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DC Legends Analysis: Doom Patrol
Posted On 02/15/2008 20:22:38 by wiiman





Introduction

The Doom Patrol is the only team to come out of DC Legends that hasn’t already been seen in Vs System. Even though they are only a partial team, consisting of only 6 characters, they excited many and are very fun to play.

They’re only theme is centered around +1/+1 counters, both generating them and transferring them.

Because I didn’t believe that Doom Patrol would fair well on their own, I decided to mix them with Teen Titans for extra +1/+1 counter manipulation.

 

 

  • Doom Patrol/Titans: Modern Age, DC Legends
  • 4 Elasti-Girl, Rita Farr
  • 1 Roy Harper Speedy, Mercurial Speedster
  • 4 Argent, Toni Monetti
  • 3 The Chief, Niles Caulder
  • 4 Beast Boy, Garfield Logan
  • 1 Mento, Steve Dayton
  • 4 Zatara, Teen Magician
  • 1 Negative Man, Larry Trainor
  • 4 Robotman, Cliff Steele
  • 1 Koriand’r Starfire, Fiery Temper
  • 3 Beast Boy, Freak of Nature
  • 1 Koriand’r Starfire, X’Hal’s Fury
  • 3 Dayton Manor
  • 4 Total Recall, Team-Up
  • 4 Misfits
  • 4 Call of the Wild
  • 4 Heroic Effort
  • 4 Teen Titans Go!
  • 3 Mobilize
  • 3 Freak Out

 

Analysis

This deck is simple to play, with the exception of the back-up 2-drop: The Chief. His effect benefits with an extra card, but because it requires the removal of a +1/+1 counter, it is very hard to use properly. Usually, because Elasti-Girl loses her counters whenever she stuns, I remove a counter from her on turns 2 and 3.


Elasti-Girl
is easily one of the best 1-drops ever. She enters play as a 3/3, huge for a 1-drop. She never stuns on turn 1 and rarely does on turn 2. However, once her +1/+1 counters are off, she is of little use. Even if you want to use Argent to raise her stats up, she drops them back down on her next stun.


Argent
is excellent in this deck, as she is the best +1/+1 counter generator. She never attacks however, giving her the essence of stall.


Beast Boy
as a 3-drop is great. His effect is as good today as it was back in the Marvel and DC Origins days. The only problem is managing to draw into Beast Boy. The Teen Titans didn’t get a real search card this set (I don’t like Opitron), which makes it tough to use a search card to find Beast Boy in a team-up deck. With Call of the Wild this Beast Boy has no problems taking down 5-drops in the later game.


Zatara
as the main 4-drop is cool. You can intentionally place character cards into your resource row, and as you would usually power-up, instead you get a +1/+1 counter. Beast Boy can get extra counters because there are 7 Beast Boys in this deck!


Robotman
is an interesting character. He activate begs to be used, even during your attack step. Rather, I often recruit Koriand’r, just for a nice 10 ATK and flight. Robotman helps to generate counters, but Koriand’r’s free stuns aren’t easily topped.


The 6-drop Beast Boy is the most insane character yet. With 4 Teen Titans Go! his stats get very big very fast. With the initiative, I’d team attack with Beast Boy and another character like Robotman on a lower drop, then use numerous Teen Titans Go! and re-use Robotman’s activate and to allow Beast Boy to clear an opponent’s board.


The 7-drop Koriand’r is the best high drop for this deck. She needs to remain non-stunned for her excellent effect to trigger, and with +1/+1 counter generation from Dayton Manor, Argent and Freak Out she rarely becomes stunned.


 

Conclusion


Doom Patrol as a single team is pointless. They can only curve up until turn 6 and have no back-up drops. When they are mixed with Teen Titans for obvious synergy, the ability to generate counters becomes much easier. Doom Patrol will most likely never be seen as a competitive deck, but rather the kind meant for play at a Hobby League. The crazy high stats become hilarious at times, at even when a 25/25 Beast Boy gets exhausted by a Chilly Reception, both players can’t help but laugh.

 

Watch for the rest of the series,

wiiman




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Related to: Vs System



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Viewing 1 - 10 out of 16 Comments


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02/25/2008 21:55:25

Played again today, Mento gets better every time I play the deck. Teaming up didn't become an issue today even though it didn't happen on most games Freak of Nature doesn't need it. Best game 6th turn BB teamed attacked and 2 TTG! later the board was clear. Headstrong Charge for the win with 13 counters on BB, delicious :). When I started playing the deck and even before that I thought that Garfield Logan was going to be a key piece for winning, and so far I have noticed that he isn't that critical. I often played concerned,maybe even  obsessed with not missing him as my 3rd turn drop, but the real key in the deck is the Freak of Nature. I just don't know but being unable to give GL Call of the Wilds the turn he comes in to play, or not having a team-up, or TTG! just puts him in such a disadvantage with the rest of the field. I have 4 GL in my deck and two Mentos and let me tell you I always prefer to play Mento. Its kind of ironic  'cause you build the deck around GL, guess those things happen huh.

 Yeah I got my icon up. Really wanted a Shadowtrooper to go with the nick just couldn't find one the right size, so I went with Link,I mean who doesn't like Link?  One question though why does your icon look bigger?



02/23/2008 15:06:42
Yeah I know, those are usually the half of the Doom Patrol that I don't often recruit. ;)
I really like that Titans 4-drop too. :D

Oh hey you finally got an icon, cool.


02/23/2008 15:03:23
Half of the DP characters work by removing counters, so I'm kind of lost with that comment wiiman. Anyway, I haven't used Mento's counter removing ability unless I under dropped either him or BB. Negative Man is situational, like when you know your opponent is going to stun 2 of your characters and you remove the counter to avoid taking extra damage. The Chief, well when you can turn Dayton Manor and Heroic Effort into extra cards I don't mind removing them at all, specially Rita's, we all know shell loose them eventually. Since cards like Dayton Manor, Freak Out, and Call of the Wild work only during the build phase your going to plan out your strategy ahead of time so you'll pretty much know when to remove counters and when not to. If Freak Out could be played at any time then sure removing counters wouldn't be as good as an idea.


02/23/2008 10:11:18
I really don't like the style of some of the Doom Patrol characters. Removing the counters doesn't seem like the right way to go. But of course, Beast Boy could never get out of any TT DP deck, he does exactly what they do. And once you can get that 3-drop going (8 counters on 5?) then he usually isn't attacked, so you can go for a swing with his flight and about 11 atk. This deck works very well if it works. They need an Enemy of my Enemy for only DP and TT.


02/22/2008 21:14:02

For BB to become a 5/5 (the stats that Metro comes into play with) he would have to attack twice on the 3rd turn so you now need 2 characters so that you can play TTG! team attack and probably end up with Argent or The Chief stunned. 2 Call of the Wild could not be played until the 4th turn and he would be 9/9 same as Mento. The only difference is that Mento only used up a team up while BB costed you 1 TTG!, 2 Call of the Wild, and demanded that you had a 2nd turn drop that got stunned because of the team attack. Sure BB is nuts but if you do things right he isn't needed that much in the deck to win. Now the 6th turn BB well thats another story, if Garfield Logan is nuts then Freak of Nature is truly insane. 

I played today about 8 games, and I have got to say I'm falling  more in love with Mento than with BB in this deck. He provides a quick team-up with Argent, starts getting those counters from Dayton Manor on the get go, and if you don't happen to draw him he's easier to search for than BB as Misfits doesn't care that much where the source of the counter came from. I tell you I love him, but that in no way means I'm taking BB out, as you said wiiman he's nuts. 



02/22/2008 16:21:57
Yeah but Beast Boy is a 3/3 who is easily a 5/5 on that same turn with 2 Call of the Wild he can be up to 9/9 then more combat and he's up to 10 or 11. He's nuts!


02/22/2008 10:55:36

Better than Mento?!?! No offense but Mento is solid as a 5/5 (counter included) and with the help of Dayton Manor could easily be a 6/6 and that ties him up very quickly to Wolverine, Logan one of the best 3 drops in the game. Team up with Total Recall makes him 7/7 and if Argent was the cause of the team up he can be an 8/8. Those are better than 4th turn standards, plus in the forth turn he can be 9/9 jumping to 5th turn standards, let us not forget to mention he also has flying, and his ability isn't that bad either.

Now BB being a Doom Patrol is more understandable. I mean why could UDE add The Rouges affiliation to good old Captain Boomerang, but not add Doom Patrol to BB? Not fair I tell you not fair at all.



02/21/2008 18:42:05

Yeah he's got the Beast out against me a couple of times too. Although I also remembering him miss drops like mad. I'd really like a better 3-drop Doom Patrol character, or Beast Boy with the Doom Patrol affiliation. That would be cool if he dropped Teen Titans for Doom Patrol.



02/21/2008 14:58:40
DarkstriderX (as I'm sure you know) has a DP/TT deck -- I've played against his build probably 6-8 times, and he maybe missed Beast Boy once. He probably just hard mulligans for BB or else an Argent + Mobilize (but then I guess you don't recruit Elasti-Girl if you draw into her). Yeah, kinda tough. I guess you don't have much of a choice since he's the backbone of the deck!

Koriand'r + every counter you've amassed over the game is scary!


02/20/2008 09:04:30
The best solution I have for you without the use of Optitron would be to exchange the number of copies of Mobilize and Misfits, and make Argent your mulligan condition. That way you could Mobilize for BB more easily, if not then Argent gets a counter and Misfits gets you Mento. The rest of the curve shouldn't really be a problem from this point on with all the remaining search.



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