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[{"text":"Hey everyone, as is tradition at this point, I\u2019d like to share with you my favorite Team-Up so far with the new set Crisis 4. "},{"header":"How the team came to be"},{"text":"Nightwing is the new face of the bunch, and he\u2019s the focal point of this team so we\u2019ll introduce him first. "},{"image":[{"src":"nig70178nightwin.jpg"},{"caption":""}]},{"text":"His ability is if you control 3 or more cards of the same type, you get +1 power and draw a card. Naturally, for any character that just needs to control cards, Swamp Thing was the first partner that came to mind for me. Allowing you to control locations without having to actually play them seemed like a cool synergy.<br>"},{"image":[{"src":"swa79246swamp-th.jpg"},{"caption":""}]},{"text":"Something else that was noticed early on was that Nightwing can trigger off of playing three Kicks. So I wanted the last member of the team to be something related to Super Powers."},{"image":[{"src":"sta579157starfire.jpg"},{"caption":""}]},{"text":"Starfire seems like a good partner for Nightwing because she rewards you for buying Super Powers from the lineup. In early test games, I found myself winning games with just Nightwing and Starfire, as Swamp Thing wasn't consistently doing what I wanted him to do.<br><br>With the cutting of Swamp Thing from the team, we needed a new third character to fill out the roster. At this point I was basically committed to making this team a turbo Kick team, and the last member quickly became Dr. Manhattan.<br>"},{"image":[{"src":"dr-157932dr-manha.jpg"},{"caption":""}]},{"text":"Manhattan fits this team perfectly because he does 2 things well for this team:<br><br>1.) Allows you to execute a very simple and consistent game plan of buying Kicks, if there are no Super Powers to buy from the line-up.<br><br>2.) Helps filter out any Starters or Weaknesses you may get to where you\u2019ll be able to consistently trigger Nightwing every turn in the mid-late game."},{"header":"Why is this good?"},{"text":"This team doesn't hit a power ceiling nearly as hard as another Kick turbo team does in Beast Boy + Alan Scott (you can read about that team here: https:\/\/www.dcdeckbuilding.com\/article.php?id=10802).<br><br>This team can fully function and hit 15 power from playing 7 kicks (5 in your hand, +2 more from the Nightwing and Starfire draws, and the additional +1 power from Nightwing's ability). This allows this team to still be able to have explosive Super Villain Turns later in the game. "},{"header":"Draft Strategy"},{"text":"Even though this team is focused around Nightwing (since he\u2019s what gets you there in the late game), when drafting I prioritize taking Dr. Manhattan first.<br><br>This is because if someone decides to hate draft another member of your team, I\u2019d rather have to build a different team based around Dr. Manhattan rather than Nightwing or Starfire. If someone wanted to hate either of them after you take Dr. Manhattan, you can still opt to take the Dr. Manhattan\/Aquaman\/Captain Boomerang, which is still a very viable Kick turbo team.<br><br>When going for this approach, be wary if anyone takes Kyle Rayner when drafting their Tier-1 characters, they could be going for Kyle Rayner\/Boomerang\/Trickster (signaling they will take Captain Boomerang on their first pick of Tier-2 characters).<br><br>Second I like to draft Starfire. In this situation if someone really wanted to take Nightwing, you could replace him with Superboy. Even though Superboy isn\u2019t as good as Nightwing for this team because he can\u2019t trigger off of multiple kicks, he still serves a similar purpose."},{"image":[{"src":"sup384644superboy.jpg"},{"caption":""}]},{"header":"cards to watch for"},{"text":"In the early game, you'll be more than happy buying any Super Powers you can from the Line-Up, and buying Kicks from the stack otherwise. Its almost never correct to buy a non-Super Power during the early to mid game, because you need to accumulate a critical mass of Super Powers to make sure you are triggering Dr. Manhattan, and then Nightwing, every turn.<br><br>If you have 3, 4 or 5 power early game and there are no Super Powers in the Line-Up then its almost always correct to buy a Kick. If you are in the same situation with 6+ power then buy two or more kicks. Off-type cards often look enticing, but they usually aren't worth derailing your whole team just to pick them up.<br><br>Early-mid game when there may be choices on which to buy (say because there are 2-4 Super Powers in the Line-Up), I look for Super Powers that are also Ongoings, because they help trigger Nightwing every turn."},{"double":[{"src":"eid907943eidetic-.jpg"},{"src":"for983270force-fi.jpg"}]},{"double":[{"src":"mol170659molecula.jpg"},{"src":"aza417793azarath-.jpg"}]},{"text":"Once you have a collection of decent Super Powers going and you begin reliably triggering Dr. Manhattan each turn, you can start to look for some top shelf mid-late game cards. These are the cards you'll want to keep an eye out for when you can't quite buy the SuperVillain, but still have a considerable amount of power. Note: These are all non-Super Power cards, because your forced to buy all Super Powers regardless of how good they are for this particular strategy or not. In general, you have to prioritize buying Super Powers from the Line-Up over any of these whenever possible."},{"double":[{"src":"con437415conner-k.jpg"},{"src":"met441443metropol.jpg"}]},{"double":[{"src":"kor534297koriandr.jpg"},{"src":"clo723917cloak-of.jpg"}]},{"header":"conclusion"},{"text":"It's still very early in the new season, and with a slew of tier changes, and plenty of new Main Characters yet to test (looking at you Arsenal, Flash and Donna!) there is plenty of groundwork to cover the next few weeks. It'll be a busy season, and I'm sure we'll get more tournament announcements before long as more and more players get involved.<br><br>If there is an event near you, I'd recommend giving this team a try. It's quite powerful and can catch your opponents off guard. See you next time!<br>"}]
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