Xavier's Dream

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We're talking about the new Dr. Light deck that had two representatives in the finals of the last 10K in Philly.

Basically here's how it works. It can work on turn 3, but most of the time it'll go off on turn 4.

It'll look to have at least these cards in play...

Team-Up teaming Fantastic Four and Emerald Enemies, Devil's Due (Everytime you KO character you control, put a +1/+1 counter on target Doom character you control), Kristoff Von Doom in play, Dr. Light in play, Rama-Tut in KO'ed Pile, Cosmic Radiation in hand.

That's the minimum of what they need to just pull it off semi-right (although I'll tell you what most builds pull off). Basically the object is to use Dr. Light's activated effect to bring Rama-Tut back from the KO'ed pile, then KO it using Devil's Due and put a counter on Kristoff Von Doom. Then play Cosmic Radiation from your hand to re-ready Dr. Light and use it again to bring back Rama-Tut (since Kristoff is in play, you're considered to control Dr. Doom), Rama-Tut's effect activates and you return Cosmic Radiation back to your hand from your KO'ed pile. You use Devil's Due again and then play the Cosmic Radiation again to re-ready Dr. Light. You keep doing this like a million or so times until you have a million +1/+1 counters on Kristoff. That's the mini way of doing it.

What most decks will pull off is this...

Kristoff in play, Dr. Light in play, Valeria Richards in play, an extra team-up for Doom/Fantastic Four in play, Devil's Due, Gone but not Forgotten (yes see where this is going?), Rama-Tut in the KO'ed pile, Cosmic Radiation in hand.

Basically they'll be doing the same combo as the first, but this time they'll draw their entire deck with Valeria as well as gain however many times they put Rama-Tut back in the KO'ed pile in life with Gone but not Forgotten so not only are they at like a billion endurance, they have a character with a billion +1/+1 counters, their entire deck in their hand... but all this by turn 4.

Cards that beat this deck include 4-drop Dr. Doom (but you have to have the initiative on evens as well), Have A Blast! (take out the team ups or whatever else you wan), Foiled (same reason), Sonic Gun (remove all the counters), Stilt-Man (he'll gain as many counters as the opponent's character(s) did), Overload (but only for a little bit), Total Anarchy + Flame Trap, Flame Trap on it's own... etc.
 
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