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Back
[{"text":"Hello everyone, Darkhelment here with my first article! So, I heard you like destroying cards?<br><br>Behold, my favorite team up!"},{"header":"dr. manhattan, aquaman, captain boomerang"},{"text":"This team will provide:"},{"list":[{"listType":"bullet"},{"caption":"Early game power"},{"caption":"Late game power and consistency"},{"caption":"Constant card destruction"}]},{"header":"dr. manhattan"},{"sbs":[{"src":"dr-850251dr-manha.jpg"},{"caption":"The heart and soul of this build. <br><div>The second time you Play a superpower, you may destroy a card in your hand. <br><\/div><div> <br><\/div><div>This concept is simple, destroy starters to improve the overall quality of you deck, raising the average power of your hands. Also, in the late game, with enough destroyed starters, we will be able to pull 1VP value cards out with boomerang. <br><\/div><div>But there are two problems, You need a crappy card in hand to destroy, and you need to play two superpowers. <br><\/div><div><br><\/div><div><br><\/div><div><br><\/div><div><br><\/div>"}]},{"header":"aquaman"},{"sbs":[{"src":"aqu982103aquaman-.jpg"},{"caption":"Take a Gander at Aquaman, cards you buy\/gain with cost 5 or less on your turn, you may put on top of your deck. <br><div> <br><\/div><div>Without going to deep into the early game value or the aqua-Math of this MC. Aquaman is early game speed and power, combined with a free punch from Captain Boom most turns, creates a solid early game. You will be able to hit 6 power Somewhere between turn 2-4, depending on your open hand RNG.<\/div><div><br><\/div><div>Use it to buy 2 kicks, put both on top. This will trigger Dr. Manhattan on your Next turn, but also, with 2 kicks In hand the chances of getting 6 power again are decent; allowing you to begin a chain of buying 2 kicks, putting them On top, and destroying cards. rinse and repeat, Now you just need a constant crappy card to destroy. <br><\/div>"}]},{"header":"captain boomerang"},{"sbs":[{"src":"cap601872captain-.jpg"},{"caption":"Behold the boomerang, At the start of your turn, put a card with the lowest VP value from your discard pile Into your hand. <br><div> <br><\/div><div>Basically, put a crappy card into your hand, and now With Aquaman supplying kicks, Captain Boom will supply starters and weakness for destruction. If you don't have anything to destroy, chances are, you pulled something good out of your discard, Boom!! <br><\/div><div><br><\/div><div><br><\/div><div><br><\/div><div><br><\/div><div><br><\/div><div><br><\/div><div><br><\/div>"}]},{"header":"destruction factory"},{"text":"This trio is a factory for destroying cards, and once you hit 6 power. You can pretty much destroy a card every turn from there on out if you dig deep into the kick stack.<br><br><br>How to play it:"},{"list":[{"listType":"bullet"},{"caption":"You want Kicks, and your first couple of turns will be spent just buying Kicks to get the combo going"},{"caption":"Kicks alone won't win us a game, you also need power cards"},{"caption":"Because the Kick stack usually last awhile, you should prioritize valuable cards in the line up more than Kicks."},{"caption":"This is a bit of a balancing act, the sooner we get rid of our Starters, the sooner Captain Boomerang starts to function"}]},{"text":"But to many Kicks can lead to our downfall! Knowing when to buy Kicks and when to buy from the Line-up will be key. <br><br>Some pitfalls to watch out for include:"},{"list":[{"listType":"bullet"},{"caption":"Too much consistency. This team is going to give you all kinds of consistency. But without some power cards, such as Super Strength, Fastest Man Alive, or Locations, you'll get stuck producing 8-10 power until you can destroy all of your Starters. Eventually you flatline from being a Kick heavy deck and will struggle to defeat Supervillains that cost 12+ power to take down."}]},{"list":[{"listType":"bullet"},{"caption":"A mid game lull. You will have too few Starters to get the full benefit of Aquaman. But still enough starters to prevent Captain Boomerang from returning anything better than a Punch. This results in you spinning your wheels a bit around 6-7ish power."}]},{"list":[{"listType":"bullet"},{"caption":"Weaknesses. Even though your ability to constantly destroy can easily get rid of Weaknesses, they still slow you down from getting rid of all your Starters and keep you away from the much needed power boost of captain Boomerang in the late game."}]},{"list":[{"listType":"bullet"},{"caption":"Beware buying cards that have a VP value of zero. These cards can result in some early game power, but having a zero cost card in your deck late game will prevent you from pulling 1VP cards out with Captain Boomerang, potentially causing you to miss out on some sick combos. "}]},{"list":[{"listType":"bullet"},{"caption":"Red Lantern Girl. Your biggest foe will usually be the anti-destroy MC. Since you can't do much about it, just push through and keep destroying cards! Destroying fast and early is better since, at the start of a game she will mostly be cycling Starters for Starters. That's the best case for you."}]},{"list":[{"listType":"bullet"},{"caption":"Fast burst MC teams. Our combo has no burst potential. MCs like Bane or Killer Frost, whom can get extra power fast, have the potential to snowball past us before we can get our combo set up."}]},{"header":"the draft"},{"text":"Drafting 2\/2\/2 can be tricky. You will need back up teams using 1-2 other MCs in case one of yours gets taken from you. I personally take Aquaman first, since he is so flexible. You'll have to decide what other teams you'd like to fall back on.<br><br>A less consistent, and slower version of this team up might be easier to draft if you are worried about that. <br><br>Black manta, Felicity Smoak\/Oracle, Dr. Manhattan, Captain Boom:<br>You follow the same concept as the above, but now you have Felicity to hit extra VPs on, which should be easy with so few Starters in your deck.<br><br>The big issue with this is that putting cards on the bottom of your deck with Black Manta prevents you from starting an endless cycle of continually putting Kicks on top. This can significantly lower your early game avg. power and card destroying abilities.<br>"},{"double":[{"src":"cap91140captain-.jpg"},{"src":"dr-153383dr-manha.jpg"}]},{"double":[{"src":"bla143446black-ma.jpg"},{"src":"fel903585felicity.jpg"}]},{"text":"Thank you for taking time to read my article, and I hope you'll give my team a try during your next friendly game!"}]
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