The secret to destroying the Teen Titans

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eman

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I've used my proxied New Gods deck to beat a heavily weighed down Brave and the Bold deck with 10 GCPD's, and alot of Teen Titans, the person playing it won about 2 months straight tournaments. I also viewed a match between a common enemy deck against that same Brave and the bold deck and it won, Fantastic Four with Flame Traps and New Gods with The sources. Did someone say bye, bye Teen Titans? Well im open to suggestions, will it work?
 
Well.. I am new to this game and I have been hearing that teen titans are ruling this whole game. Can anyone tell me why are they so powerful?
 
Personally, I think they are so powerful because they have many many options and are very stable. I've played a Titans deck for the last 2 months and it has been one of the most stable decks I played with. Even if I missed a drop there were other ways to control the game.

Another big boost to this deck is [vcard="DOR-051"]Roy Harper[/vcard]. The [vcard="DOR-051"]Roy Harper[/vcard] abuse with [vcard="DOR-060"]Teen Titans Go![/vcard] can basically take down any number of large characters, there is a small cost but after turn 6 who needs resources.
 
How to beat Teen Titans? There are a number of ways, my new idea is a well built Spider Friends deck. [vcard="MSM-049"]Ricochet[/vcard] can stop [vcard="DOR-051"]Roy Harper @ Arsenal[/vcard] & [vcard="DOR-052"]Terra's[/vcard] effects. Plus [vcard="MSM-002"]Daredevil[/vcard] can attack the higher drops like [vcard="DOR-041"]Garth[/vcard] and not get stunned back.

Also Evasion is huge to keep board control.
 
Many options? What kind of options do they have? The way you posted here gives me a thinking that the Teen Titans do a lot of team attacking.(because of teen titan go!) What do you think about a brotherhood/x-men deck? Are they as stable as teen titans deck even if they missed a drop?
 
Team attacking is only a small portion of Teen Titans. Have you taken a look at thier 4 and 5 drops? They are some of the best in the game! [vcard="DOR-041"]Garth[/vcard] keep getting your best plot twists, locations and characters back for a small cost of 3 endurance. [vcard="DOR-052"]Terra[/vcard] with a [vcard="DOR-063"]USS Argus[/vcard] combo is huge, stun your 3 drop and gain a card! That's only the tip of the iceberge....

Personally I haven't had the oportunity to run a brotherhood/x-men deck. I have run a NBH and a medium Brotherhood decks. I actually am running a NBH deck now. I love the NBH, it was has always been one of my favorites. I think its good, but I still think that Titans Deck is more stable because of [vcard="DOR-58"]Optitron[/vcard] and [vcard="DOR-063"]USS Argus[/vcard]. If I miss key a Drop or miss key Plot twists with a NBH, it ususally spells disaster.

I really can't comment on a Brotherhood/X-men build since I never ran one. I'd be interested to know what your take on it is?
 
Personally, I am still trying to make one... I am running a pure Brotherhood deck and it doesn't seem to be good enough to beat the titans. Grath may be a good card but ehrn you reach turn 5, more than half of your endurance would be gone by then(that's the common situation in my region). So, it would not be very wise to still reduce your endurance to get cards.
 
Against a NBH that's very likely! I think a good NBH can take out any deck as long as it keeps board control. They don't have great effects in their lower drops but do have plenty of burn and power.
 
Well... At this moment I have no good brotherhood location to add in my deck. I am more of an attacking type one. Meaning I would attack and not wait for a chance to try to counter. Like you said, brotherhood cards can't afford to miss a drop unlike the Teen Titans. Hence I am looking for an ongoing Plot Twist or Location specifically design for Brotherhood or X-Men to increase their attack while attacking or being attacked by a higher drop monster. Any such cards in mind? Or plot twists that can increase a relatively high attack point without reducing the defence points?
 
How about [vcard="MOR-105"]The New Brotherhood[/vcard], you can also try [vcard="MOR-103"]Savage Land[/vcard]. I think those are the best Brotherhood cards to boost attack. I would also run [vcard="MOR-099"]Genosha[/vcard], so that you can get some draw power.

Also check out Cerebus II, its a card registry with all the current VS. System cards.
 
Hmmm... I 've heard about the power of Avalon Space Station but have no idea what good cards where you can discard 1 card and get a fantastic effect. Any good recommendations?
 
[vcard="MOR-098"]Avalon Space Station[/vcard] is a good card I personally stopped using it in my Brotherhood deck. The only real use this had was for me to power-up a character already on the field.

Let's say I have [vcard="MOR-091"]Sabretooth[/vcard] on the field and have another copy in my hand along with other brotherhood characters. If they go to attack him. I'll allow the attack to be legal then boost him with the Sabertooth in my hand. And if I need another boost I will dump a brotherhood character to get the copy back from the KO pile and do it again.
 
I run a Arkham Inmates/revenge Squad deck. I too had seen some killer Teen titans deck in my enviroment. I did find a decnet way to stop that roy haper combo. Cracking the Vault and Prankster.

Turn one recruit prankster and exhaust for effect, call 4. anything level 4 ko's.

turn two recruit arkham inmate for example mr zsasz or mad hatter. activate cracking the vault. any card they have that is the same name of a card in play KOd. and you see their hand as well.
activate prankster, call 5

this way you get to see what is coming up the next two turns and control the draw. keep switching between 4 and 5 as needed. no roy and no garth.

given this works as long as you can keep prankster on the field.

but with the next set bringing the hidden zone. its alot easier. unless they start saying that effects dont activate or something.
 
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