1 or 2 turns rolling BACs and you're done. In a hurry? toss in BEWD to help PXG to make multiple purchases on turns 2 and 3, and end the game by turn 4 (possibly 5 if the dice really hate you). add in Common Kang or SR Scarlet Witch, and you have plenty of chances to get the energy needed quickly.

    I do like the use of the dragon global for action dice discounts.

    After WoL comes out, I'd stick with IFL, and add in the common Namor for 2 low hitting unblockable characters that are easy to buy and field with PXG/BEWD. Low hitting by themselves, game winning if you swing in with multiple dice hitting with 3-4A unblockable each.
    What is IFL I dun know what that is~