Welcome Guest Login or Signup
The Collectible Game Player Community
MY ACCOUNT -:- BLOGS -:- USERS -:- GALLERY -:- FORUM -:- GROUPS -:- POLLS -:- QUIZZES
BLOGS   WRITE NEW BLOG   EDIT BLOGS  
 
RSS
DC Legends Analysis: Doom Patrol
Posted On 02/15/2008 21:22:38 by wiiman - Read 606 time(s)





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




Tags: A Aardvark Aback Abacus Abalone Abandon Abase Abash Abate Abattoir Abbey

Related to: Vs System



Bookmark:



Viewing 11 - 16 out of 16 Comments


<< First  < Previous | Page:  1 | 2 |

02/19/2008 17:05:26
Oh yeah man I get what you're saying. I know, I was just thinking that to make it hit Beast Boy more, maybe some Opitron. (There's not alot of other ways to help get him)


02/19/2008 15:23:51

My playing experience has taught me that the key to make a good deck better is making it consistent. Sure you could use Optitron on the first two turns but after that what? Continue to under drop? If you miss Rita Far sure it will help, but at the cost of what? I much rather have the space that Optitron takes up  for search cards that would not make me miss my drops, like Misfits.  In the Titans of old under dropping was no problem, but this is a curve deck and you really want to hit your drops. The best way to do that is to up your team ups so that your search cards are effective. If you have two affiliations in play and no team-up Mobilize is as good as not having them. Since your main concern is hitting BB on the third turn Misfits is also worth nothing without the team-up. Blank team-ups would give you consistency in making that 3 drop BB much more of a reality. That is unless you like having no 3 drop BB and having your hand full of useless Call of the Wild 'till the sixth turn, then don't go for consistency. Most decks that run only 4 team-ups have ways to search for them, in this deck you lack that, so if you miss a team-up what will you do? Cards like Dayton Manor would be useless for your T.T. and so forth and vice-versa. One generic team-up wont hurt the deck, but it will give you more consistency.

Ideally you want Rita Farr, and Argent team-up Misfits or Mobilize for BB. Thats not going to happen often so your Mulligan condition should be a two cost character, preferably Argent so you can Mobilieze for BB. If not see if The Chief can net you BB by way of a Dayton Manor putting a counter on him, or with Heroic Effort then draw a card. The ideal tutor for this deck would be none other than Enemy of my Enemy but since your build is Modern Age it's out of the question. 

If I was to drop something from this deck it would be 5th turn Starfire, Robotman has much more to offer with TTG! and will not be replaced in the 7th turn. Also by this turn you should of have either got him by draw or have a search card for him, Roy Harper doesn't make the cut for me either.

 

Headstrong Charge. Just because a card doesn't work for you once doesn't mean you are going to cut it from the deck, specially if it was a mistake you made. I know there won't always be an opportunity for a direct hit, thats why I suggest no less than 1 no more than 2 for the deck.



02/18/2008 17:18:02
I was thinking about using Opitron for turns 1-2 so Beast could be used for turn 3. I know what you mean when you mentioned Headstrong Charge, it's just that when I used it that one time it didn't work out for me. There won't always be the opportunity for the direct hit. ;)

Yeah, I'm thinking of dropping some Misfits, but I'm not into running the Blank Team-ups that are available. Maybe


-2 Misfits
+2 Headstrong Charge.

Whadda ya think?


02/18/2008 16:49:48

I didn't say it was impossible, I simply said that I found it hard to believe, and I did say it could be possible that you didn't draw into him (BB that is). In any case if you use Optitron you would have to under drop for him, not much help unless you already have two Call of the Wild waiting for him. If you are having trouble teaming up as your statement indicates maybe you should run more team-ups and less search cards, so that those search cards can become more useful to you. 

In my previous statement I said that for Headstrong Charge to work the 6th turn BB would not only need to gain the counters and while in this process he was clearing the field, then you go direct to your opponents face. You never take the risk of attacking a character with Headstrong Charge unless you know by some manner what your opponent has. Also it's an alternate win on the 6th turn as the best bet is to have all counters transfer to Starfire on the seventh turn, and make all things evil stun on the recovery phase.

Please give the card another try I'm sure that when played correctly and not rushing into things you'll see what I'm talking about.



02/18/2008 09:48:21
Wha? You think it's not impossible to get that 3-drop Beast Boy out on 3? Those 7 search cards usually can't search for him unless I draw into the team-up or recruit solely a Teen Titan. He's not Doom Patrol so the Misfits only works if the Team-Up is present. It seems that maybe Opitron would be necessary. ;(


Also, I tried Headstrong  Charge a while back, I got 14 counters on the 6-drop, then I used it for the 14 ATK. My opponent used Burn Rubber and we had to go on while I was outta counters.



Silver Age would be interesting, but the Mega goes out way to much for what this deck gains.

Anyway, thanks for the comment my friend, your suggestions do go into consideration, maybe I will give that Charge another try. ;)


02/17/2008 23:13:56

As many readers know I have been working on a Titans /Doom Patrol deck for a while now, and I just love the interaction you get between the two teams.  Anyway I find it hard to believe you are having trouble finding Beast Boy with seven search cards, and specially while running a full set, but I guess it can happen. I have found that Modern Age lacks a bit of thunder for the deck, but it is fun as hell although tough decisions are bound to be made. Silver Age brings the addition of Forbidden Loyalties a PT that is a far better choice for it's counter producing abilities.

 Recently players have been teaming-up with Apocalypse Horsemen and I have to say the strategy behind this is amazing, so much that I have built a version of my own.

I'm amazed that you decided not to run even a single copy of Headstrong Charge, I have found it to be truly amazing as a six turn killing machine. Combined with Dayton Manor, a Call of the Wild or two, one or two TTG! the six drop BB can gain up from 9 to 14 counters while clearing the board for a direct hit. So its 6+5+4 on recruitment costs for a total of 15 endurance loss plus 16 to 21 direct endurance loss thanks to let's say your 7/7 4th turn drop. That's an amazing 31 to 36 endurance loss on the sixth turn. Lets not forget that I'm not even taking into consideration the fact that Freak Out could of taken counters away from Robot Man or other characters, the use of Dayton Manor twice or more if you had extra copies in the resource row, and Heroic Effort. I run two copies of Headstrong Charge just in case the opportunity presents itself, and usually it does. Of course we run a very different character count and set up, but I'm sure that if you make the space and try it out you'll like it.




<< First  < Previous | Page:  1 | 2 |



*** MyTCGplayer ***