Having come second in the first round of Stu-vivor, the pressure was on for round two…
The second round challenge: “Tell us about your favorite three-card interaction. Then pick one existing card that needs two support cards to make it shine, and create two fantasy cards that would make it a three-card interaction even better than your favorite.”
Let me just start by saying a big thank you to those who voted for me in round one… to come second only to such an esteemed personage as the mellifluous WalterKovacs is an honour indeed. Thank you for humouring my eccentrecities.Round two and the three card combo concept… Lordy, there are sooo many combos out there to list here that are exorbitantly fun, be they actually competitive or not….My runner up would be DGL’s Johnny Quick, Thunderous Onslaught, and Matter Convergence. Now with DCL’s Flash stuff there’s better, more reliable multiattacking combos, but whaddayagonnado, I love me the classics.
For my winner, I need to state the caveat that the vast majority of the games I play are casual. That means ban lists aren’t really an issue, and decks relying on older cards, legal only in Golden Age, are common. I’m also a big fan of beats decks. I’m not huge into stall, I’m not huge into control, but I love some good, solid beats. Being as I’m not the most technical player, I’m also like to kiss.
No, not snog, but keeping it simple. Make something overcomplicated and you end up with the Anti-Life Equation all over again as peoples brains melt trying to wrap their head around the best way to use the cards. So, in the spirit of bringing the beats and keeping it simple…
MVL brought us the ever lovely Elektra: Masterless Assassin, queen of beating to the face. It also brought us Hulk: Savage Hulk, a double edged sword that can make or break the wielder. Now, drag your mind all the way back to MOR, and you get a little golden gem in Team Tactics.
Get the picture? See what’s happening here?
Elektra can always attack to the face. She has a decent attack, but slapping some pumps in there can make her truly vicious.
Hulk burns away your endurance for an attack pump from hell; it’s not uncommon to see him at 30+ ATK
Declare your attack with Elektra, bypassing every little defense your opponent has – not even a Force Field Projection will stop the (*dun dun dun*) Masterless Assassin, since there’s no Defender to remove from the attack. Play Team Tactics, exhausting the Hulk, and suddenly she gets an attack pump equal to his ferociously ginormous ATK.
Now, it may just be me, but as a general rule, most decks can’t handle a 30+ attack to the face on turn 6. Yes, you’re on 0 endurance yourself, but you just knocked your opponent well below that, and if he wants to retaliate he first has to get through that exhausted Hulk, who’s behaving himself very well as a wall.
Let’s face it, it’s a simple, yet bifftastic, little combo.
Now, as for a card that needs a little lovin’ to make it great, I’m going to give you a break from my campaign to improve my beloved Wilbur Day, since you know as well as I do that he’ll be reappearing in Marvel Universe when the Crime Lords come back, and I’d hate to compete with UDE R&D who are no doubt right now working on cards to give him the Legend treatment… Well, they better be…or… or… I’ll cry… and no-one wants to see that…
(*cough*)
… but according to the rules of challenge I have to define a three card combo that’s “even better” than the one I listed above, the elements of which are basically an enormous smack to your opponent’s endurance, and a brickwall to hinder retaliation. Those effects are nifty, I’ll quickly state for the record that I’m not out to make broken cards – I’d rather stuff be thematic than uber. To that end, my proposed combo won’t be as bifftastic, but with any luck will be more flavourful and thematic, this “better” along those lines.
Since they haven’t printed a Beta Ray Bill with enormous Korbinite muscles for me to improve upon, and there’s no Spidey 2099 to stealth his way past defenders to kick opponents in the jubblies, there’s only a few of my favourite characters left….
I choose you, Jennifer Walters!
There are four versions of everyone’s favourite gamma bombshell, including, well, Gamma Bombshell from MAV. For the purposes of this little shindig, we’re going to look at the version so groovy, it not only became our first alternate foil, it’s also one of the few cards have available to us that was reprinted with all new art. Notable indeed!
Of course, I’m talking about:
Quote:
She-Hulk, Green Jeans
MOR059 / MFF009
Cost 5; Fantastic Four; ATK 8,DEF 9
At the start of the combat phase, She-Hulk gets +1 ATK this turn for each front row character target opponent controls. |
Quite respectable stats for a 5-drop from MOR. On initiative she may only end up an 8/9 if your opponent hides in the support row; off initiative, unless your opponent’s packing range, they’re going to either have to accept Shulkie having a higher-than-printed ATK, or sacrifice potential attackers.She’s no Thing: Heavy Hitter, but she’s a respectable alternative, especially if you don’t want to lose your 3-drop Thing, or are planning on recruiting Thing on turns 6 or 7. In the end though, a smart opponent can work around her text, minimising her impact and effectively turning her into essentially a blank 8/9 or 9/9.So, drawing on the current series of She-Hulk comics (five TPBs available now, good readin’ y’all!), let’s make her a bit more biffalicious.
In terms of making her even more buff, during one arc she went up against the Champion, one of the elders of the universe. To take him on she underwent training with the deadliest woman in the galaxy, Gamora, and buffed up to the point where her strength levels were such that even Hercules, demi-god of Strength and one of the heaviest hitters on the Avengers roster, wasn’t even in the same league any more. She did need the motivation of going up against the Champion to pull this off though, so I suggest the following:
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Rise To The Challenge
Plot Twist, Threshold 3
Target She-Hulk you control gets +X ATK this turn, where X is equal to the cost of a character an opponent controls.
By the fires of eternity, woman! What has happened to you? – The Champion |
This should put our beloved Jennifer in stun range of most of the 7 drops out there, and anything below that, and a genuine threat to whatever your opponent does have in play regardless. That it works on defence too is a reflection of the combat training she undertook with Gamora, as shown when she defeated the much stronger Abomination, and then later put Iron Man in his place (until he cheated – damn nanites!).Now we have a Shulkie all buffed up according to the biggest threat your opponent has on the board, but there’s still that little Reinforcement mechanic that can turn that lovely huge ATK into a no-break whump. There’s a few ways we can look at this, but they all barrel down to removing the potential to reinforce.Now, when She-Hulk was on trial for deliberately messing with the time stream, a fine upstanding gentleman who goes by the name of Razorback came forth to tell the tale of when the two of them were taking fire from aggressive alien foes, and were doomed – DOOMED I tells ya – until Jen went outside the ship in her space suit to take the fight the foe. One of the Piratasaurs (no, I kid you not) nailed her with a lucky shot that destroyed her space suit, leaving her more… um… ample… God-given, Gamma-enhanced assets on full display. The piratasaurs were stunned into complete inaction by the sight of her green gazoombas, that they drove their pirate spaceship directly into an asteroid, thus neutralizing their threat.
So… now that we’ve worked our way through a short tale that’s rather awkward to tell in mixed company, how do we reflect this ability to rend folks speechless at the sight of her gamma gorgeousness? How should we best portray, in card form?
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Gammalicious
Plot Twist, Threshold 3
Discard a card named She-Hulk -> Move one or more target characters an opponent controls with a total cost of X to the front row, where X is the cost the the She-Hulk you discarded.
I mean, c’mon, they’re out to here, man! – Razorback |
Now, this one represents Shulkie’s loveliness drawing onlookers forward. If you don’t have a She-Hulk in play, you can think of it as her distracting your foes from the sidelines, drawing them in for a closer look, thus moving them out of position to reinforce their teammates.If you happen to have Green Jeans in play, the character card we’re supposed to be enhancing here, then you can think of it as all those potential reinforcers just trying to get closer to her, and in the process feeding her card text.While we’re at it, the mind boggles wondering what the art team would put on that card…
Now the three cards as a combo? You’ve got an 8/9 base, pumped equal to your opponent’s biggest character by Rise To The Challenge, and then further pumped by Gammalicious moving opposing characters to the front row, where they can’t reinforce. Again not an overly complicated combo, but I think it’s flavourful.
So there you have it! She-Hulk: Green Jeans, a card that was okay, but nothing too special, and two cards that could make her that much niftier… while also making it possible to play a She-Hulk Legends deck, a dream we should all share. An attack pump, and a way to remove reinforcers, that both tie in to comic continuity! Whoda thunkit!
Again, thank you for indulging me!
Gdaybloke.This ramble netted me third place (tied with two other entrants), and thus, on to round three!