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Back
[{"header":"Understanding The team "},{"text":"Looking for some explosion power? Look to the strong arm styling of Bane, Deathstroke, and Constantine. The synergy may seem apparent between Bane and Deathstroke, but how does Constantine fit into this mix? To understand this question lets quickly review."},{"image":[{"src":"lit800379little-3.jpg"},{"caption":"Bane"}]},{"text":"Bane allows plus 2 power at the price of destroying the first card played if is of 1 or greater cost. The card that is destroyed by this ability still resolves it's effects from being played. <br> <br> <br>So, if you destroy a Kick. The kick will go to the destroyed pile, but still give you 4 power for the turn. Bane is an incredibly dangerous card to play. If you destroy too many of your cards, you can easily lose the game. "},{"image":[{"src":"lit40995little-2.jpg"},{"caption":"Deathstroke"}]},{"text":"Deathstroke is straight forward. He gives plus 1 power each time you destroy a card on your turn. This can be triggered multiple times if you destroy more than 1 card on your turn. <br> <br> <br> <br>So, the Kick you destroyed with Bane, now gives you 5 instead of 4."},{"image":[{"src":"lit267490little-1.jpg"},{"caption":"Constantine "}]},{"text":"Constantine's ability states you may reveal the top card of your deck once per turn, if it cost is 1 or greater then you may play it and it gets plus 1 power. If you play it, at the end of turn destroy that card. <br> <br> <br>(You are gonna want to do this as your first move of the turn.) <br> <br>This creates a great synergy opportunity. If Constantine triggers and is used as the first card played, Bane may be used on the same card. <br> <br> <br>For example: Constantine flips a Kick. You choose to use it. Then for Bane, you destroy the first card played for plus 2 power. At Banes activation, Deathstroke activates for a plus 1. Here is the math: Kick + 2, Constantine +1, Bane +2, Deathstroke +1 = 6 power. With the cost of destroying 1 card, you now have a scenario that you have 6 power and a five card hand left to play. <br> <br> <br>Then at the end of the turn, Constantine would destroy the Kick. But, Bane destroyed it before that trigger. Bane's destroy trigger happens when you play. Constantine's destroy trigger happens at the end of turn. Which basically means, Bane's destroy ability will override Constantine's destroy ability because it happens first. But you will still get the +1 from Constantine."},{"header":"But i'm sacrificing Vp for the ability!"},{"text":"This is the difficult aspect of playing this team up as well as other destroy based team ups. VP monitoring is an important part of the deck strategy. The rule of thumb is to upgrade VP when using the character abilities. Don't sacrifice a 1 VP card only to obtain a 1 VP card. GO BIG! Sacrifice a 1 VP card to obtain as many points as possible. This could be taking the Super Villain (a 4-6 VP move on average), buying up the power card present like Power Armor (3 VP card) or even buy all the kicks, just be sure to get as many as you can. Low ability cards are not bad picks for this team, just fuel for the characters ability."},{"header":"How to play to win"},{"text":"The wins that this deck acquired during testing were early presses going straight for the Super Villains as soon as possible. The more you can control the pacing the better odds you have for winning. So, make the other players run to keep up with you and don't give them the chance to make their strategy work. <br> <br> <br>It is almost always right to buy the Super-Villain in this deck. You have to be aggressive. Try to end the game as quickly as you can. Some of the only exceptions may be below."},{"header":"Must buys"},{"image":[{"src":"qua67921quadlaze.jpg"},{"caption":"Owlship, Reconstruction, Rioters, Hollis Mason"}]},{"text":"Normal destroy cards are fine in this deck because Deathstroke will give you +1 off of them. But, Deathstroke really shines with the Watchmen set sweeper cards. The cards that are Line-up destroyer cards, such as Hollis Mason, Rioters, Owlship, and Reconstruction. <br> <br> <br>Deathstroke can give you up to an additional +5 depending on what types are in the line-up. "},{"double":[{"src":"h-w699881h-white-.jpg"},{"src":"e-v438350e-venom-.jpg"}]},{"text":"Look for cards that have an effect when destroyed. These are far and few between, but pay off when hit. White Lantern Corps is the premier pick for Bane and Constantine. All the benefits, no VP loss."},{"text":"Venom Injector and other 1 drops from the Forever Evil set are great for this as well. Cheap cards in general are great for Bane. Try to grab all the 1 and 2 cost cards you can to give you more destroy fodder."},{"double":[{"src":"h-s638678h-superg.jpg"},{"src":"e-s525854e-signat.jpg"}]},{"text":"Additionally, look for retrieval from the destroyed pile or that give you free cards. Cards such as Signature Trenchcoat. If you are able to recycle your fuel for Bane, you have just equalized the negative penalty for the effect. <br> <br> <br>Cards like Supergirl give you plenty of ammo for destroying the whole game. The 2-drop Cheetah can be another great one. <br> <br> <br> <br> <br>"},{"header":"Cards to Ignore"},{"text":"The Bane Blitz deck is an odd one. To stay on strategy, you often have to pass up on cards you would normally buy. To maximize your aggression, you should often pass on cards that cost 4 or 5. Unless they are absolute bombs, of course. <br> <br> <br>Destroying a 4 or 5 cost card with Bane is not where you want to be on this plan. I try to actively destroy my 1's, 2's, & 3's, but leave my 6 and up costers the whole game. Especially look for 6 costers that give you 2 or more vp points. <br> <br> <br>Cards like Royal Flush Gang, nearly all locations, Power Rings, and more are not great with this strategy. I even often leave star value VP cards like Green Arrow or Utility Belt because you are going so fast, and destroying so many cards, they are likely not to trigger. <br> <br> <br>I have seen multiple games where a Bane player buys all 5 Super-Villains and still loses. So, make sure you move quick!"},{"header":"Time Travel Ruling"},{"text":"To put it bluntly, time travel is food for Bane. If it shows up, feed it to him. There is no sense in letting other players gain advantage from it while playing Bane. <br> <br>Here is how the ruling works: If you activate a card in the line-up has time-travel, you play that card. So, if it is the first card you played this turn, you may destroy it with Bane. Even without every buying that card! You can also do it with Super Villains too, how cool is that!<br>"},{"header":"FINAL CONSIDERATIONS"},{"text":"While there are other team-ups that can generate big power, Bane Blitz is one of the simpler straight forward team-ups that can explode from 1 card being in the right place at the right time. <br><br>While Bane and Deathstroke are in it to serve themselves, Constantine has shown over the years that he will do what he has to to win. Even if it means teaming up with these two. <br><br>See y'all next time!<br>"}]
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