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The Royal Flush
Posted On 02/25/2008 11:25:11 by Grievous - Read 376 time(s)

Now, I’m sure all of you have seen the new City Champion prize cards that are up at VsSystem.com at the moment. If you haven’t go ahead and take a look. The first one is really “meh” and the second is usually going to be a Stalwart Defense that you can use outside the build phase. The third card, however, makes me smile.

 

Craziest gimmick ever…

 

This group of guys and gals are awesome for three reasons. One, they take advantage of the new Hats/Clouds rule where blanket effects are constantly inplay meaning that when one of these cards enters play, it gets its own effect and becomes a 2/1. Two, they break a pair of Vs. System’s core rules about non-army characters: uniqueness and amount of copies. Three, they give me a new way to abuse Bodyslide.

 

Just imagine. It’s turn 5. You drop five copies of the Royal Flush Gang. Each copies’ effect triggers, giving you five 6/1 one-drops. Now, let’s presume you have Cable and MVL Bishop inplay along with a pair of Bodyslide in the row or hand. You bodyslide Bishop and one of your copies of the RFG. They come back into play at your attack phase and their effects trigger. You should now have a five 9/1 characters along with Bishop and Cable. From my perspective, that spells “ouch” for your opponent.

 

So, building on that idea, here’s the basic concept for the deck.

 

Going All-In

Injustice Gang/X-Men 

Modern Age

 

Characters:

3x Tattooed Man, Art Imitates Life
5x Royal Flush Gang, Non-Unique Full House
2x Shadowcat, Phase Shifter
2x Multiple Man, Army MadroX

 

3x Forge, Cheyenne Mystic
2x Sunfire, Rising Sun
2x Professor X, Idealistic Dreamer
1x Gambit, Swamp Rat
1x Havok, Unstable Son
1x Barracuda, Earth-3
1x Johnny Quick, Earth-3

 

4x Cable, Nathan Summers
1x Power Ring, Earth-3

 

4x Bishop, Time Cop



Plot Twists:

4x Secret Files
4x Savage Beatdown
4x Turnabout
4x Gang-Up, Team-up
4x Bodyslide



Locations:

3x Cerebro
2x Birthing Chamber
2x Stark Tower, Team-Up

 

You definitely want odd initiatives here. Evens isn’t too horrific but odds makes life much easier. Mulligan condition is a bunch of the Royal Flush Gang, a way to get the Injustice Gang and X-Men teamed-up, or pretty much any good hand overall.

 

Turn one play should be Shadowcat or a Multiple Man. Tattooed Man isn’t bad since he gets you another 1-drop for free although I’d prefer playing him on five to bring in a Royal Flush Gang member since you’d then net a free character. Never ever play a RFG on turn one.

 

Turn two is pretty much whatever you have in hand, just avoid playing the Royal Flush Gang. Forge is easily the best since he nets you a free card. Hopefully you have Cerebro online by now and can start digging through your deck.

Turn three is preferably Cable so you can play with his bodyslide. Otherwise, just dump out your hand other than the Royal Flush Gang.

Bishop is your preferred turn four play, otherwise drop Cable with a 1-drop. If that isn’t an option, this is another dumping time out of your hand.

 

Finally, turn 5 is the kill turn I mentioned earlier. Play all the Royal Flush Gang cards out of your hand, use Tattooed Man during this to net an extra character. Use as many Bodyslide as you have, targeting either RFG members or Bishop. When the attack phase comes, hopefully you can swing into the opponent for massive damage.

 

The support cards in this deck are simple. Lots of search and card draw along with two great pumps in Turnabout and Savage Beatdown. Nothing better than swinging into the opposing 5-drop with a 12+ attack one-drop…

 

Anyways, weaknesses of this deck. There are lots. You need a ton of luck for the primary combo to go off due to all the puzzle pieces required. You need to keep Cable inplay into turn five. If you miss the odd initiatives, the deck suffers a fair amount (although a turn four Royal Flush play isn’t a bad idea). Finally, it’s a swarm deck with a turn five kill condition. Guess when all the weenie hate happens? Exactly. If the opponent is packing the turn five low-drop hate, the deck dies.

 

I’ll admit, I haven’t gotten the chance to play around with this deck yet since none of the cards are up on MWS as of my last check but I’m going to bet that this’ll be one fun deck to play, especially if I can ever get the combo to activate.

 

So, yes, this deck is weak. It’s really dependent on god draws and the opponent not having weenie hate. However, I did mention this was the “Jank Deck of The Moment”, not a particularly good deck. If you want those, go lurk around other blogs. This one’s to busy trying to draw a Royal Flush…

Related to: Vs System



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Viewing 1 - 10 out of 11 Comments


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02/27/2008 06:39:45
Well I think I do, ver 2.4 right? Anyway it just doesn't make sense to me. Shouldn't the card say just to avoid confusion : The turn RFG comes into play all other copies of RFG you control or come into play that same turn get +1 ATK. Its the you control part that I don't get with the actual wording, how can I control something that is not yet in play? Anyway thanks for pointing out that specific rule for me t_man. As always your help is greatly appreciated.


02/26/2008 20:37:13
The Big G's right on this one. Ya sure you have the latest rules document, Shadowtrooper? That might be the source of the confusion.

513.2c A continuous modifier from an effect doesn't flag any objects as the effect resolves. Such a modifier continuously checks what objects it applies to, so it can affect objects that weren't affected when it was created and can stop affecting objects that were affected when it was created.

Very neat idea, Griev. Can't wait to try it out with ya on MWS.


02/26/2008 16:02:22
As much as I could gather it is possible because the effect modifies a quality, in this case the ATK of the characters. I still don't get it. Guess I'll put up a thread to get some clear answers.


02/26/2008 13:47:57

Whoops. Forgot the silly little link.

 

http://www.vsrealms.com/forum/showthread.php?t=53434&highlight=hats+clouds 



02/26/2008 13:47:36

Here we go. Hats n' Clouds. The area I particularly want to point at is the part about At Their Finest. It creates a modifier exactly like Royal Flush Gang (Bats and Sups you control gets +2/+2). A level 2 judge with the username dschneider hits all the questions asked and states that a Superman played after At Their Finest has resolved will get its modifier. HeroComplex, who is part of UDE's rule people, goes on to say that he is glad to see ATF working much cleaner now, meaning he did not see anything wrong with that answer.

In the same way, RFG also creates a cloud with its entering play effect that any following recruited RFG also enter and will get the effect from. 



02/26/2008 13:35:23

*sigh* I'm absolutely certain that I've got my ducks in a line here.

 

It IS a coming into play effect. It's a coming into play effect that CREATES a cloud. Just like playing Robotic Offensive creates a cloud, so does the recruiting of a Royal Flush Gang. The first RFG recruited creates a cloud, the next one that enters play fulfills the requirement to gain the effect of the cloud (being a Royal Flush Gang member) and gets +1 attack.

 

I'll go dig up the Realms post where one of the people who works on the UDE game rulings explains why you can play The Next Brotherhood with five resources and have it activate when you drop to four. It explains how the resolving of the effect creates the cloud's sort of "delayed trigger" which then activates when you drop below five resources.

 

And the reason your stuff came out stuck together is because this site has really weird formatting.



02/26/2008 11:46:20
Why did so many of my words came out stuck together on my last post?



02/26/2008 11:45:17

I  don't think it works that way. You seefirst of all Spider Hunt was used after all characters hadbeen recruited so that they wouldn't miss on the ATK bonus, the ATKbonus is what lasts all turn not Spider Hunt giving the ATK bonus. Second T.Next B. power is based on the condition there are 4 resources or less, if the 4resource or less condition is met than the ATK bonus is given to allBrotherhood characters. You can play a T. Next B., let it resolve and then NUKEa fifth resource with lets say Avalanche coming into play, and thecharacters wont get the bonus because at the Time T. Next B. resolved you had 5resources. If you played it after Avalanche came into play then yes you'd getthe ATK bonus. This works very differently than The New Brotherhood as it wasan Ongoing Plot Twist, and it didn't matter the order of play as long as youhad 4 resources or less. If you look at the example given after the rules thatyou posted of hats and clouds: 

 

Example: Robotic Offensivereads, “Choose an affiliation. Opposing characters with that affiliation get -2DEF while in combat with Army Doom characters you control this turn.” As thiseffect resolves, it creates a “cloud” that:

 

Initially affected characters can stop beingaffected by if they change control or lose the chosen affiliation (they don'tkeep their “hats”)

 

Characters that enter an opponent’s control orgain the chosen affiliation later can still be affected by (they didn't missout on a “hat”)

 

Charactersin combat get the -2 DEF because the cloud affects them while they are incombat with an army Doom character, even if they weren't in play at the timeRobotic Offensive resolved.

 

What youhave here with The Royal Flush Gang has a come into play effect and as such:

     

         100.1     The player physically places thecard into play, making it an object, and processes any "enters playexhausted," “enters play stunned” (see rule 214.4), and/or "entersplay with counters" modifiers.

 

         By this I understand thatyou can't give the characters that you haven't recruited yet the bonus from theother characters you did recruited. So what you'll have is a ladder ofcharacters with 9/1, 8/1, 7/1, 6/1, and 4/1 assuming the last RGF yourecruited is the one that leaves play with Bodyslide, hence it will loose itsoriginal +1 ATK bonus.

     

        I might be wrong, and welcomeanyone that can clear this up, but I think I'm right on this. 

 



02/26/2008 06:59:41

Found it! It's in the Marvel Legends rulebook:




Hats and clouds

The rules for continuous modifiers from effects have been greatly
simplified. Previously, such modifiers were divided into those that
flagged applicable cards as they were created (or gave them “hats” that
they kept regardless of what happened subsequently) and those that
didn’t flag (or created a “cloud” that cards could move in and out of
regardless of whether they were in it to begin with.)



The simplification is that all such modifiers are now clouds.
No cards are flagged as they are created. As a result, there is no
longer any need for a list of qualities (which were used only to
differentiate the two types of modifiers.)


02/26/2008 06:47:03


Shadowtrooper wrote:
I don't get it, maybe I don't understand the rules on hats/clouds but how is it that when the first one enters play it gives the bonus to all the others if you still don't control them? Can you explain it to me?

 

I'm still not 100% certain about the technical wording of hats/clouds myself but I'll see if I can't mangle out what I know. Apparently, "while" effects are considered to last all turn.

 

The original example I read was The Next Brotherhood from MVL. It says that while you have four or less resources, blah blah blah. From my understanding, it is legal to play this card when you have five resources, then nuke one of your resources and get the +2 attack. That's because The Next Brotherhood's effect remains inplay the entire turn (the idea being that it is a "cloud" on the battlefield, from what I can tell). Same thing with Spidey Hunt. For example, you KO your resource and then recruit a SinSyn character. That SinSyn still gets the +2 attack because the effect lasts all turn.

 

In the same way, playing a Royal Flush Gang member creates an effect all turn that doesn't specifically target. Therefore, each Royal Flush Gang that comes into play effects following Royal Flush-ers.

 

I'll see if I can't dig up a link to the original thread I read all this in. I also believe its in the updated Comprehensive Rulebook that's been recently posted. Not sure. I'm not much of a ruling fiend, I just pick stuff up as I go along.




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