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March Madness: Some Round One Results

March 11, 2008

March Madness

Round One Match Results

Decks piloted by Captain Spud, Gamerette, Gdaybloke.

After two sessions, we’ve knocked over fifteen of the first round matches. Seventeen more to go before we can advance to the second round, but you don’t care about that, do you? All you want to know about is the results so far! Do I even get a please??? Impatient mongrels, the lotta ya!!

… Fifteen games, fifteen results… including some popular teams knocked out of the competition already, and some victories that surprised us as much as I’m sure they’ll surprise you.  

Read on, dear Lost, read on. 

Doom wins over Fantastic Four -  Despite the Fantastic Four pulling out their toys and having enormous stats, they just didn’t have an answer to Doom’s board control tactics, falling victim to Mystical Paralysis and the like. The game did go to turn 8, but constant exhaustion kept Marvel’s First Family from doing… well, almost anything to their traditional nemesis. Doom came, saw, controlled.

Hellfire Club wins over Squadron Supreme (No Break) - The squadron’s curve started fine, but as the game developed it became apparent that there was to be no Peace In Our Time. Nor was there the chance to escape to Utopia Isle, and with none of their thematic support cards, the Hellfire Club just threw their money, and their weight, around. Shinobi Shaw proved just too big and unpleasant for the Squadron, especially since Redstone was nowhere to be seen.

The New Brotherhood wins over Outsiders - Starting right out of the gate with a The New Brotherhood in the opening hand meant the damage was flowing from the word go. The Outsiders put up a valiant fight, swarming at every opportunity, but the stunbacks started taking their toll, especially when the Brotherhood started swarming out themselves. Get It Done’s were present in multiples, but they just weren’t enough to let the Outsiders… get it done. The New Brotherhood may not be so new anymore, but they’re still advancing into round two.

Anti-Matter wins over the X-Men - A game with the potential to prove highly entertaining - Gamerette ended up piloting the X-Men, while Spud had an Anti-Matter build the likes of which he’d never had his hands on before. That’s right, Anti-Green Lanterns pumped up with Sinestro Corp Rings. The sheer amount of damage from the Anti-Green Lanterns slammed through the X-Men’s defenses, for a turn four win as Chomin sacrificed Xallarap for the 3 pts needed to shunt the X-Men to 0.

Teen Titans win over Darkseid’s Elite - The battle of the Substituters. Both teams were running Titans Of Tomorrow and Furnace of Apokolips to help with card draw as they switched in character after character. Turn five may have seen the most, with four substitutions taking place for Darkseid’s switchers before their main recruit. The game took a break before turn 6 for pie, which may or may not have affected the final standings. Everyone knows that teenagers perform better after pie.

Secret Six win over X-Statix - A team that loves to be attacked, fighting a team that loves to sit back and wait for its alternate win condition. The publicity hounds tossed their weight around, but a hidden early board teamed up with House of Secrets kept the Secret Six’s endurance happy as the game progressed. In the end discarding a Mad Hatter to feed Ragdoll’s Vengeance gave the Secret Six the extra body they needed, and the Secret Six were indeed Victorious. 

Marvel Knights win over B.P.R.D. - Pancakes don’t mean diddly unless your opponent’s hungry. Despite immense amusement as three copies of Surprise Attack ate 13 END from the Marvel Knights over the course of the game, the loss of 4-drop Hellboy to an equipped Punisher meant the BPRD just didn’t have any answer to the volumes of damage pouring through the visible area. Hannibal King even got an extra 5 burn in - Mmm burning.

Kree win over Morlocks (No Reinf) - The second closest game played thus far, the Kree swarm ate a lot of damage through Morlock Justice’s reinforcement removal but thanks to a Penal Colony and a Remnant Fleet or two, the Press engine was out in full effect. Missing their 1, 4 and 6 didn’t help the Morlocks either. With that much less damage being done each turn, the Kree tide swept over the Morlocks like… a… tide of Kree, I guess.  

Horsemen of Apocalypse win over Inhumans - Possibly the biggest upset of the round, this game proved that sometimes you just can’t draw pumps to save your bacon. Despite having the early pieces of their puzzle, the Inhumans faltered as Apocalypse and his homeboys collected more and more +1/+1 tokens to the point where they were just too big to deal with. Karnak, clearly, was off having a brewski somewhere, while the Horsemen managed to topdeck their 4, 5 and 6. 

League of Assassins win over Unaffiliated - Mojo couldn’t find his Mojo as the League knocked the unaffiliated crew around. Bane managed to nab a couple of free KO’s, allowing the League to get a board advantage with they then pressed as they game advanced. Turn eight rolled around, and 8-drop Ra’s… took away all of the unaffiliated decks affiliations. Underwhelming, yet amusing. 

Thunderbolts win over Birds or Prey - The Birds of Prey maintained consistency nicely, but in the end, there’s only so much you can do when Melissa Gold grabs ahold of some Team Tactics. Slamming into 6-drop Dinah with 104 attack put the Birds in a bind; Lady Blackhawk was able to come out and reinforce, but of course that just left her open to be stomped on by Charcoal. Could the Thunderbolts be the big threat in the Pudding bracket?

Avengers win over Legionnaires - Cosmic team attackers fighting against Reservist team attackers; sad as it is to admit it, this one was pretty much a foregone conclusion. The Avengers reservist build is remarkably strong in this format, and showed up in full force. The Legionnaires just didn’t have sufficient answers to Earth’s Mightiest Heroes. 

Skrulls win over Morlocks (Evasion) - Remeber that Inhumans game, where we learnt about not being able to draw pumps? The Morlocks had most of their act together, but only managed to pull a single Shrapnel Blast, and a single Last Stand. The Skrulls, on the other hand, nabbed multiples of each of their pumps. Callisto, Marrow and Storm warring for leadership of the Morlock clan clearly distracted them while the Skrulls worked with their hidden agenda to further their secret invasion of Earth’s superhuman community.

Crime Lords win over Sinister Syndicate - The Syndicate got a nice start out of the gate with their huge ATK/self burners in play while the Crime Lords started slowly with no evident reinforcement effects, but the curve started to tell as the Syndicate kept drawing characters instead of pumps, while Masked Marauder stalled things long enough for Kingpin: Overboss to take the field. From there on Kingpin just shunted stuns and then kicked the low-DEF Syndicate around for being disrespectful on his turf.

Revenge Squad win over JLI - This was, hands down, the closest game of the round played thus far. Despite being almost written off from the word go, the JLI pulled out all stops and hit their curve nicely, beating the Revenge Squad in the face over and over despite the burns and stunbacks. How close was it? Final scores: Revenge Squad -2, JLI -4. One more pump would have made all the difference. The Revenge Squad, assumed by many to be a shoe-in, barely managed to get their act together… but they still advance.

Aaaand here’s a link to the bracket, for the curious.

6 comments

  1. Some notes on the various games…

    **************

    Doom/Fan4: Thanks to reusing the same Paralyses and Entangles something like six times, the Fan4 never got a full attack step… ever. Its turn 7 attack had 5-drop Reed swinging in, and that’s it.

    TNB/Outsiders: Closer than I expected. Ultimately, on turn (5?), TNB swung in and put Outsiders on 4, which would was 1 endurance short of what the Outsiders needed to swing in, take a single stun on a 1-drop, and survive on 1 to finish the beats the next turn. As it stands, TNB went into 6 with too many guys and the Outsiders just couldn’t finish them off.

    Anti-Matter/X-Men: I expected to sit down and play Gday’s old “random hidden curve dudes” Anti-Matter deck, which sucks, so I gave Gamerette the X-Men deck, figuring she could use a win to cheer her up. I sat down, and drew… Chomin and an AGL. @_@ Yeah, it was an utter hosing.

    Mockeries/Titans: The cosmic Titans were able to cause a lot of havoc, and were almost completely derailed on their turn 4 due to Darkseid having a completely concealed board. When I had 2 TTGs and a Connor Kent. IT’S JUST NOT FAIR. Ultimately, a thrice-attacking Kid Marvel was just enough to sweep their visible area on 6, which let the rest pile in to the face.

    Secret Six/X-Statix: The biggest heartbreak of this contest for me was seeing X-Statix, which doesn’t lose that much to the no-rares clause, matched up in ROUND FREAKING ONE against a combo deck that it has no hope of disrupting. I think I managed to put the Six down under 20 in the end, but it didn’t matter. X-Statix just can’t pump out the damage fast enough to stop the combo.

    Marvel Knights/BPRD: Punisher with 2 equips KOed Hellboy on 4. ‘Nuff said.

    Kree/Morlocks: I drew two Improper Burials and stuffed his 3 and 4 into the dirt. It’s hard to recover from that.

    Inhumans/Horsemen: Probably the biggest upset of the round (lots of people had the Inhumans sweeping the pudding bracket in their bets), the Horsemen just had an insane draw, topdecking 3 drops (Dark Beast, Apoc, and Mikhail) and presenting walls that were simply too big to beat through. Ultimately, not drawing any survivals probably saved the game, as I definitely would have (stupidly) flipped them and lost Apoc.

    League/Unaffiliated: The Unaffs put up a surprisingly good fight– until turn 6, I was pretty sure they had the game. But she missed her 7, I hit mine, and I just barely clinched it.

    Birds/Thunderbolts: One hundred and four attack. There’s only so much a concealed deck can do against that. He Aeried Blackhawk out to reinforce, but I had a pair of Lost in Translations to shut down those shenanigans. I was ready to write the TBolts off, but now it seems clear that any deck that can’t beat them up before 6 is probably going to get shotgunned into the wall.

    Skrulls/Morlocks: The score was really close on this one. Ultimately though, three Skrull teamups in the row let Ethan and a Warrior crawl over a Last Standing Callisto, which put him at -4 or so and let the Skrulls win it out. Lesson learned: No amount of DEF pump can resist a Skrull attacker.

    Crime Lords: This should’ve been a blowout for the SinSyn, but the deck fizzled and gave her nothing but characters after turn 2. She just didn’t have the pumps, or even just the flight, to break up Kingpin’s stun shunt network, and she got smushed.

    Revenge Squad/JLI: Revenge Squad missed on 5, and JLI got an Embassy up that stopped it from losing characters. Like Gday said, this match was one pump away from going to the underdog. Star of the match: Metallo, who burned for 16 endurance over the course of the game, and was ultimately what put Gday in the negatives.

    **************

    It’s been a great bunch of matches so far… we’ve hit a bit of a snag on getting Pablo’s decks (he’s having a busy week and couldn’t come into town), so we’ll be borrowing some of his deckbuild assignments to get a few more decks built and rounds finished on the weekend.

    Hope you’re enjoying it so far. If there are any deck checks you’re interested in seeing us write up, drop a comment and we’ll see what we can do. I’m already planning to do Horsemen and Titans, and Gday’s going to handle Anti-Matter and Crime Lords. If you’d like to know how any of the others are set up, just let us know. :)


  2. I’d love to see deck checks on Kree and Thunderbolts.

    Interesting stuff.

    -Mike


  3. Great stuff guys, although I deman a recount on the X-Statix match. Surely my favourite loners can’t go out like dat?


  4. AWESOME! i was hoping anti matter featured those INSANE rings… 11/11 3 drop? HECK yes!


  5. With SinSyn rush out of the way, Anti-Matter may potentially be the fastest deck in the tourney. A turn 6 104 pt attacker doesn’t mean diddly if the games over on turn 4…


  6. Anti-Matter is going to be a force to be reckoned with later on.

    My choices failed miserably, but I’m still very eager to see what happens in the next round. Great stuff guys.


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