Wow, first post in a forum, I love starting from the begining. lol. Anyways, this is a deck I mentioned in my intro, I've had it on MTGPlay (thing that lets you play VS Online, due to firewall I have yet to test it against a person) for a while now, and have posted it on other sites, but have had very little response. Anyways, heres the deck:
Criminaly Insane
By: Deviaan
CH: x32
[x3] Harley Quinn, Dr. Harleen Quinzel
[x2] Firefly, Garfield Lynns
[x4] Shimmer, Selinda Flinders
[x3] Charger, Power Cunduit
[x4] Charaxes, Drury Walker
[x4] Poison Ivy, Pamela Isley
[x2] Jinx, Elemental Sorceress
[x1] Scarecrow, Professor Jonathan Crane
[x3] Killer Croc, Waylon Jones
[x2] Bane, The Man Who Broke the Bat
[x2] Dr. Light, Arthur Light
[x1] The Joker, Clown Prince of Crime
[x1] Psimon, Dr. Simon Jones
PT: x23
[x2] Cracking the Vault
[x4] Fear and Confusion
[x4] The Underworld Star
[x4] World's Finest
[x3] Entangle
[x3] Kidnapping
[x3] Smiles, Everyone!
LO: x5
[x3] No Man's Land
[x2] Metropolis
EQ: x0
Alright, the point of the deck is to stall out on turns when you don't have intiative and beat when you do. The deck is heavely based on exhaustion and it does it well. Shimmer is a great card, but if you don't get her on the turn she's supposed to come out, she may not come out at all. That's why Firelfy is so useful. Well, to an extent. Besides clearing the field of unwanted Locations, he brings the game back a turn so you can recruite Shimmer. But, Shimmer is not the end all, you have No Man's Land, Fear and Confusion and Entangle. All of them help exhuast. Shimmer is just good. Because of the lack of power up, a lot of the characters power themselves up or have high stats. Ventriloquist gives everyone +1 ATK and is a nice turn 1 play, in the front row he's a 2/1, which is above average. Fear and Confusion is the only Plot Twist that pumps. It's a great card that is mostly used to exhaust. The 3 drops are all above average, so are the 5 drops (or can be, Scarecrow is mostly for swarm). The 4 Drops are mostly for effects. Jinx will give you one of the Location cards (all of which are good) and can team up if you already haven't. She can also burn. Poison Ivy has a great effect that can be used to feed Kidnapping, which is here to clear the field. Setting your opponent back a card and giving you another is just icing. Smiles, Everyone! is one of the best cards the AI has, it can get rid of anything annoying, and that exhaust thing is not a big deal. If the guy isn't exhausted because of an attack, or effect, you can exhaust it with Entangle or No Man's Land. The other cards are pretty self explanitory, Psimon is in there to increase the F5, and his effect is useful. Joker adds to the stall theme, Bane clears the field and can act as a 7 drop and Dr. Light can help with stun or be used on turn 9 (if it goes past turn 7, stall out till turn 9, most likely via Shimmer. Exhaust their highest drops and keep going) to end the game. He'll bring back your guys and you can just exhaust and/or team attack anything big with your small guys, then knock out the lower guys with your big guys in order to increase breakthough. Using Dr. Light's effect and Joker's effect are great at this point.
Any suggestions?
Criminaly Insane
By: Deviaan
CH: x32
[x3] Harley Quinn, Dr. Harleen Quinzel
[x2] Firefly, Garfield Lynns
[x4] Shimmer, Selinda Flinders
[x3] Charger, Power Cunduit
[x4] Charaxes, Drury Walker
[x4] Poison Ivy, Pamela Isley
[x2] Jinx, Elemental Sorceress
[x1] Scarecrow, Professor Jonathan Crane
[x3] Killer Croc, Waylon Jones
[x2] Bane, The Man Who Broke the Bat
[x2] Dr. Light, Arthur Light
[x1] The Joker, Clown Prince of Crime
[x1] Psimon, Dr. Simon Jones
PT: x23
[x2] Cracking the Vault
[x4] Fear and Confusion
[x4] The Underworld Star
[x4] World's Finest
[x3] Entangle
[x3] Kidnapping
[x3] Smiles, Everyone!
LO: x5
[x3] No Man's Land
[x2] Metropolis
EQ: x0
Alright, the point of the deck is to stall out on turns when you don't have intiative and beat when you do. The deck is heavely based on exhaustion and it does it well. Shimmer is a great card, but if you don't get her on the turn she's supposed to come out, she may not come out at all. That's why Firelfy is so useful. Well, to an extent. Besides clearing the field of unwanted Locations, he brings the game back a turn so you can recruite Shimmer. But, Shimmer is not the end all, you have No Man's Land, Fear and Confusion and Entangle. All of them help exhuast. Shimmer is just good. Because of the lack of power up, a lot of the characters power themselves up or have high stats. Ventriloquist gives everyone +1 ATK and is a nice turn 1 play, in the front row he's a 2/1, which is above average. Fear and Confusion is the only Plot Twist that pumps. It's a great card that is mostly used to exhaust. The 3 drops are all above average, so are the 5 drops (or can be, Scarecrow is mostly for swarm). The 4 Drops are mostly for effects. Jinx will give you one of the Location cards (all of which are good) and can team up if you already haven't. She can also burn. Poison Ivy has a great effect that can be used to feed Kidnapping, which is here to clear the field. Setting your opponent back a card and giving you another is just icing. Smiles, Everyone! is one of the best cards the AI has, it can get rid of anything annoying, and that exhaust thing is not a big deal. If the guy isn't exhausted because of an attack, or effect, you can exhaust it with Entangle or No Man's Land. The other cards are pretty self explanitory, Psimon is in there to increase the F5, and his effect is useful. Joker adds to the stall theme, Bane clears the field and can act as a 7 drop and Dr. Light can help with stun or be used on turn 9 (if it goes past turn 7, stall out till turn 9, most likely via Shimmer. Exhaust their highest drops and keep going) to end the game. He'll bring back your guys and you can just exhaust and/or team attack anything big with your small guys, then knock out the lower guys with your big guys in order to increase breakthough. Using Dr. Light's effect and Joker's effect are great at this point.
Any suggestions?