A unique kind of Arkham Inmates deck. Need a little help

exiledforcefreak

RIP Jacob KT 2/16/06
x3-4 Ventriloquist 1-drop
x1-3 Two-Face 2-drop
x2-3 Mad Hatter 2-drop
x4 Firefly 2-drop
x3-4 Mr. Zsasz 2-drop
x4 The Joker (joker's wild) 3-drop
x2-4 Blockbuster 3-drop
x3-4 The Penguin 3-drop
x2-4 Charaxes 3-drop
x1-2 Hush 4-drop

x0-1 Cracking the Vault
x0-1 Ka-Boom!
x2-4 Smiles Everyone
x2-3 Flying Kick (savage beatdown is no good, has threshold 4)
x3-4 Sucker Punch
x2-3 Acrobatic Dodge
x4 Foiled
x4 Prison Break

x4 Arkham Asylum
x4 No Man's Land
x3-4 Bat's Belfry

The whole point to to keep the amount of recources both players have at a minimum. Exausting characters is a big theme also. Need a little help on how many of each card though...
 
At first glance I'd say you need to run Ivy. Hush is good, but [vcard=dor-074]Poision Ivy[/vcard] is better. :) 4 of her at least.

Poison Ivy:
Whenever Poison Ivy stuns a character, if that character would be recovered this turn, instead that character is not recovered and that character cannot be KO'd during the recovery phase this turn.

I'll post more later.
 
Wait, are your saying that this deck is designed to finish your opponent of by turn 4? Then you definitly need more 4 drops. At least one, more, if thats what your going for. Just my thoughts. And reconsider the beatdowns. There's a reason thier a 4 cost PT. Thier a finishing move.

Have you play tested this deck yet? I'm thinking it probably stays around four to three resources for a couple of turns.

The ultimate two drop for this deck would be Puppet Master. Maximizes the use of your Sucker Punch, Smiles Everyone! and Arkham Asylum. I'd suggest four of him. Don't worry too much about his non affiliation. Wit his exhausting abilty and the resources staying low, you'll burn through most low drops early game. Things will just start getting dumb (for your opponent :D) Just think about how you could maximize the use of Mr .Zsazs!

Cracking the Vault is good tech. Keep just 1.

Scale back on the Prison Breaks to maybe two.

And this is my personal opinion, why not a Ratcatcher instead of a Ventriloquist for your 1 drop? I know its strictly a matter of choice, but I've found that little extra burn helpful.With all the exhausting ability you might actually keep him out for a while. Plus if you run him into your opponent's 1 ATK/1 DEF One Drop and you both stun, you'll take 1 and your opponent will take three. Early game thats a smack upside the head to your opponent.

As for the rest I'd say you made some good chioces and recommend choosing your own counts for those with the exception of an extra 1 drop. Harley Quin might be a good splash in since she powers up anybody and isn't necasarily a dead draw. Also four Smiles Everyone! is a good choice in my opinion as well as four Ka-Boom!s.

Oh! I almost forgot! [vcard=DOR-092]Paralyzing Kiss[/vcard] is perfect in here if your resources are stayin low:

Play Paralyzing Kiss only if you control five or less resources.
Attackers cause no breakthrough while attacking Arkham Inmates characters this turn.
Effectively inuvlnerablity for a turn. Not bad.
 
isn't paralizing kiss is pointless when I can just reinforce? Why use 4 Ka-Booms when I have Firefly?

No, I'm not saying I plan on winning by 4th turn. I plan on keeping both player's resources so low that by the 7th turn there are only 4 resources each.
 
Hence, the 4 Foileds, but Ka-Boom! vs. Firefly:
hmm, for Firefly, you lose an AI card from your hand, lose Firefly's attack, and a resource.
Ka-Boom! you lose Ka-Boom! and that's it

I'd say Ka-Boom! over Firefly, but that's just me.

-chaosruler
 
exiledforcefreak said:
isn't paralizing kiss is pointless when I can just reinforce?
Actually, no.

Think about when you have a support row character that you know isn't going to be stunned at the end of your opponents attack step because it's protected. But your faced wth the choice of exhausting it to reinforce another character to prevent a ton of breakthrough or take to the breakthrough and keep the character ready so you can attack with it later in the turn.

Paralyzing Kiss doesn't just reinforce one character for one attack. It prevents breakthrough to all Arkham Inmates characters for the entire turn. And as an added bonus, since it isn't true reinforcement, it gets around effects like that pesky [vcard=MOR-178]Blind Sided[/vcard]
 
The way the deck looks now is a bit different then what the post does. Currently at 62 cards. I'll post when the deck starts working well enough. I do have one Two-Faced

So far it's beaten Xavier's dream, Rigged Elections, and Common Enemy.
 
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