Sunday 15 April 2018

Jogo de cartas de negociação vs sistema


2.182 resultados para dc vs system trading card game.
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Upper Deck DC Homem Superman de Aço Jogo de Cartas TCG Vs System Booster Box.
$ 49.95 Buy It Now O envio não é especificado.
DC VS SISTEMA MARVEL Knights elektra trading cards cards booster pack.
$ 4.20 Compre agora + $ 4.20 grátis.
DC VS SYSTEM 1 ª Edição Batman Espantalho Origens cartões de jogo jogo de reforço pk.
$ 4.20 Compre agora + $ 1.40 grátis.
DC VS SYSTEM 1a Edição Batman Origins trading cards game booster pack.
$ 4.20 Compre agora + $ 4.20 grátis.
Sistema de Cartas Colecionáveis ​​High Deck DC VS Sistema de Jogo Origens Booster Pack 14 Cards.
$ 35.50 Comprar agora + $ 23.96 remessa.
DC VS Sistema Trading Card Game Liga da Justiça da América Booster Box 56 Cartões.
$ 40.00 or Best Offer O envio não é especificado.
VS SISTEMA DE COMUNICAÇÃO JOGO DE CARTÃO DC COMICS BATMAN VS JOKER STARTER SET.
Jogo de Cartas Colecionáveis ​​DC VS Sistema Infinite Crisis Collector Set.
$ 47.99 Comprar agora + $ 46.08 shipping.
JOGO DE COMÉRCIO DE COMÉRCIO DC COMICS VS. SISTEMA: BATMAN VS. O JOKER STARTER DECK 1 º ED.
$ 14.99 Buy It Now Envio não especificado.
VS PACOTES DE CARTÕES DE COMERCIALIZAÇÃO DE SISTEMAS DC COMICS SUPERMAN HOMEM DE AÇO 9 BOOSTER PACKS.
DC VS Sistema Trading Card Game Legião de SuperHeroes Booster Box 24. 2 DAY SHIP.
$ 33.68 Comprar agora + $ 37.22 shipping.
VS SISTEMA DE COMÉRCIO DE SISTEMA DE JOGO DE ORIGENS DC (DOR) X110.
$ 13.98 Comprar agora + $ 16.09 shipping.
DC VS Sistema Cartas Colecionáveis ​​Legion of SuperHeroes Booster Box 24 Embalagens [Brinquedo]
$ 57.46 Comprar agora + $ 27.47 shipping.
VS SISTEMA DE NEGOCIAÇÃO DO SISTEMA PACKS DC COMICS LEGION DE SUPER HEROES 7 BOOSTER PACKS.
Plataforma do acionador de partida do jogo de cartas do Batman pela CC do vintage 2005 da plataforma superior VS. Sistema.
$ 2.00 Buy It Now Envio não especificado.
Plataforma do acionador de partida do jogo de cartas do Batman pela CC do vintage 2005 da plataforma superior VS. Sistema.
$ 7.00 0 lances Envio não especificado.
DC Comics vs. Sistema Cronograma Infinito Crise Dr. Fate Camisa Tamanho 2XL.
$ 29.99 Comprar agora + $ 28.65 shipping.
DC Comics T-Shirt Superman Trading Card Jogo VS Sistema S Pequeno Andar Superior.
US $ 10,00 0 lances + US $ 23,00 grátis.
DC Comics Trading Card Game VS sistema Mens tamanho da camisa XL.
$ 24.99 Comprar agora + $ 37.66 remessa.
dc sistema vs trading origens do jogo de cartas caixa de reforço 24 pacotes.
$ 38.91 Comprar agora + $ 41.40 remessa.
Eradicador # DSM-005 Team Superman DC Universe Vs. Sistema Cartão Comercial VHTF 2004 !!
US $ 1,39 0 lances + US $ 4,18 grátis.
Marvel VS System Jogo de Cartas Colecionáveis ​​Upper Deck 3 Latas 217 Marvel Cards 57 DC Card.
$ 47.70 Buy It Now Envio não especificado.
VS Sistema DC Infinito Crise DCR-157 CHERSHIRE * JADE * Cartão assinado BILLY TUCCI.
US $ 5,99 Compre agora + envio de US $ 2,00.
Sistema VS Crise Infinita DC DCR-200 Cartão THANAGARIAN Assinado BILLY TUCCI.
US $ 5,99 Compre agora + envio de US $ 2,00.
Sistema DC Vs DOR-105 1a Edição RA SUL GHUL Cartão Assinado LEINIL YU.
US $ 5,99 Compre agora + envio de US $ 2,00.
VS SYSTEM DC INFINITA CROSS BOOSTER CAIXA FÁBRICA SELADA por Upper Deck.
US $ 39,99 ou melhor oferta + frete de US $ 10,00.
Parte 2/3 064 - 111 (1ª Edição) dos Cartões de Origens DC do Sistema VS
$ 1.67 Comprar agora + $ 1.68 shipping.
VS Origens DC Rare e Rare Foil Cards Parte 2/2 081 - 163 (1ª Edição)
$ 2,09 a $ 2,78 Compre agora + $ 1,68 grátis.
Parte 1/3 002 - 062 da primeira parte dos cartões da folha das origens DC do sistema de VS
$ 1.67 Comprar agora + $ 1.68 shipping.
Parte 3 3/3 113 - 165 da primeira parte
$ 1.67 Comprar agora + $ 1.68 shipping.
VS Sistema Infinito Cartões de Folha de Crise Parte 1/3 002 - 075 (DC)
$ 1.67 Comprar agora + $ 1.68 shipping.
Cartões VS VS Infinite Crisis Foil Parte 2/3 077 - 142 (DC)
$ 1.67 Comprar agora + $ 1.68 shipping.
VS Sistema Infinito Crisis Foil Cards Parte 3/3 143 - 218 (DC)
$ 1.67 Comprar agora + $ 1.68 shipping.
Sistema VS Legion of Super Heroes Parte 2/3 066 - 134 (DC)
$ 1.67 Comprar agora + $ 1.68 shipping.
Sistema VS Legion of Super Heroes Parte 3/3 135 - 220 (DC)
$ 1.67 Comprar agora + $ 1.68 shipping.
VS Sistema Infinito Crise Raras e Raras Cartas Parte 2/2 146 - 220 (DC)
$ 2,09 a $ 2,78 Compre agora + $ 1,68 grátis.
Sistema VS Legion of Super Heroes Parte 1 1/3 001 - 065 (DC)
$ 1.67 Comprar agora + $ 1.68 shipping.
VS System Infinite Crisis Rare and Rare Foil Cards Parte 1/2 001 - 139 (DC)
$ 2,09 a $ 2,78 Compre agora + $ 1,68 grátis.
SISTEMA DC VS DGL-011 FOLHA CCG PROMO HAL JORDAN MINT.
$ 2.80 0 lances Frete não especificado.
SISTEMA DC VS DGL-124 FOLHA CCG PROMO MANHUNTER SOLDER MINT.
$ 2.80 0 lances Frete não especificado.
DC VS Sistema CCG Darkseid (Senhor dos Apokolips) DSM-100 Mint.
$ 1.40 0 lances Envio não especificado.
SISTEMA DC VS DGL-065 FOLHA CCG PROMO EMERALD TWILIGHT MINT.
$ 2.80 0 lances Frete não especificado.
SISTEMA DC VS DGL-095 FOIL CCG PROMO ULTRAMAN MINT.
$ 2.80 0 lances Frete não especificado.
Nova listagem DC VS SISTEMA DSM-131 FOLHA CCG RARA BARBARA GORDON BATGIRL NM / MINT.
$ 1.40 0 lances Envio não especificado.
Nova listagem DC VS SISTEMA DSM-070 FOIL CCG RARA HENSK HENSHAW CYBORG NM / MINT.
$ 1.40 0 lances Envio não especificado.
VS ORIGENS DO SISTEMA DC COMPLETA CAIXA SELADA DE 24 PACOTES.
$ 39.11 Comprar agora + $ 16.51 remessa.
DC VS SYSTEM CCG LOTE DE 5 FOLHA DCR-196,199,20 0, 202,203 MINT.
$ 2.80 0 lances Frete não especificado.
Lote de 318 cartas maravilha dc-sistema incluindo 39 raras cartas-versão francesa.
$ 23.55 0 lances Frete não especificado.
SISTEMA DC VS DSM-136 RARA FOLHA CCG ROY HARPER MINT.
$ 1,68 0 lances Envio não especificado.
DC VS SYSTEM DJL-041 FOLHA CCG PROMO BOOSTER GOLD MINT.
$ 2.80 0 lances Frete não especificado.
Vendedores com classificações mais altas de compradores Devoluções, devolução de dinheiro Enviamos em um dia útil com rastreamento Saiba mais.
Vendedores com classificações mais altas de compradores Devoluções, devolução de dinheiro Enviamos em um dia útil com rastreamento Saiba mais.

O canto do TCG.
Magic The Gathering-Marvel vs. DC-Hearthstone: Heros de Warcraft-Yugioh.
Jogo de Cartas Colecionáveis.
O Think Tank: Conceitos Ainda a Ser Abusado no Sistema Vs.
Aprofundar-se em outros TCGs competitivos é uma boa maneira de aprimorar suas habilidades tanto na criação criativa de convés quanto na solução de problemas. Existem muitos conceitos que existem em um jogo, mas ainda precisam ser descobertos em outro. Por exemplo; um TCG pode ter um & # 8220; Burn & # 8221; conceito como Magic the Gathering, enquanto outro ainda pode precisar ser quebrado. Assim como o Yu-Gi-Oh estava na primeira forma de desenvolvimento de torneios do jogo. Hoje, no Think Tank, discutiremos os conceitos e cartões associados a eles para possivelmente formar plataformas que ainda precisam ser descobertas.
Como muitos combos vencedores em TCG, este envolve recursão de cemitério, uma saída de sacrifício e um personagem que retorna a recursão do cemitério de volta para a mão do dono. Essa estratégia requer as Afiliações de Doom e Masters of Evil e a capacidade de cruzá-las. Sacrifique Rama-Tut ao Diabo É necessário colocar um marcador + 1 + 1 em um personagem que você controla um número infinito de vezes. Ter mais de um personagem com contadores infinitos + 1 + 1 garantirá dano revolucionário, vencendo o jogo. Existem várias cartas em ambas as categorias de afiliação que ajudam o conceito, mas lembre-se, Hard Sound Construct coloca o personagem para jogar, ele não o recruta.
A idéia de passar a pedra é usar Darkseid, a capacidade do Omega de trocar The Rock of Eternity e um recurso que seu oponente controla para bloquear seu oponente fora de combate pelo resto do jogo. Esta combinação de cartas tem sido o assunto de uma condição de vitória alternativa em decks como o Deep Green, mas não houve um acompanhamento real quanto a decks competitivos de som.
Embora a ideia de Hand Lock esteja presente desde o lançamento da Liga da Justiça da América em DC em novembro de 2005, os jogadores de V ainda não trouxeram o deck para a cena competitiva. O plano é dar ao seu oponente uma superabundância de vantagem no cartão que ele realmente não pode usar. O Joker, Headline Stealer bloqueia o seu oponente de quaisquer reviravoltas adicionais e uma vez que você não pode jogar Locações da sua mão e está limitado em recrutar seus Personagens com base na quantidade de pontos de recursos que você possui, fazendo com que seu oponente extraia seis cartas por turno não é um problema. O baralho ganha usando a habilidade do Espantalho, Psicólogo Phycho para queimar seu oponente para cada carta em sua mão.
Poste seus pensamentos ou listas de deck nesses assuntos na seção de comentários e fale sobre eles e lembre-se Para mais informações sobre atualizações no meu blog ou notícias do Vs System, clique no link abaixo e curta a página do facebook.
A História do Sistema Vs Parte 7: Honra Entre Ladrões.
A Marvel Knights liberou seu conteúdo para a Comunidade Vs e forneceu aos jogadores acesso a novas afiliações de equipe. X-Stall, League of Brotherhood, Common Enemy e outras listas de controle controlam a meta pedindo plataformas mais rápidas e mais agressivas para entrar no formato. Devido ao fluxo de decks de controle no formato, os jogadores foram divididos entre dois estilos de jogo diferentes. Os jogadores de controle e os jogadores que tentaram ganhar em ou antes de seis anos.
Honra Entre Ladrões.
4 Vulture, Adrian Toomes.
4 Camaleão, Dmitri Smerdyakov.
3 Mendel Stromm, Mestre em Robótica.
4 Stilt Man, Dia de Wilbur.
4 Hammerhead, Gangster.
4 Cobra, Klaus Vorhees.
4 Mysterio, Quentin Beck.
1 Sr. Hyde, Calvin Zabo.
1 Coruja, Leland Owlsley.
4 Rhino, Alex O & # 8217; Hirn.
1 Mascarado Maurader, Frank Farnum.
2 Carnificina, Cletus Kasady.
4 honra entre ladrões.
4 soprado para peças.
A honra entre ladrões teams acima dos senhores do crime e do sindical sinistro. Também dá aos seus personagens um custo de três ou menos +1 ATK. Este aumento de ataque é permanente, não apenas quando o personagem ataca. Essa informação é muito importante, pois é a pedra angular deste baralho.
Ao contrário da maioria dos baralhos, onde você pode ganhar, você pode ganhar, contanto que você não perca nenhuma queda, se você não jogar o baralho corretamente você perderá, difícil. Honra Entre Ladrões & # 8217; O estilo de jogo específico era um contra-equilíbrio completo para os decks que flutuavam na meta na época. Neste ponto da história, os jogadores correram decks de controle ou decks de curva.
Baralhos de controle: Honra entre ladrões depende de agressão pura, jogando vários personagens em um turno. Especialmente no turno quatro. Baralhos como o X-Stall têm muita dificuldade em lidar com decks que jogaram vários personagens em um turno. Uma vez que o X-Stall teve que fazer a escolha de manter o Rogue ou o Puppet Master, eles geralmente estão em uma queda para uma perda.
Baralhos de Curva: Os Baralhos de Curva destinam-se a fazer cada drop com o custo de personagem correspondente para aquele turno. Atacar personagens em sua iniciativa e aumentar o ataque para atordoar seus oponentes atacando personagens deles é como você vence decks de curvas com Honor Among Thieves.
Turn 1: Vulture, Adrian Toomes ou Chameleon, Dmitri Smerdyakov, são os dois personagens que você quer jogar neste turno. Mendel Stromm, Robot Master não deve ser tocado a menos que seja em conjunto com outro personagem. Sua habilidade não será muito boa, a menos que você tenha um personagem adicional para jogar com ele. Uma das melhores jogadas que você pode fazer neste turno é jogar Vulture, virar o laboratório do Doc Ock e atacar com o Flying Kick Plot Twist para um total de oito pontos de dano. Além disso, você ganhará qualquer avanço na resistência. Ser tão agressivo quanto possível nos dois primeiros turnos provavelmente determinará o resultado da partida. É importante usar o laboratório do Doc Ock para ativá-lo, independentemente da quantidade de tempo gasto.
Turno 2: Existem muitas jogadas que você pode fazer com este baralho. Se você tem a opção de escolher entre diferentes opções de jogo em sua mão, aqui estão algumas diretrizes gerais.
Stilt Man, Wilbur Day, está no baralho como um Crime Lords Character para encontrar Honor Among Thieves & # 8217; requisitos para ativação e para acompanhar Beast Boy da Teen Titans e B & amp; B Decks. Se o seu oponente estiver jogando um desses baralhos ou outros baralhos que dão aos personagens + 1 + 1 marcadores, então Stilt Man é o personagem de escolha, caso contrário, vá com outras opções.
Cobra, Cobra, Klaus Vorhees permitirá que você procure por Mr. Hyde, Calvin Zabo. Isso cuidará da sua estratégia de três turnos. Não há cartões de busca específicos ou genéricos neste baralho além do Cobra procurando por Hr. Hyde Há outros três personagens no baralho, então se você sentir que tem um melhor plano de três turnos, precisará seguir em frente neste artigo.
Hammerhead é a carta que você quer quando você está antecipando que seu oponente tenha menos personagens do que você nos primeiros três turnos. Correndo Vulture na queda de seu oponente (assumindo que ele não jogou nada no primeiro turno) permitirá que Hammerhead consiga oito danos com a ajuda do Lab do Dock Ock. Na melhor das hipóteses, se você seguiu o plano do jogo para a primeira rodada, então você terá causado 18 de dano nos dois primeiros turnos.
Turno 3: Se, no turno três, você não tiver a oportunidade de jogar um personagem Crime Lords para ativar Honor Among Thieves, então, há alguns truques que você pode fazer para corrigir isso. Camaleão é excelente para contornar problemas de afiliação. Usando sua habilidade pode temporariamente conceder-lhe a afiliação da equipe Crimes Lordes. Caso contrário, você pode recrutar Rhino, Alex O & # 8217; Hirn. Você não deve se preocupar com a perda de vidas neste baralho. Abutre faz você quebrar mesmo no final.
Mysterio, Quentin Beck deve ser impulsionado no turno quatro, permitindo que um segundo Mysterio seja jogado. Lembre-se, o propósito do baralho é ter mais Personagens do que seu oponente entre os turnos quatro e cinco. Se você está na mesma iniciativa, então você terá que fugir do Mysterio para preservar sua estratégia de ataque para o turno cinco.
Neste momento você deve estar correndo em várias cópias do Blown to Pieces. O Chameleon pode assumir uma afiliação adicional de equipe, portanto, ao escolher a afiliação da equipe do submundo, você pode fazer com que o Blown to Pieces fique na fila do seu recurso. Blown to Pieces dará um defensor +3 ATK. Se Blown to Pieces estiver em sua linha de recursos e você controlar um personagem Crime Lords e um personagem Underworld, aquele defensor receberá um +2 ATK adicional neste ataque e você poderá substituir Blown to Pieces. Isso tem uma boa sinergia em acertar uma Revolta ou Honra Entre Ladrões.
Se você fosse o mais agressivo possível e tivesse alguns Honor Among Thieves online, ao jogar Carnage, Cletus Kasady definirá as estatísticas de ataque dos seus personagens para acima da média. The Uprising Plot Twist irá adicionar outro +2 ATK a todos os seus personagens que atacam um personagem com um custo maior. Jogando um ou mais levantes combinados com o Carnage e vários Honor Among Thieves terminarão o jogo a seu favor. Você precisa tirar o máximo proveito de cada turno, causando o máximo de dano possível ao seu oponente. Não perca nenhuma reviravolta valiosa e não perca os acionadores do Lab do Dock Ock.
Para mais informações sobre atualizações do meu blog ou notícias do Vs System, clique no link abaixo e curta a página do facebook.
Do Starter Deck ao Structure Deck: Doom e Fantastic Four.
Embora a maioria dos cartões Vs tenha caído significativamente no preço, muitos dos produtos básicos ainda estão em torno de US $ 2,99 por peça. Jogar um Vs Deck competitivo pode ainda custar $ 50.00 & # 8211; US $ 100,00. Isso tende a afastar os jogadores quando se considera começar ou mesmo voltar ao jogo.
De 2004 & # 8211; Em 2006, eu estava no topo do meu torneio vencedor de playgroup após o torneio na cena local. Eu decidi "pegar um entalhe & # 8221; correndo decks que foram considerados acima do topo ou totalmente injustos, decks como Fate Squad, Deep Green e X-Stall (a versão Gamma Bomb). Eu queria provar que eu era o melhor, sem sombra de dúvida. A questão com isso é que todos os outros na cena local estavam executando três plataformas como o Dr. Doom (A Arauto de Galactus Block Version), JSA e Kang.
Para aqueles de vocês que não sabem e sem entrar em detalhes, o Fate Squad é um Squadron Supreme, afiliação da equipe Thunderbolts com Fate Artifacts e cards para apoiá-los. Se construído corretamente e jogado contra qualquer coisa menor do que um deck de dois níveis, ele pode ganhar logo no turno quatro. Nos três meses seguintes, eu ganharia o primeiro lugar toda semana, ganhando consistentemente no turno quatro. Enquanto eu estava na minha série de vitórias, aproveitando a glória de ser o melhor jogador, os jogadores lentamente começaram a perder o interesse em Vs System dizendo coisas como: este baralho está muito quebrado ou os Artefatos do Destino devem ser banidos. Nosso grupo diminuiu de 15 jogadores sólidos para um mísero quatro. Jogando o advogado do diabo; se os jogadores do Vs local estivessem preocupados com o Fate Squad ou com qualquer outro deck, eles poderiam realmente pesquisar e consertar seu deck de acordo, mas isso não impedia que os jogadores locais desistissem. A cena do Vs System na minha área morreu comigo no topo, mas veio com um preço. A lição que aprendi foi que não só eu deveria ter tido tempo para passar o conhecimento que aprendi ao tocar para os outros ao longo dos anos, mas eu não deveria ter tentado esmagar esses decks tão fracos com um tão competitivo que me leva ao ponto deste artigo.
Vs System é muito divertido. Do faça você mesmo projetos de convés para combatê-lo usando seus personagens de quadrinhos favoritos. O jogo competitivo, infelizmente, às vezes tira a diversão do jogo. Os jogadores que não têm mais sua coleção ou novos jogadores que querem se divertir com o jogo provavelmente irão se perder devido à falta de fundos ou medo de não conseguir melhores decks. O Upper Deck lançou uma série de baralhos para o Starter, fixando equipes famosas contra o antagonista mais comum da equipe.
Os próprios decks do Starter contêm um Vs System Rulebook, um Vs System Quick Start Guide e dois 26 cards decks. Tudo que você precisa para começar. A lista de deck deste produto está listada abaixo:
2 Noah Baxter, CEO da Baxter Industries.
2 Mulher Invisível, Protetor.
2 Luke Cage, Membro da Reserva.
2 Medusa, Medusalith Amaquelin.
2 Cristal, Princesa Elementar.
2 Tocha Humana, Hothead.
1 Ela-Hulk, Jeans Verde.
2 Coisa, homem forte.
1 Sr. Fantástico, Líder.
2 Nêmesis pessoal.
1 Oficina de Reed.
2 Kristoff Von Doom, bomba-relógio.
2 Boris, Vigia de Doom.
2 Mentor de Ovoid, Alien Mentalist.
2 Titania, Big Bad Bully.
2 Volcana, furioso Inferno.
2 Victor Von Doom II, Herdeiro Condenado.
2 Submarino, Monarca Atlante.
1 Homem Dragão, Monstro Experimental.
2 Darkoth, demônio da morte.
1 Dr. Doom, Feiticeiro Científico.
2 Nêmesis pessoal.
1 granada criogênica.
1 Laboratório de Doom.
Isso parece bom depois de abrir o pacote, mas a contagem de cartas é de apenas 26 cartas por baralho. Depois de alguns jogos, você tende a se cansar de jogar os decks. Este é um problema com qualquer baralho inicial em vs. Muitas vezes você acabará não desenhando as cartas adequadas, perderá seu personagem ou terá que usar seus personagens como recursos. Isso pode ser muito frustrante quando tudo que você quer fazer é desfrutar de um jogo de Vs System com um velho amigo, onde os decks são par e o ambiente é frouxo.
Mudar estes baralhos para 60 cartões é muito mais fácil e menos dispendioso do que você imagina. Você pode obter um deck FF / Doom Starter por apenas US $ 2,30. Você precisará comprar duas cópias desses baralhos. Isso aumentará sua contagem total de cards para 52 para cada deck. Isso lhe dará quatro cópias da maioria dos comuns em cada baralho, o que adiciona consistência ao que você está executando. Nesse ponto, você perderá oito cartas de cada baralho. A parte complicada é encontrar cartas para preencher os slots do baralho que não sejam muito poderosas, combina com o tema do baralho e não fará com que seu oponente saia do jogo, mantendo a integridade do jogo.
Estas duas cartas definem cada deck e o que elas fazem. O deck Doom é um deck agressivo que se especializa em habilidades de burn mas falta em defesa enquanto Fantastic Four é um pouco underpowered com excelente defesa no início do jogo com a capacidade de virar o jogo em turnos 5-7 usando personagens fortes com grandes habilidades. você precisará liberar $ 1,00 no CoolStuffinc para finalizar os conjuntos de jogo das cartas acima. Isso traz sua contagem para 54 cartas em cada baralho.
Em seguida, precisamos encontrar seis cartas que combinam com o tema de cada baralho. As cartas devem ser comumente usadas e não muito fortes. Não queremos que outras cartas do baralho pareçam completamente inúteis.
As Moléculas Instáveis ​​e o Edifício Baxter funcionam muito bem juntos e não são muito caros. Ao comprar um jogo de Unstable Molecules por US $ 0,25 cada e duas cópias do Baxter Building a US $ 0,35 cada, você aumenta sua contagem de deck para 60 cartas.
O mesmo vale para esses dois. O Micro-Size e o Doomstadt funcionam muito bem juntos e aumentarão o Dr. Doom para fora de alcance de um ataque no turno sete, fazendo com que o seu oponente ataque em equipe, o que pode lhe render outro turno. O Doomstadt dará ao Micro-Size a capacidade de negar qualquer aumento de combate que seu oponente possa usar. Você precisará de um conjunto de Mico-Size e duas cópias do Doomstadt. Um custo total de US $ 1,70. Este é um custo total de aproximadamente US $ 11,00 para baralhos de dois a 60 cartões, dependendo se você possui ou não Magic the Gathering Sleeves, que eu sugiro fortemente que você use, já que os cartões não estão mais sendo impressos. Depois de comprar esses cartões, sua nova lista deve ser a seguinte.
4 Noah Baxter, CEO da Baxter Industries.
4 Mulher Invisível, Protetor.
4 Luke Cage, Membro da Reserva.
4 Medusa, Medusalith Amaquelin.
4 Cristal, Princesa Elementar.
4 Tocha Humana, Hothead.
2 Ela-Hulk, Jeans Verde.
4 Coisa, homem forte.
2 Sr. Fantástico, Líder.
4 Nêmesis pessoal.
Workshop de 2 Reed.
2 Edifício Baxter.
4 moléculas instáveis.
4 Kristoff Von Doom, bomba-relógio.
4 Boris, Vigia de Doom.
4 Ovoid Mentor, Alien Mentalist.
4 Titania, Big Bad Bully.
4 Volcana, furioso Inferno.
4 Victor Von Doom II, Herdeiro Condenado.
4 Submarino, Monarca Atlante.
2 Homem Dragão, Monstro Experimental.
4 Darkoth, demônio da morte.
2 Dr. Doom, Feiticeiro Científico.
4 Granada Criogênica.
4 Nêmesis pessoal.
2 Laboratório de Doom.
Eu poderia listar o detalhamento de como jogar os dois baralhos, as dicas e truques associados a cada jogada. Importantes decisões de iniciativa e opções de recrutamento, mas isso tiraria a diversão disso. Se você deseja obter mais informações sobre esses decks, quiser solicitar dicas e truques ou apenas uma discussão genérica sobre o blog, por favor, deixe um comentário abaixo.
Para mais informações sobre atualizações do meu blog ou notícias do Vs System, clique no link abaixo e curta a página do facebook.
Lista proibida: 19 de janeiro de 15 Anúncio.
Em 19 de janeiro de 2015, o WOTC anunciou uma alteração na lista proibida / restrita que afeta principalmente o formato moderno. Coincidentemente, o Pro Tour: Fate Reforged está a menos de um mês e Modern é o formato selecionado para o evento. O Meta sofre uma perda de três cartas e assumirá uma reviravolta inesperada com o retorno de outro.
Formato Moderno (Banido)
Cavar através do tempo.
Formato moderno (não mais banido)
Troll da sepultura de Golgari.
Formato Legado (Banido)
Formato Legado (Não Proibido Mais)
Formato vintage (não mais restrito)
Birthing Pod tem sido o centro das atenções do Meta in Modern no ano passado. Quando os jogadores sentavam nas mesas de testes com os decks homebrews esperando levar para o topo ou listas encontradas em grandes torneios após o corte para os oito primeiros, havia uma pergunta que sempre era feita. Pode vencer o Pod? Cada set que entrou no Meta nos últimos dois anos adicionou pelo menos uma criatura à caixa de ferramentas das opções ao usar o Birthing Pod. O Birthing Pod venceu cinco dos doze grandes prêmios no último ano e continua a manter os decks com partidas desfavoráveis ​​fora do Meta. O WOTC sempre apoiou os formatos sendo diversos e, de boa fé, mantendo o formato vivo, o WOTC proibiu o Birthing Pod.
Delver tem sido um deck no Modern que lentamente começou a ganhar atenção desde o segundo semestre do ano passado, mas explodiu em popularidade com o lançamento de Khans of Tarkir devido ao Treasure Cruise. A habilidade de comprar três cartas para um maná azul depois do uso de terras de busca, de viagens baratas e de pensamento é boa. Na verdade, o WOTC acreditava que era bom demais devido a múltiplos arquétipos de deck de sucesso executando o Treasure Cruise. Então, por que banir o Dig Through Time? A resposta é simples. Dig Through Time é o cartão que os jogadores escolherão se o Treasure Cruise nunca existiu. Se o Dig Through Time ocupasse o lugar do Treasure Cruise, os resultados seriam tão diferentes? O WOTC decidiu proibir ambos os cartões. Devido às mesmas razões que o Treasure Cruise é banido no Modern, também é proibido no Legacy e restrito no Vintage.
O efeito DRAGGE da Golgari Grave-Troll terá um impacto interessante sobre o Meta atual para jogadores que querem quebrar & # 8221; O formato. Embora eu não possa dizer com certeza se o veremos em qualquer lista dos oito melhores, o WOTC acreditava que a desoneração do Golgari Grave-Troll aumentaria a variedade do Meta sem causar nenhum impacto significativo.
Além da Sinergia do Worldgorger Dragon com o Animate Dead e algumas outras cartas, o Legacy Format deve ter o mesmo impacto de desbanir o Worldgorger Dragon, já que o Modern Format teria desbanido o Golgari Grave-Troll.
Houve uma época em que a Gifts Ungiven destruiu o formato vintage, fazendo com que fosse restrito. Atualmente, no entanto, o Gifts Ungiven raramente aparece, ocasionalmente sendo visto em decks Vintage de nível 2. Este cartão está de volta e irrestrito.
Esse é o resumo da atualização recentemente anunciada do WOTC para a lista Banido / Restrito. Quais são seus pensamentos? Deixe um comentário abaixo. Queremos saber se você concorda ou discorda das alterações recentes e como isso afetará você. Para mais informações sobre atualizações de blog, MTG News e Cobertura de Eventos, Curta nossa página no Facebook no facebook / MTGFleaMarket.
A História do Sistema Vs Parte 5: X-Stall.
A Marvel's Spiderman foi lançada em setembro de 2004. O set introduziu duas novas equipes no jogo; Amigos de Aranha e Sindicato Sinistro. Nenhum dos quais fez uma aparição imediata em qualquer grande torneio. Na verdade, Web of Spiderman é considerado um dos conjuntos mais fracos em vs. O que a Web do Homem-Aranha nos trouxe foi aproximadamente 10 cartões de suporte para outras equipes que mais uma vez mudariam a meta. Surpreendentemente, esses cartões de suporte forjaram os principais itens básicos do X-Stall.
4 Mestre das Marionetes, Philip Masters.
4 Wolverine, Logan.
4 Roublardes, Absorção de Potência.
4 Jean Grey, Marvel Girl.
4 Professor X, Charles Xavier.
1 Sunfire, Shiro Yoshida.
2 Emma Frost & # 8211; Diretora da Academia de Xavier.
4 Mimic, Calvin Rankin.
4 Professor X, Telepata Mais Poderosa do Mundo.
3 Jean Grey, Força Fênix.
2 Onslaught, Psionic Spawn de Xavier e Magneto.
4 Dodge Acrobático.
4 Filhos do Átomo.
4 Distração Agradável.
2 Estação Espacial Avalon.
O X-Stall é uma peça muito importante da história do Vs System. Foi o primeiro de seu tipo a tentar parar o jogo todo o caminho para completar nove anos, recrutando Onslaught, Psionic Spawn de Xavier e Magneto.
Abusar o Puppet Master é a chave para a sobrevivência neste baralho. Com isso dito, sua decisão de mulligan gira inteiramente em torno de se o Puppet Master está ou não em sua mão de abertura. Rogue e Mimic copiam a habilidade do Puppet Master tornando mais difícil para o seu oponente causar dano. Quando comecei a jogar este deck, eu ficava desanimado quando não atingia a curva perfeita; Mestre das Marionetes, Wolverine, Vampira, Professor X, Charles Xavier, Mimic, Telepata Mais Poderosa do Professor X World, Jean Grey, Força Fênix e Ofensiva, Cria Psionica de Xavier e Magneto. Eu ficaria especialmente nervoso quando meu oponente jogaria vários personagens em um turno. O Puppet Master afeta apenas um personagem e não possui afiliação de equipe. Por causa disso, se o seu oponente planejou corretamente, eles poderiam estrategicamente eliminar o Puppet Master ou tornar sua habilidade inútil ao longo do tempo devido ao seu oponente escolher qual personagem ele / ela esgota. Depois de jogar o baralho por alguns meses, comecei a perceber que atingir a curva perfeita não era a prioridade. A prioridade era simplesmente continuar viva até a oitava. Eu também percebi que mesmo que o Puppet Master ficasse com KO, eu ainda poderia sobreviver facilmente.
O plano de apoio:
Às vezes, ao pilotar este baralho, você encontrará uma situação embaraçosa em que jogar Children of the Atom para recuperar Rogue ou Wolverine na tentativa de selecionar o mestre de marionetes, pois o personagem que você recupera durante a fase de recuperação não funciona. Normalmente, isso acontece porque o seu oponente atordoou mais de um personagem ou encontrou um jeito de KO Puppet Master usando uma habilidade Plot Twist ou Character. Se o Puppet Master se tornar KO, o Rouge e o Mimic de repente se tornarão personagens comuns em um formato em que a média não é boa o suficiente. Se isso acontecer, seu plano deve mudar para que seu oponente descarte sua mão inteira no turno sete. Com o Professor X entrando em jogo, ativando sua habilidade e Rouge copiando o Professor X, seu oponente descarta um total de três cartas no turno cinco. Turn seis é um total de três novamente com a habilidade de Mimic e se você tiver sorte, você terá forçado seu oponente a descartar sua vez seis personagem no turno cinco e seu turno sete personagem no turno seis, garantindo Jean Gray toalhetes o tabuleiro na curva oito.
A X-Corporation é crucial neste baralho. Mesmo com a habilidade de exaurir personagens, a perda de vidas acontece e é por isso que é importante ser agressivo com a ativação da X-Corporation, ganhando quatro pontos de vida descartando uma carta de personagem X-Men. Nós recuperamos esses personagens do cemitério usando Avalon Space Station. Mimic é o único personagem da fraternidade no convés, portanto, esteja atento às suas vantagens ao decidir o que descartar. Se a X-Corporation for ativada descartando-se um personagem X-Men a cada turno a partir do momento em que você puder ativá-lo, você terá ganho 28 pontos de vida até o turno oito.
A decisão final:
Obviamente, a sua vez de jogar oito é recrutar Jean Grey, Phoenix Force. Se você estava seguindo o meu conselho nos parágrafos acima, então você deve ter um personagem chamado Jean Grey em seu cemitério colocado lá pela Estação Espacial Avalon ou pela X-Corporation. Ative Jean Grey durante a etapa de combate ou depois que seu oponente for recrutado para o turno. Se a sua iniciativa for diferente, recrute Onslaught no próximo turno. Em caso afirmativo, repita as etapas que você realizou no último turno até conseguir recrutar o Onslaught em sua iniciativa. Eu estive em situações onde eu limpei o tabuleiro com Jean Grey e joguei ataque em um turno onde meu oponente atacou antes que a habilidade do ataque explodisse, fazendo com que minha resistência ficasse abaixo de zero, então lembre-se, só porque você joga Onslaught significa que você venceu. Você tem que ser tão vigilante nas voltas nove e dez como se fosse três e quatro.
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A História do Sistema Vs Parte 3: Teen Titans.
Com Common Enemy Evening fora o campo de jogo depois de uma corrida dominante com a Big Brotherhood, a meta estava mais uma vez aberta. Os decks da Big Brotherhood tornaram-se escassos, permitindo aos jogadores de Vs “quebrar o formato” com cartas ainda a serem testadas a partir do conjunto DC Origins. O meta estava faltando um bom deck de corrida. Um dos quais emergiu das mesas de testes de Tim Willoughby direto para o 1º lugar no $ 10K Gen Con Indy.
4 Pantha, Sujeito X-24.
3 Dawn Granger ◊ Dove.
4 Tim Drake ◊ Robin, jovem detetive.
3 Donna Troy ◊ Garota Maravilha.
1 Hank Hall ◊ Hawk.
4 Roy Harper ◊ Arsenal.
2 Beast Boy, Garfield Logan.
4 Estrela Vermelha, Leonid Kovar.
3 Bart Allen ◊ Kid Flash.
4 Garth ◊ Tempest.
4 Teen Titans Go!
3 Pressione o ataque.
4 Sacrifício heróico.
4 Savage Beatdown.
Sim senhoras e senhores, Teen Titans! Antes de começarmos, há algumas coisas que precisam ser explicadas sobre esse time. Existem cerca de quatro builds diferentes de Teen Titan do conjunto DC Origins. This article doesn’t cover the future sets released in the years after nor will it cover the other three builds. A lot of players tend to give up on the deck after hours of getting their shit pushed in during playtesting. Usually the reason players lose so much using Teen Titans is because they are taking the four different Teen Titan builds and unknowingly mixing them. If you are inexperienced with Teen Titans meaning you haven’t competed in a tournament with a record above breaking even, or do not know what the other Teen Titan builds are and how they work, I suggest you stick with the above list and really delve into this article, perhaps do some playtesting until you’re comfortable with the deck enough to take it to a tournament.
With that being said, let’s get started. Notice when you look at the list, there are no characters above the cost of five. The reason being is that this version of the deck is intended to grind your opponent turn after turn while using Red Star, Leonid Kovar’s ability which allows you to pay one resource point to have your opponent lose five endurance. The trick to keeping your characters alive during this grind is found in three cards.
Heroic Sacrifice: As an additional cost to play Heroic Sacrifice, stun a non-defending Teen Titans character you control. Exhaust target Teen Titans defender you control and remove all attackers from this attack.
Home Surgery: To play, exhaust a character you control. Recover target stunned character if its cost is less than or equal to the cost of the character you exhausted.
Garth ◊ Tempest: 9/9, Range Teen Titan, Loyalty. Pay 3 endurance >>> Return target card from your KO’d pile to your hand. Use this power only once per turn.
Heroic Sacrifice in combination with Home Surgery works like this; when a larger character attacks, you can play Heroic Sacrifice and your big guy doesn’t get stunned, while your little guy gets stunned instead. You also take no breakthrough damage. Because exhausting a character is a part of the cost of playing Home Surgery and stunning a non-defending character is a part of the cost of playing Heroic Sacrifice, it won’t matter what order the Plot Twists resolve in. This is an incredible two card combo that allows you to survive much longer leading into late game.
Turn 1: Pantha, Subject X-26 and Dawn Granger ◊ Dove are your 1 drop characters. Pantha will get +2 ATK when she attacks and Dawn Granger will get a stat boost based on whether or not Hank Hall ◊ Hawk is in play. You can also Boost her for an additional two resource points to search for Hank Hall and put him into your front row. There is only one copy of Hank Hall ◊ Hawk so if you have to choose between playing Dawn Granger or Pantha, choose Pantha to get the most value out of what’s in your hand unless you can play your only copy of Hank Hall on turn two.
Turn 2: Tim Drake ◊ Robin, Young Detective is what you will always want to play on turn two. His ability states If a team attacker you control would become stunned, you may stun another team attacker you control instead. you can also Boost for an additional two resource points to have Teen Titans characters you control not be stunned while attacking this turn. Your other options are Hank Hall ◊ Hawk who should only be played from your hand if Dawn Granger is in play, and Donna Troy ◊ Wonder Girl, a character you should avoid playing alone.
Turn 3: You have three options on this turn. Your first option and most is to play Roy Harper ◊ Arsenal. His ability is very important later in the game. You can Exhaust a Teen Titans character you control >>> Roy Harper gets +2 ATK this turn. or you can Activate, KO a resource you control >>> Stun target character with ATK less than Roy Harper’s ATK. If you don’t have him you will have other opportunities later in the game to do so. Option two is to play Beast Boy, Garfield Logan. He gets a +1+1 counter every time he attacks or is attacked so you will want to use him in combat as much as possible. If Beast Boy end up being the character you have to play then this is the turn where you need to start using Home Surgery and Heroic Sacrifice. Under no circumstances should you let Beast Boy become KO’ed. Option three is to play Dawn Granger or Hank Hall with Boost.
Turn 4: If you have the initiative this turn, Red Star, Leonid Kovar is an absolute must. His ability is as follows: Whenever Red Star becomes powered-up, he cannot be stunned while attacking this turn. Pay 1 resource point >>> Target player loses 5 endurance. Use this power only once per turn and only if you control another Teen Titans character. From this point forward in the game you need to always try and manipulate your resources to use Red Star’s Burn ability. This is also the turn when you will be grinding out your opponent using Home Surgery and Heroic Sacrifice. Also Power-up Red Star during this turn and every other turn using the Location Tamaran. If you do not have the initiative this turn then play Bart Allen ◊ Kid Flash. He lets you Exhaust a Teen Titans character you control >>> Ready Bart Allen. Use this power only once per turn. Activate >>> Target Teen Titans character has reinforcement this turn. Use him to give your characters reinforcement and take minimal damage. If you can, using Home Surgery with Bart Allen, sometimes allows you to recover him after he’s been stunned in a turn and counterattack back by exhausting another Teen Titan Character to ready him.
Turn 5: The majority of the time you will want your initiative on evens. This means you will be playing defensively on odd turns. Assuming you are on the defensive this turn, you have two plays to make. If you have a copy of Heroic Sacrifice and Home Surgery there is no need to play Garth ◊ Tempest. (Your only five cost Character) Instead you need to play Bart Allen and activate Red Star’s ability to burn your opponent for five. Remember, burning your opponent out with Red Star’s ability is your main objective. If you have the initiative this turn and/or played Bart Allen last turn, play Red Star and subsequently use his ability to burn your opponent with the remaining resource point. Something else to consider when you’re on the play and only when your side of the field have not lost any characters since turn one is to use Red Star’s ability and spent the remaining four resource points to play and Boost Tim Drake ◊ Robin, Young Detective. He will allow you to team attack without your guys being stunned. Follow this up with the Teen Titans Go! Plot twist to ready your team attackers and attack again, minimizing your opponents character count down to one at the start of the recovery phase.
Turn 6: If you notice, there are no characters in this deck with a cost of six or more. However, there are plenty of tricks you can do. if you still have a copy of Home Surgery and Heroic Sacrifice then Use Red Star’s ability to burn for five, recruit another copy of Red Star killing the first and use the newly recruited Red Star’s ability to burn for another five. Another option is to Burn your opponent for five and play Garth ◊ Tempest. His ability will let you pay 3 endurance to return any card from your KO’ed pile to your hand. You will generally use him to return Heroic Sacrifice or Home Surgery to your hand in order to continue grinding your opponent out of the game. Regardless of what you do, you will need to abuse Roy Harper’s ability and stun your opponent’s character.
Turn 7: You should have already won the game by this point. If you haven’t, use any combination of characters needed to win you the game. If you’re on the defensive you can use Garth’s ability to return Home Surgery from the graveyard to your hand, recruit another copy of Garth and return Heroic Sacrifice to your hand with his ability. Use Red Star’s ability next and that should win you then game. If you’re on the offensive this turn then use whatever means necessary to deal as much damage as possible. Just don’t forget to use Red Star’s Ability.
Plot Twists that ready your characters giving them the ability to attack again:
Plot Twists that assist in delaying the game:
Plot Twists used to increase damage:
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The History of Vs System Part 1: Big Brotherhood.
The first set brought to the Vs Community was Marvel Origins. It was released in April of 2004 and contained X-Men, Brotherhood, Doom, Fantastic Four, Sentinels, Skrull, and Negative Zone. The set contained 220 cards and plenty of diversity. As you may know, decks change with the popularity and success of other decks. This is the core concept of a metagame. With only seven teams and only 220 cards to choose from, it was very frustrating to make a team work when there weren’t as much support for that team as there would be for another. Out of the seven teams, one emerged victorious and clearly superior in the tournament scene. The team was Brotherhood and the deck was Big Brotherhood.
4 Toad, Mortimer Toynbee.
4 Quicksilver, Pietro Maximoff.
4 Quicksilver, Speed Demon.
4 Mystique, Raven Darkholme.
4 Mystique, Shape-Changing Assassin.
4 Sabretooth, Feral Rage.
2 Sabretooth, Victor Creed.
4 Blob, Fred Dukes.
4 Magneto, Eric Lehnsherr.
4 Magneto, Master of Magnetism.
4 Acrobatic Dodge.
4 Avalon Space Station.
Other decks in Vs at the time were tier 2 at best in performance. There was no synergy with other decks that compared to the synergy big brotherhood gave. Big Brotherhood stampeded the metagame. In 2004, when you played the deck it felt like you were cheating as long as you did not play the mirror matchup. Why is this you ask? Two cards, Avalon Space Station, and Lost City.
Lost City: If a Brotherhood character you control would become powered-up, that character gets +3 ATK and +3 DEF for this attack instead.
Avalon Space Station: Activate, discard a card from your hand -> Return target character card from your KO’d pile to your hand. Activate, discard a Brotherhood character card from your hand -> Return two target character cards from your KO’d pile to your hand.
Powering up is a feature in Vs that allows you to discard a character card that has the same name as a character card in play to give it +1/+1 until the end of combat. Lost City changes that to +3/+3. Avalon Space Station allows you to discard any Brotherhood character card to return two Brotherhood character cards from the graveyard to your hand. Thus, allowing you to utilize lost city up to two additional times for a total of +9/+9 to one character. There is another rule regarding locations. Unless specified on the card, all locations are unique. This means only one location with the same name can be face-up on the field at one time. Should you flip a second location that is unique face-up, the first location is sent to the graveyard. Because of this, Lost City does not stack; however, you will get an additional use out of Avalon Space Station. Let’s take a look at how the deck plays out.
Turn 1: There are no characters in this deck with a cost of 1.
Turn 2: Toad, Mortimer Toynbee is your 2 drop. His ability allows you to return him to your hand when he is stunned. Toad then becomes food for Avalon Space Station, gaining pure value. Make sure you don’t return him to your hand until you’re in a situation where one of your characters will die during the recovery phase if you don’t. This allows you to maximize Toad’s value and damage. You don’t have a higher drop whose name is Toad so don’t wait around for one.
Turn 3: 4 Quicksilver, Pietro Maximoff and Mystique, Raven Darkholme are your three drops. Quicksilver, Pietro Maximoff has a burn ability that’s good when you’re on the defense. Be careful of Mystique, Raven Darkholme’s ability. Don’t abuse her with lost city for a damage overload as her ability will dramatically lower it. Use her strategically. Both Quicksilver and Mystique have higher cost character versions so be on the lookout for them. During combat this turn is when you will want to return Toad back to your hand and use Avalon Space Station to replenish your hand. Don’t make the mistake of dumping your hand at this point in the game. You will slowly bleed yourself out of your power-ups by turn 6.
Turn 4: 4 Sabretooth, Feral Rage and Blob, Fred Dukes are your 4 drops. Sabretooth is going to be the character that does the most damage. Although he requires you to discard a Brotherhood character card to play him, he is an 11/7 with a six cost version of him for added lost city abuse. Sabretooth is the character you will want to see on turn four. Blob should be the Character you discard to Avalon Space Station at the end of every turn. If you run into a situation where you have to use Blob on turn four that’s ok, just prepare your hand to abuse lost city on turn six when you play your higher cost Sabretooth.
Turn 5: This turn requires a lot more strategy. The problem is that all characters in Vs are unique. Just like locations, if a character with the same identity comes into play under your control, you choose which version of the character you keep and sacrifice the other. As you can imagine, if we play Quicksilver, Speed Demon on this turn, and we have kept our 3 drop Quicksilver, we are one less character. The same goes for Magneto, Eric Lehnsherr. We need to be thinking ahead in preparation for our turn seven. It’s very easy to lose track of the long term plan and bleed ourselves out of character and card advantage.
Turn 6: We have our 6 drop Mystique, Shape-Changing Assassin and Sabretooth, Victor Creed. Our lower drops will fuel lost city. You should expect the game to either end on this turn or turn 7.
Turn 7. Magneto, Master of Magnetism is your only seven drops. On this turn you will want to utilize every one of your Avalon Space Stations. Activate your existing one and flip your duplicate. This will kill your previous Avalon Space Station and allow you to get activations out of the one you just flipped. Repeat the process for each Avalon Space Station you own in your reasorce row in conjunction with your Lost City triggers.
You may be wondering why the plot twist package is the way it is in this decklist. It’s because Big Brother’s only bad matchup is Big Brother. All other decks at the time were such a good matchup that all you needed was Lost City and Avalon Space Station. This left 14 slots specifically for the Mirror Matchup. Relocations deal with your opponent’s Lost City or Avalon Space Station. Overload will stun a character that has been beefed too high with Lost City. Acrobatic Dodge negates a Lost City trigger, and Burn Rubber will deal with any reinforced character late game when it’s time to go all out.
Get Familiar with your character’s abilities. Don’t get so wrapped up with Lost City and Avalon Space Station that you forget what your characters on the board actually do.
Use Lost City Sparingly. Remember, Avalon Space Station returns two characters for an exchange of a Brotherhood character. If you power up a character twice, activate Avalon Space Station, and power up twice again in that same turn, you will have discarded three cards. Again, don’t bleed yourself.
Toad and Blob do not have as high of a power-up probability as other characters that have multiple versions of them in the deck. Refrain from Playing Blob and use Toads ability as soon as he is stunned on turn three. This lets you discard them to Avalon Space Station instead of discarding the characters you need for powering up.
Big Brotherhood wiped the first 10K tournament landing the first place slot. Even to this day, if a player isn’t familiar with how to deal with it, they will lose by turn six. For more information on updates to my blog or Vs System news, click the link below and like the facebook page.

The TCG Corner.
Magic The Gathering-Marvel Vs. DC-Hearthstone: Heros of Warcraft-Yugioh.
Marvel Trading Card Game.
The Think Tank: Concepts Yet to be Abused in Vs System.
Delving into other competitive TCG’s is a good way to sharpen your skills at both creative deckbuilding and problem solving. There are many concepts that exist in one game but have yet to be discovered in another. Por exemplo; one TCG may have a “Burn” concept such as Magic the Gathering while another may still need to be broken-in. Much like Yu-Gi-Oh was in the game’s early form of tournament development. Today on the Think Tank we will be discussing those concepts and cards associated with them to possibly form decks that have yet to be discovered.
Like many winning combos in TCG’s, this one involves graveyard recursion, a sacrificial outlet, and a character that returns the graveyard recursion back to the owner’s hand. This strategy requires the Doom and Masters of Evil Team Affiliations and the ability to cross them over. Sacrifice Rama-Tut to Devil’s Due putting a +1+1 counter on a character you control an infinite number of times. Having more than one character with infinite +1+1 counters will ensure breakthrough damage, winning the game. There are several cards in both affiliation categories that give aid to the concept but remember, Hard Sound Construct puts the character in to play, it does not recruit it.
The idea of pass the rock is to use Darkseid, Omega’s ability to swap The Rock of Eternity and a resource your opponent controls in order to lock your opponent out of combat for the rest of the game. This card combination has been the talk of an alternate win condition in decks like Deep Green but there has been no real follow through as far as sound competitive decks.
Although the idea of Hand Lock has been around since DC’s Justice League of America set came out in November of 2005, Vs players have yet to bring the deck to the competitive scene. The plan is to give your opponent an overabundance of card advantage that he can’t really use. The Joker, Headline Stealer locks your opponent out of any additional Plot Twists and since you cannot play Locations from your hand and are limited in recruiting your Characters based on the amount of resource points you have, making your opponent draw over six cards a turn really isn’t an issue. The deck wins by using Scarecrow, Phycho Psychologist’s ability to burn your opponent for each card in his/her hand.
Post your thoughts or decklists on these subjects in the comment section and lets talk about them and remember For more information on updates to my blog or Vs System news, click the link below and like the facebook page.
The History of Vs System Part 7: Honor Among Thieves.
Marvel Knights released its content to the Vs Community and provided players with access to new team affiliations. X-Stall, League of Brotherhood, Common Enemy and other Control Decklists overran the meta calling for faster, more aggressive decks to enter the format. Due to the flood of control decks in the format, players were torn between two different play styles. Control players, and players who attempted to win on or before turn six.
Honor Among Thieves.
4 Vulture, Adrian Toomes.
4 Chameleon, Dmitri Smerdyakov.
3 Mendel Stromm, Robot Master.
4 Stilt Man, Wilbur Day.
4 Hammerhead, Gangster.
4 Cobra, Klaus Vorhees.
4 Mysterio, Quentin Beck.
1 Mr. Hyde, Calvin Zabo.
1 Owl, Leland Owlsley.
4 Rhino, Alex O’Hirn.
1 Masked Maurader, Frank Farnum.
2 Carnage, Cletus Kasady.
4 Honor Among Thieves.
4 Blown to Pieces.
Honor Among Thieves teams up Crime Lords and Sinister Syndicate. It also gives your characters with a cost of three or less +1 ATK. This attack boost is permanent, not just when the character attacks. That piece of information is very important as it is the cornerstone of this deck.
Unlike most decks where if you wing it you may get win, so long as you don’t miss any drops, if you don’t play the deck properly you will lose, hard. Honor Among Thieves’ specific play style was a complete counter-balance to what decks were floating around in the meta at the time. At this point in history players either ran control decks or curve decks.
Control Decks: Honor Among Thieves relies on pure aggression by playing multiple characters in one turn. Especially on turn four. Decks like X-Stall have a very hard time dealing with decks that played multiple characters in one turn. Once X-Stall had to make the choice of keeping Rogue or Puppet Master, they are usually on a downward slope to a loss.
Curve Decks: Curve Decks are intended to make every drop with the corresponding character cost for that turn. Attacking characters on your initiative and boosting the attack to stun your opponents attacking characters on theirs is how you beat curve decks with Honor Among Thieves.
Turn 1: Vulture, Adrian Toomes, or Chameleon, Dmitri Smerdyakov, are the two characters you want to play this turn. Mendel Stromm, Robot Master shouldn’t be played unless it is in conjunction with another character. His ability isn’t going to be very good unless you have an additional character to play with him. One of the best plays you can make this turn is to play Vulture, flip Doc Ock’s Lab, and attack with the Flying Kick Plot Twist for a total of eight damage. In addition you will gain any breakthrough in endurance. Being as aggressive as possible in the first two turns will most likely determine the outcome of the match. Abusing Doc Ock’s Lab is important so you will want to activate it regardless of how much life you spend.
Turn 2: There are a lot of turn two plays you can make with this deck. If you have the option of choosing between different play options in your hand here are a few general guidelines.
Stilt Man, Wilbur Day, is in the deck as a Crime Lords Character to meet Honor Among Thieves’ requirements for activation and to keep up with Beast Boy from the Teen Titans and B&B Decks. If your opponent is playing either of those decks or other decks that give characters +1+1 counters then Stilt Man is the character of choice, otherwise go with other options.
Cobra, Cobra, Klaus Vorhees will allow you to search for Mr. Hyde, Calvin Zabo. This will take care of your turn three strategy. There are no specific or generic search cards in this deck aside from Cobra searching for Hr. Hyde. There are other turn three characters in the deck so if you feel as if you have a better turn three plan then you will need to move on in this article.
Hammerhead is the card you want when you are anticipating your opponent to have fewer characters then you within the first three turns. Running Vulture into your opponent’s two drop (assuming they played nothing on turn one) will allow Hammerhead to get in for eight damage with the help of Dock Ock’s Lab. Best case scenario, If you followed the game plan for turn one, then you will have dealt around 18 damage within the first two turns.
Turn 3: If by turn three you haven’t had the opportunity to play a Crime Lords Character in order to activate Honor Among Thieves then there are a few tricks you can do to fix that. Chameleon is excellent for getting around affiliation issues. Using his ability can temporarily grant him the Crime Lords team affiliation. Otherwise you can recruit Rhino, Alex O’Hirn. You shouldn’t worry about life loss in this deck. Vulture causes you to break even in the end.
Mysterio, Quentin Beck should be boosted on turn four, allowing a second Mysterio to be played. Remember, the purpose of the deck is to have more Characters then your opponent between turns four and five. If you are on the even initiative then you will need to evade both Mysterio in order to preserve your attack strategy for turn five.
At this point in time you should be running into multiple copies of Blown to Pieces. Chameleon can assume an additional team affiliation so by choosing the Underworld team affiliation, you can bluff Blown to Pieces to be in your resource row. Blown to Pieces will give a defender +3 ATK. If Blown to Pieces is in your resource row and you control a Crime Lords character and an Underworld character, that defender gets an additional +2 ATK this attack and you may replace Blown to Pieces. This has good synergy with hitting an Uprising or Honor Among Thieves.
If you were as aggressive as possible and you have a few Honor Among Thieves online, playing Carnage, Cletus Kasady, will set your characters attack stats to above average. The Uprising Plot Twist will add another +2 ATK to all your characters that attack a character with a higher cost. Playing one or more Uprisings combined with Carnage and multiple Honor Among Thieves will end the match in your favor. You need to make the most out of every turn by dealing as much damage as possible to your opponent. Don’t waste any valuable Plot Twists and don’t miss your Dock Ock’s Lab triggers.
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From Starter Deck to Structure Deck: Doom and Fantastic Four.
Although the majority of Vs cards now have significantly dropped in price, many of the good staples are still around $2.99 a piece. Playing a competitive Vs Deck can still set you back $50.00 – $100.00. This tends to push players away when considering starting or even getting back into the game.
From 2004 – 2006, I was at the top of my playgroup winning tournament after tournament in the local scene. I decided to “take it up a notch” by running decks that were considered to be over the top or completely unfair, decks such as Fate Squad, Deep Green, and X-Stall (the Gamma Bomb Version). I wanted to prove that I was the best beyond a shadow of a doubt. The issue with this is that everyone else in the local scene was running tier three decks like Dr. Doom (The Herald of Galactus Block Version), JSA, and Kang.
For those of you who don’t know and without going too much into detail, Fate Squad is a Squadron Supreme, Thunderbolts team affiliation with Fate Artifacts and cards to support them. If built properly and played against anything less than a tier two deck, it can win as early as turn four. For the next three months I would win first place every week, winning consistently on turn four. While i was on my winning streak, basking in the glory of being the best player, players slowly started to lose interest in Vs System saying things like; this deck is too broken, or Fate Artifacts should be banned. Our group dwindled from a solid 15 players to a measly four. Playing devil’s advocate; if the local Vs players were that concerned with Fate Squad or any other tier one deck they could actually do research and fix their deck accordingly but that didn’t stop the local players from giving up. The Vs System scene in my area died with me on top but it came with a price. The lesson I learned was that not only should i have taken the time to pass the knowledge I learned from playing to others over the years, but i shouldn’t have tried to smash such weaker decks with such a competitive one which brings me to the point of this article.
Vs System is a lot of fun. From do it yourself deck projects to fighting it out using your favorite comic book characters. Competitive play unfortunately sometimes takes the fun out of the game. Players who no longer have their collection or new players looking to have fun with the game will most likely stray due to lack of funds or fear of failure to better decks. Upper Deck released a series of Starter decks pinning famous teams against the team’s most common antagonist.
The Starter decks themselves contain one Vs System Rulebook, one Vs System Quick Start Guide, and two 26 card decks. Tudo que você precisa para começar. The decklist for this product is listed below:
2 Noah Baxter, CEO Baxter Industries.
2 Invisible Woman, Protector.
2 Luke Cage, Reserve Member.
2 Medusa, Medusalith Amaquelin.
2 Crystal, Elemental Princess.
2 Human Torch, Hothead.
1 She-Hulk, Green Jeans.
2 Thing, Strongman.
1 Mr. Fantastic, Leader.
2 Personal Nemesis.
1 Reed’s Workshop.
2 Kristoff Von Doom, Ticking Time Bomb.
2 Boris, Doom’s Caretaker.
2 Ovoid Mentor, Alien Mentalist.
2 Titania, Big Bad Bully.
2 Volcana, Raging Inferno.
2 Victor Von Doom II, Doomed Heir.
2 Sub-Mariner, Atlantean Monarch.
1 Dragon Man, Experimental Monster.
2 Darkoth, Death Demon.
1 Dr. Doom, Scientific Sorcerer.
2 Personal Nemesis.
1 Cryonic Grenade.
1 Doom’s Laboratory.
This looks good after opening the package but the card count is only 26 cards per deck. After a couple of games you tend to get tired of playing the decks. This is an issue with any starter deck in Vs. Many times you will wind up not drawing the proper cards, miss your character drops, or have to use your characters as resources. This can be very frustrating when all you want to do is enjoy a game of Vs System with an old friend where the decks are even and the environment is lax.
Changing these decks to 60 cards is a lot easier and less expensive then you may think. You can obtain a FF/Doom Starter deck for as little as $2.30. You will need to purchase two copies of these decks. This will bring your total card count up to 52 for each deck. This will give you four copies of the majority of the commons in each deck, which adds consistency to what you are running. At this point you will be missing eight cards from each deck. The tricky part is finding cards to fill the deck slots that aren’t too powerful, goes with the theme of the deck, and won’t make your opponent rage quit the match while still keeping the integrity of the game.
These two cards pretty much define each deck and what they do. The Doom deck is an aggressive deck that specializes in burn abilities but lack in defense while Fantastic Four is a little underpowered with excellent defense early in the game with the ability to turn the game around turns 5-7 using strong characters with great abilities. you will need to drop $1.00 at CoolStuffinc finishing out the play sets of the above cards. This brings your count to 54 cards in each deck.
Next we need to find six cards that go with the theme of each deck. The cards must be commonly used card and not too overpowered. We don’t want to make other cards in the deck seem completely useless.
Unstable Molecules and Baxter Building work very well together and are not very expensive. by purchasing a play set of Unstable Molecules at $0.25 each and two copies of Baxter Building at $0.35 each you move your Fantastic Four deck count to 60 cards.
The same goes for these two. Micro-Size and Doomstadt work very well together and will boost Dr. Doom out of range of an attack on turn seven, causing your opponent to team attack, possible biding you another turn. Doomstadt will give Micro-Size the ability to negate any combat boosts you opponent may use. You will need a play set of Mico-Size and two copies of Doomstadt. A total cost of $1.70. This is a total cost of approximately $11.00 for two-60 card decks, depending on whether or not you own Magic the Gathering Sleeves which I strongly suggest using since the cards are not longer being printed. After buying these cards, you new list should be as follows.
4 Noah Baxter, CEO Baxter Industries.
4 Invisible Woman, Protector.
4 Luke Cage, Reserve Member.
4 Medusa, Medusalith Amaquelin.
4 Crystal, Elemental Princess.
4 Human Torch, Hothead.
2 She-Hulk, Green Jeans.
4 Thing, Strongman.
2 Mr. Fantastic, Leader.
4 Personal Nemesis.
2 Reed’s Workshop.
2 Baxter Building.
4 Unstable Molecules.
4 Kristoff Von Doom, Ticking Time Bomb.
4 Boris, Doom’s Caretaker.
4 Ovoid Mentor, Alien Mentalist.
4 Titania, Big Bad Bully.
4 Volcana, Raging Inferno.
4 Victor Von Doom II, Doomed Heir.
4 Sub-Mariner, Atlantean Monarch.
2 Dragon Man, Experimental Monster.
4 Darkoth, Death Demon.
2 Dr. Doom, Scientific Sorcerer.
4 Cryonic Grenade.
4 Personal Nemesis.
2 Doom’s Laboratory.
I could list the breakdown of how to play the two decks, the tips and tricks associated with every play. Important initiative decisions and recruiting options but that would take the fun out of it. If you wish for more information on these decks, want to request tips and tricks or just have a generic discussion about the blog, please leave a comment below.
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The History of Vs System Part 6: League of Brotherhood.
Superman, Man of Steel was released in November 2004. Like Web of Spiderman, the set was underpowered compared to the Marvel and DC Origins sets and just like Web of Spiderman; Superman, Man of Steel released supporting cards to increase the effectiveness of decks already in the Meta such as Teen Titans and B&B. The majority of the support seemed to lean toward the League of Assassins team affiliation. Among many cards release for the team, one card in particular stood out.
Merlyn, Deadly Archer’s Ability Allows you to KO a character with a cost less than the number of locations you control on your attack step. Players that saw the potential in this card asked themselves two questions.
1. What team affiliation has the most support for Locations besides League of Assassins?
2. Is there a Location to team them up so as to not lose the effectiveness of Merlyn’s ability?
The first answer is obvious. Big Brotherhood was a deck with very strong Location support. Adding Merlyn and the League of Assassins Location package to the mix would prove to be devastating. The answer to the second question would seal the deal in the player’s deck choice to once again break the format.
Metropolis was the first Location of its kind to provide a generic team up. The League of Assassins as a whole was too weak to support any type of abuse for Merlyn. Metropolis not only allows for multiple copies of it face up at one time but it lets you team up with another team affiliation for added location support such as Brotherhood.
League of Brotherhood.
4 Talia, Daughter of the Demon’s Head.
4 Quicksilver, Pietro Maximoff.
4 Quicksilver, Speed Demon.
4 Mystique, Raven Darkholme.
3 Mystique, Shape-Changing Assassin.
4 Magneto, Eric Lehnsherr.
3 Magneto, Master of Magnetism.
1 Ra’s Al Ghul, Master Swordsman.
1 Ra’s Al Ghul, The Demon’s Head.
4 Merlyn, Deadly Archer.
4 The Demon’s Head.
4 Tower of Babel.
4 Avalon Space Station.
4 Mountain Stronghold.
1 Flying Fortress.
If you haven’t read The History of Vs System Part 1: Big Brotherhood please read the article before reading further. The article contains tips and tricks to using “The Brotherhood” portion of this deck. if you don’t know the full aspect of how to effectively run that deck, adding the League of Assassins package isn’t going to help and possibly make your game play worse.
The Location Package:
For the more knowledgeable Vs player, the deck is the earliest recorded stages of Deep Green, a location heavy deck that revolves entirely around abusing Merlyn and other characters like him. The purpose of this deck is to utilize the League of Assassins support that was added to the Big Brotherhood deck such as Mountain Stronghold’s Tutor ability, Flying Fortress to give your attacking character flight, Lazarus Pit to keep your characters from getting KO’ed and Tower of Babel to stop team attack options or prevent team specific character pumps and abilities while simultaneously utilizing Merlyn’s ability to the fullest extent.
I can’t stress enough how important it is to play Merlyn on turn four. Merlyn’s ability only works during your attack and only if he has a cosmic counter so keeping him from becoming stunned is key. Using Lost City and Avalon Space Station will easily prevent him from becoming stunned so if they are not online, The Demon’s Head should be used to retrieve them.
Ensure that every resource in your resource row is either a Location or The Demon’s Head. The Demon’s Head should be played only when one of your characters would become a defender. You must exhaust a character upon playing The Demon’s Head. With that in mind, you should only activate it if you know that character will become stunned.
The Deck runs exactly like Big Brotherhood so again, if you haven’t read The History of Vs System Part 1: Big Brotherhood, you need to read it. The League of Assassins support is the only changes made to the original list with the exception of Relocation being taken out for Have A Blast!
Big Brotherhood had little to no support for an eight cost character, much less a character that you could power up with Lost City and use for food when activating Avalon Space Station early in the game. Should the game drag into turn eight, Ra’s Al Ghul, The Demon’s Head will allow you to flip multiple copies of lost city and Avalon Space Station.
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The History of Vs System Part 5: X-Stall.
Marvel’s Web of Spiderman was released in September 2004. The set introduced two new teams to the game; Spider Friends and Sinister Syndicate. Neither of which made an immediate appearance in any major tournaments. In fact, Web of Spiderman is considered to be one of the weaker sets in Vs. What Web of Spiderman did bring us was approximately 10 support cards for other teams that would once again change the meta. Surprisingly those support cards forged the main staples behind X-Stall.
4 Puppet Master, Philip Masters.
4 Wolverine, Logan.
4 Rogue, Power Absorption.
4 Jean Grey, Marvel Girl.
4 Professor X, Charles Xavier.
1 Sunfire, Shiro Yoshida.
2 Emma Frost – Headmistress of Xavier’s Academy.
4 Mimic, Calvin Rankin.
4 Professor X, World’s Most Powerful Telepath.
3 Jean Grey, Phoenix Force.
2 Onslaught, Psionic Spawn of Xavier and Magneto.
4 Acrobatic Dodge.
4 Children of the Atom.
4 Pleasant Distraction.
2 Avalon Space Station.
X-Stall is a very important piece of Vs System history. It was the first of its kind to attempt to stall the game all the way to turn nine, recruiting Onslaught, Psionic Spawn of Xavier and Magneto.
Abusing Puppet Master is the key to survival in this deck. With that being said, your decision to mulligan revolves entirely around whether or not Puppet Master is in your opening hand. Rogue and Mimic copies Puppet Master’s ability making it harder for your opponent to deal damage. When I first started playing this deck I would get discouraged when i didn’t hit the perfect curve; Puppet Master, Wolverine, Rogue, Professor X, Charles Xavier, Mimic, Professor X World’s Most Powerful Telepath, Jean Grey, Phoenix Force and Onslaught, Psionic Spawn of Xavier and Magneto. I would especially get nervous when my opponent would play multiple characters in a turn. Puppet Master only affects one character and has no team affiliation. Because of this, if your opponent planned correctly, they could strategically weed Puppet Master out or make his ability useless over time due to your opponent choosing what character he/she exhausts. After playing the deck for a few months i started to realize that hitting the perfect curve was not the priority. The priority was simply staying alive until turn eight. I also realized that even though Puppet Master would get KO’ed, i could still easily survive.
The Backup Plan:
Sometimes when piloting this deck you will run into an awkward situation where playing Children of the Atom to recover Rogue or Wolverine in an attempt to select puppet master as the Character you recover during the recovery phase keeping the stall engine going doesn’t work. Usually this is because your opponent has stunned more than one character or found a way to KO Puppet Master using a Plot Twist or Character ability. If Puppet Master becomes KO’ed, Rouge and Mimic suddenly become average characters in a format were average isn’t good enough. If this happens your plan should switch to making your opponent discard his/her entire hand by turn seven. With Professor X coming into play, activating his ability and Rouge copying Professor X, your opponent discards a total of three cards on turn five. Turn six is a total of three again with Mimic’s ability and If you’re lucky, you will have forced your opponent to discard his turn six character on turn five and his turn seven character on turn six, ensuring Jean Grey wipes the board on turn eight.
X-Corporation is crucial in this deck. Even with the ability to exhaust characters, loss of life happens which is why it is important to be aggressive with activating X-Corporation, gaining four life by discarding an X-Men Character card. We get those characters back from the graveyard by using Avalon Space Station. Mimic is the only Brotherhood Character in the deck so be mindful of his advantages when deciding what to discard. If X-Corporation is activated by discarding an X-Men Character every turn from the moment you can activate it, you will have gained 28 life by turn eight.
The Final Decision:
Obviously your turn eight play is to recruit Jean Grey, Phoenix Force. If you were following my advice on the paragraphs above then you should have a character named Jean Grey in your graveyard put there by either Avalon Space Station or X-Corporation. Activate Jean Grey during the combat step or after your opponent has recruited for the turn. If your initiative is odds then recruit Onslaught next turn. If it is even, repeat the steps you took last turn until you’re able to recruit Onslaught on your initiative. I’ve been in situations were I cleared the board with Jean Grey and played onslaught on a turn where my opponent attacked before onslaught’s ability went off, causing my endurance to go below zero so remember, just because you play Onslaught doesn’t mean that you win. You have to be just as vigilant on turns nine and ten as you would be turns three and four.
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The History of Vs System Part 4: The Brave and the Bold.
If you haven’t read The History of Vs System Part 3: Teen Titans then I suggest you go and read that article before reading further. This article will make much more sense. Shortly after Teen Titans became a part of the meta, people began experimenting with the Gotham Knights, Teen Titans variants of the deck. What did Gotham Knights do to the.
deck that set it apart from the traditional Teen Titan builds you ask? The answer is found in this two card combo.
Dynamic Duo: Gotham Knights characters cannot be stunned while team attacking this turn.
Ongoing: Exhaust two Gotham Knights characters you control >>> Turn Dynamic Duo face down.
GCPD Headquarters: Whenever three or more Gotham Knights team attackers you control stun a defender, KO that defender. Activate >>> Target Gotham Knights defender with a cost of 3 or less has reinforcement this attack.
Teen Titans are more commonly known for their uncanny ability to team attack and ready those same characters several times in one turn. The weakness behind this strategy is that those team attackers have no real way of ensuring those Characters stay alive. With Dynamic Duo that problem becomes solved and with GCPD Headquarters the Characters you stun while team attacking with three or more characters become KO’ed. If you are able to ready your Characters twice in one turn using Teen Titans Go! after flipping Dynamic Duo and having GCPD Headquarters online, you can KO three characters in one turn. Lets take a look at a basic B&B list and how it works.
4 Alfred Pennyworth, Faithfull Friend.
4 Mirage, Miriam Delgado.
2 Dawn Granger ◊ Dove.
2 Hank Hall ◊ Hawk.
3 Beast Boy, Garfield Logan.
2 Roy Harper ◊ Arsenal, Sharpshooter.
4 Terra, Tara Markov.
4 Garth ◊ Tempest.
1 Batman, Caped Crusader.
1 Connor Kent ◊ Superboy, Tactile Telekinetic.
1 Raven, Daughter of Trigon.
4 The Brave And The Bold.
1 Worlds Finest.
4 Teen Titans Go!
2 Heroic Sacrifice.
3 GCPD Headquarters.
The easiest way to explain the way this decks works is through phases.
Phase 1: The Set-Up.
Your first phase is the most important. Alfred Pennyworth’s ability will only activate if you control another Gotham Knights character so your first few turns are going to be dedicated solely to getting Alfred Pennyworth on the board and The Brave And The Bold online. It’s crucial that the two teams are crossed over because a lot of your cards affect only Gotham Knights characters while your main Character curve is mostly Teen Titans. The set-up phase generally lasts two turns. During those turns you will only be playing combinations of the cards you see above. Your main priority is to team up Teen Titans and Gotham Knights together and to have Alfred Pennyworth and Mirage on the board. Mirage is important because when you play her you can reveal a Teen Titans Character from your hand and give her an additional team affiliation (Gotham Knights). This will allow Alfred Pennyworth to activate and Bat Signal to be used without having The Brave And The Bold online yet (if needed). A really good trick to use is to play Alfred Pennyworth on turn one and on turn two when Alfred Pennyworth becomes ready, activate Optitron and use one resource point to search your deck for Mirage and put her into your hand and play her using your remaining resource point. We call this technique under dropping. By turn two you should have both characters on the board. Mirage should be in the front row and Alfred Pennyworth should be in the support row directly behind her, forcing your opponent’s non-flight character to attack Mirage instead of Alfred Pennyworth. There is a risk of both characters being stunned in combat depending on how many characters your opponent has recruited, forcing you to choose between the two. If this happens, use a Bat Signal on Mirage to search for a character needed for the future turns and use Alfred Pennyworth to search out an important Plot Twist. You will need him as a discard outlet later in the game.
Phase Two: The Defense Grid.
The goal during this phase is to survive with the maximum amount of characters on the board as possible while taking as little damage as possible. Beast Boy is your primary character of choice and should have either been drawn or fetched using Bat Signal and GCPD Headquarters gives your characters played so far reinforcement. If your read my article of Teen Titans than you would know how amazing Heroic Sacrifice and Home Surgery work together. Just remember that if you can save this two card combo for turns four and five then do it. From this point forward Beast Boy needs to be getting at least one +1+1 counter on him every turn.
Phase Three: Terra.
Terra, Terra Markov gives us the ability to stun a character with a cost of three or less by replacing a location you control. This is not only good, but combine it with USS Argus and its pure advantage. USS Argus says If you would draw a card during the draw phase, skip that draw instead. Activate >>> Look at the top four cards of your deck. Put one of them into your hand. Put the rest on the bottom of your deck in any order. Use this power only during the build phase and only if you control a Teen Titans character. you shouldent flip USS Argus unless you are planning to have Terra online that turn. If you choose not to follow this advise, you will technically be drawing one less card a turn and will more than likely lose because of it. If you choose to follow my advise however, you can flip and activate USS Argus during the build phase (resulting in drawing a total of three cards that turn) play Terra and activate her before the end of the tun destroying USS Argus and stunning a character with a cost of three or less. Remeber, the purpose of these set-ups are to ultimately prepare your board for phase four. If you dont have USS Argus, use Optitron for Terra’s ability. GCPD Headquarters should be the last Location you replace when using Terra’s ability and only if you have another copy of it.
Phase Four: The Board Whipe.
Everything you have done so far has led up to this moment. On this turn you will be Team attacking using the previous characters you played and the cards you see above. You goal is to KO every character your opponent has played so far. The majority of the time that will only happen if you have two copies of Teen Titans Go! and Garth ◊ Tempest. His ability lets you pay three endurance to return any card from your graveyard to your hand. This will give your three activations of Teen Titans Go! for a total of four attacks. That will KO your opponents characters turns two through five. Make sure Dynamic Duo is face up, otherwise Teen Titans Go! won’t be of much use.
Phase 6: Roy Harper Abuse.
In order for this deck to be as effective as possible you need to have the “odd” numbered initiative. The reason for this is the most important phase (phase four) occurs on turn five. That is the turn that you will be wiping your opponents board of their Characters completely. If all went according to plan, the only character on your opponent’s side of the board should be their turn six Character. The average turn six character is a 12/12. On this turn you will be playing Roy Harper ◊ Arsenal, Sharpshooter and Boosting Dawn Granger or Hank Hall. Roy Harper’s ability says you can Exhaust a Teen Titans character you control >>> Roy Harper gets +2 ATK this turn. You can also Activate, KO a resource you control >>> Stun target character with ATK less than Roy Harper’s ATK. We can safely assume the only characters on the board are Beast Boy, Terra, Garth and the three you just played exhausting them all is a total of 14 ATK for Roy Harper. KO a resource you control and stun your opponent’s only character. This technique is known as the “Roy Harper Abuse”.
Three Things should happen by this point in the game:
1. You win this turn.
2. Your opponent has given up knowning that Roy Harper’s ability on his initiative combined with the ability to KO his character on your initiative is too much to deal with.
3. Your just a few endurance away from winning. If thats the case, just stick it out and use Home Surgery and Heroic Sacrifice to protect your life from going below zero.
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The History of Vs System Part 2: Common Enemy.
With the release of DC Origins in July of 2004, Gotham Knights, Arkham Inmates, League of Assassins, Teen Titans, Fearsome Five, and Deathstroke team affiliations were added to the metagame. Up to this point the only way to deal with Big Brotherhood which still controlled the tournament scene, landing first place at every major competition, was to try and steal Avalon Space Station and Lost City with Relocation.
The problem with this is if Big Brotherhood also ran a play set of Relocations, which they did; Big Brotherhood would just steal the location back when the time came. Players had hoped DC Origins would bring solutions to Big Brotherhood’s dominance. The Community’s prayers were answered.
Common Enemy, although not as good as Big Brotherhood prior to the release of DC Origins, was the most consistent Tier 2 deck in the metagame but fell short to Big Brotherhood due to lack of answers to Big Brotherhood’s powerful locations. With Have a Blast and a way to search for it, putting it into the player’s hand, Common Enemy quickly became Tier 1, flooding the tournament scene.
4 Boris Personal Servant of Dr. Doom.
4 She-Thing, Sharon Ventura.
1 Luke Cage, Hero for Hire.
4 She-Hulk, Jennifer Walters.
1 Darkoth, Major Desmund Pitt.
4 Dr. Doom, Diabolic Genius.
1 Wolverine, New Fantastic Four.
2 Thing, Heavy Hitter.
1 Ghost Rider, New Fantastic Four.
1 Robot Destroyer, Army.
1 Hulk, New Fantastic Four.
1 Dr. Doom, Victor Von Doom.
1 Thing, The Ever-Lovin’ Blue-Eyed Thing.
1 Sub-Mariner, Ally of Doom.
1 Dr. Doom, Lord of Latveria.
1 Faces of Doom.
4 It’s Clobberin’ Time!
3 Savage Beatdown.
4 Mystical Paralysis.
3 Reign of Terror.
What you see above is the package used to specifically combat Big Brotherhood. As you can see, Boris, Personal Servant of Doom, fetches out Have a Blast. Playing it from your resource row allows Dr. Doom, Diabolic Genius to flip the plot twist face down, allowing for another activation. The ability to permanently get rid of Lost City or Avalon Space Station is exactly what was missing to make Tier 2 decks in the metagame Tier 1. Lets take a look at how the deck works.
Turn 1: Your decision to mulligan should be based on two factors: Do you have Boris, Personal Servant of Doom, and Doomstadt? Or do you have any two combination out of Boris, Personal Servant of Doom, She-Thing, Sharon Ventura, or Common Enemy. With this being said, Boris, Personal Servant of Doom is your only turn one play. If you have it, set down your Doomstadt as your resource that turn in preparation for turn two’s combat step. Remember, Boris’ ability lets you put him on the bottom of your deck to search for a Plot Twist and put it into your hand but only if your control Dr. Doom. This is why Doomstadt is so important.
Turn 2: She-Thing and Luke cage, Hero for Hire are your turn two plays. She-Thing has amazing stats for her cost and has an ability that KO’s equipments attached to the character she attacks. This was important for the Tier 2 Fantastic Four equipments decks floating around. If you feel both Boris and She-Thing will be stunned this turn and you have Doomstadt online, use Boris’s ability before combat.
Turn 3: She-Hulk, Jennifer Walters is a 4/4 that gets +2/+2 while untapped. As a defender, She-Hulk acts as a time walk, almost skipping combat entirely on turn three (as long as your opponent doesn’t have a 6/6 or a combat boost. Darkoth, Major Desmund Pitt is an alternative drop but should not be used unless you have no other options.
Turn 4: This is the turn that is going to do the most disruption in preparation for turn five. By this turn you should have Common Enemy online and Dr. Doom, Diabolical Genius in hand. If you don’t, use Signal Flare or Faces or Doom to search for him. Before recruiting him, activate Have a Blast from your resource row destroying your opponent’s location or team-up, allowing Dr. Doom’s ability to flip Have a Blast back face down, ready for another activation. Ideally, you should already have a copy of Reign of Terror in your hand. This plot twist allows your to return any combination of characters with a combined cost of three to the player’s hand. will want to activate Boris to search for a second copy of Reign of Terror and activate them both, clearing your opponent’s first, second, and Third drop characters. This leaves your opponent with one character and if all went well, you with three. Doomstadt active will increase Dr. Doom’s defense above any average four drop character, making it easy to deal plenty of damage that turn.
Turn 5: Depending on how the match is going so far you have three plays to make. If you need to control the board this turn you can activate a Mystical Paralysis prior to your recruit step and exhaust your Dr. Doom to exhaust your opponent’s fourth drop character then recruit a second copy of Dr. Doom, Diabolical Genius, killing your first Dr. Doom and flipping Mystical Paralysis face down. Then, activate Mystical Paralysis again when your opponent recruits their five drop character. Recruit Boris with your remaining resource point. A second board controlling option is to recuit Robot Destroyer, Army and use his ability to stun your opponent’s four drop character and use Mystical Paralysis on your opponents 5 drop character. Otherwise, Thing, Heavy Hitter is the character you will want to use. He is an 11/11 with no drawbacks, 1/1 away from being the stats of a turn six character.
Turn 6: This is the turn you will want to do the most damage. Hulk, New Fantastic Four is the character you need to recruit. you have the option of either recruiting him or Dr. Doom, Victor Von Doom. If all goes well, Dr. Doom, Diabolical Genius should still be on the board resulting in him getting KO’ed if you play his counterpart instead of the Hulk. During the combat phase is when you need to unload all of your Plot Twists. This deck can stretch to turn eight if needed but if you can win the game on turn 6, do it.
Turn 7: Sub Mariner, Ally of Doom readies himself when he attacts a support row character. When you have the initiative, use him to attack each support row character so your lower drops can smash the front row. If you have the initiative, attacking the entire support row with Sub-Mariner, Ally of Doom will eliminate your opponent’s ability to re-enforce and more than likely end the game. Thing, The Ever-Lovin’ Blue-Eyed Thing returns each character with a cost of 3 or less your opponent controls to its owner’s hand. This is the option you want to take if your still dealing with the rush deck by turn 7.
Turn 8: If the game hasent been won yet, Dr. Doom, Lord of Latveria will turn a Plot Twist in your support row face down for each non-stunned character you control. Also, when he attacts you can return a Plot Twist from your graveyard to your hand. The idea is to use your Savage Beatdowns and It’s Clobberin Time!’s in your resource row so that on turn eight, they flip face down again for a second activation.
some things to keep in mind:
When facing a basic curve deck with no out of the ordinary shenanigans, the curve you want is as follows:
1. Boris, Personal Servant of Doom.
2. She-Thing, Sharon Ventura.
3. She-Hulk, Jennifer Walters.
4. Dr. Doom, Diabolic Genius.
5. Thing, Heavy Hitter.
6. Hulk, New Fantastic Four.
7. Sub-Mariner, Ally of Doom.
8. Dr. Doom, Lord of Latveria.
When facing a low curve deck where your opponent’s majority character costs are four or less, there is no reason to stay on course curving out to Dr. Doom, Lord of Latveria. Instead you will want something like this:
1. Boris, Personal Servant of Doom.
2. She-Thing, Sharon Ventura.
3. She-Hulk, Jennifer Walters (left untapped because you want to survive to turn four)
4. Dr. Doom, Diabolic Genius, bounce your opponents board with a Reign of Terror and activate Boris, Personal Servant of Doom to search for another Reign of Terror one if needed, Otherwise select Have a Blast! to Destroy your opponent’s Team-Up Resource. Dr. Doom’s ability will flip either an already activated Have a Blast!, Signal Flare, Common Enemy, or It’s Clobberin Time!.
5. Flip Mystical Paralysis exhausting your Dr. Doom, Diabolic Genius, replay another Dr. Doom, Diabolic Genius flipping the Mystical Paralysis for a second activation and Play Boris, Person Servant of Doom with the remaining Resource point. Activate him to search for another Reign of Terror and use it, stalling for your turn six.
6. Underdrop your Robot Destroyer, Army and play a Boris, Personal Servant of Doom to further crush their strategy.
7. By this time the game should be so far in your favor that you won’t need your Thing, The Ever-Lovin’ Blue-Eyed Thing but if you do, he’s there and only a Signal Flare away.
8. To add insult to injury, Dr. Doom, Lord of Latveria will return your Reign of Terror to your hand and flip savage beatdown or Its Clobbering Time. If the game isn’t already won.
Don’t Activate Boris right away unless you predict your going to need a Common Enemy over the reign of Terror or Have a Blast. You will need his Search ability to deal with problems later on down the road. Remember the Reign of Terror only activates from your hand so if you have this amazing plan to use it from the resource row and flip it back face down with Dr. Dooms ability on the stack, don’t. The additional Characters in the deck are situational and should be tested depending on the situation you find yourself in. There are too many situations to list. Also, these situations further vary depending on who has the initiative. Play test different deck types and find out what works for you.
The Return of Vs System.
THE RETURN OF VS SYSTEM.
Marvel Vs DC is the best TCG ever made? Many swear by this statement. In fact, several Magic the Gathering players took a break from playing competitively to take on this exciting new card game and after many prosperous years the game was discontinued in January of 2009, leaving players outraged. Since then, fans still loyal to the game come together in groups such as Bring Back Vs. System and the Vs. System Collective . Five long years later Upper Deck Entertainment announced the return of Marvel Vs DC, The Trading Card Game. Yes, Ladies and Gentlemen, it’s back from the dead!
It was announced at Gen Con that Vs System will be coming back as a Living Card Game. What does this mean you ask? This means instead of having to deal with the trouble of grabbing play sets of much needed rare staples through either buying the cards outright or opening large numbers of booster boxes, the cards will be released as fixed sets allowing players to compete on a even playing field. A Preview box set was released containing the following cards:
2x Bishop, Lucas Bishop.
3x Colossus, Peter Rasputin.
2x Cyclops, Slim.
3x Cyclops, Scott Summers.
2x Gambit, Remy LeBeau.
2x Havoc, Alex Summers.
4x Jean grey, Marvel Girl.
2x Jean grey, Phoenix Force.
2x Nightcrawler, Kurt Wagner.
3x Professor X, Charles Xavier.
2x Psylock, Betsy Braddock.
3x Rogue, Powerhouse.
3x Shadowcat, Kitty Pride.
2x Wolverine, Logan.
4x Wolverine, Berserker Rage.
3x Children of the Atom.
2x Avalanche, Dominic petros.
2x Blob, Fred Dukes.
1x Magneto, Eric Lensherr.
4x Magneto, Master of Magnetism.
3x Mystique, Raven Darkholm.
3x Mystique, Shape-Changing Assassin.
2x Phantasia, Eileen Harsaw.
2x Pyro, St John Allerdyce.
3x Quicksilver, Speed Demon.
3x Rogue, Anna Raven.
2x Sabretooth, Feral Rage.
3x Sabretooth, Victor Creed.
2x Sauron, Dr. Carl Lykos.
2x Scarlet Witch, Wanda Maximoff.
2x Toad Mortimer Toynbee.
2x Mutant Supremacy.
4x War on Humanity.
4x Bastion, Leader of Operation: Zero Tolerance.
4x Master Mold, Sentinel Supreme.
4x Nimrod, Mutant Hunter.
4x Senator Kelly, Anti-Mutant Advocate.
8x Sentinel Mk IV, Army.
20x Wild Sentinel, Army.
4x Combat Protocols.
3x Reconstruction Program.
2x Orbital Sentinel Base.
3x Underground Sentinel Base.
2x Apocalypse, En Sabah Nur.
4x Acrobatic Dodge.
4x Nasty Surprise.
4x Savage Beatdown.
4x One-Two Punch.
4x Finishing Move.
As you can see, cards like Savage Beatdown, which still hold a value of $15.00 long after the game was discontinued, is seen as a play set in the box. This is an example of what to expect for the older chase rare cards in future expansions. UDE also announced that Cards from the older version of the game would not be eligible for play. This is more than likely due to the added words “Living Card Game” located on the back of the card. This shouldn’t be an issue outside of any tournament scene as long as you have the proper card sleeves.

Marvel Trading Card Game.
Reviva a diversão dos cartões de quadrinhos maravilhosos.
O Marvel Trading Card Game é um jogo popular e gratuito disponível apenas para Windows, que pertence à categoria PC games com subcategorias Cards. Ver descrição completa
Esta versão está errando virtualmente todo o jogo. Tudo o que você pode fazer é desafiar 1 de 3 decks usando 1 de 2 deck. isso é . Mais.
revisado em 2 de maio de 2011.
"Jogo viciante e divertido! Opções não tão boas."
Este é um dos jogos mais viciantes que já joguei! O jogo demora um pouco para pegar o jeito, e pode b. Mais.
revisado em 4 de novembro de 2009.
Revisão Softonic.
O Marvel Trading Card Game é um jogo popular e gratuito disponível apenas para Windows, que pertence à categoria PC games com subcategorias Cards.
Mais sobre Marvel Trading Card Game.
Desde que o jogo foi adicionado ao nosso catálogo em 2007, alcançou 93.063 downloads, e na semana passada teve 17 downloads.
O Marvel Trading Card Game está disponível para usuários com o sistema operacional Windows 98 e versões anteriores, e está disponível em diferentes idiomas, como inglês, espanhol e chinês. Seu número de versão atual não está disponível e foi atualizado em 2/26/2007.
Sobre o download, Marvel Trading Card Game é um jogo de peso que ocupa mais espaço do que o jogo médio na categoria de jogos para PC. É um jogo freqüentemente baixado na Índia, Estados Unidos e Romênia.
Revisão do autor.
O Marvel ™ Trading Card Game é um videogame de estratégia baseado em cartão que apresenta o Universo Marvel ™ para o sistema Nintendo DS ™, PSP® (PlayStation® Portable) e PC. Baseado no melhor jogo de cartas de negociação do Upper Deck, o Marvel ™ Trading Card Game permite que os jogadores colecionem mais de 1.000 cards baseados em seus personagens favoritos da Marvel ™ e participem de jogos online multiplataforma.
O Marvel ™ Trading Card Game permite que os jogadores montem seus próprios decks e enfrentem desafios diferentes para ganhar mais cards baseados nos lendários personagens Marvel ™, como Homem-Aranha, O Incrível Hulk, X-Men, os Vingadores, o Quarteto Fantástico, Motoqueiro Fantasma e mais. O jogo oferece uma aventura que os jogadores podem seguir de uma perspectiva de herói ou vilão. Entre os confrontos de cartas, cenas detalhadas de histórias em quadrinhos contam a história do jogo.
O Marvel ™ Trading Card Game usa o "Vs. System" do Upper Deck, um mecanismo de jogo flexível que representa grandes batalhas de Super Hero no formato de jogo de cartas. Cada jogador começa o jogo com sua própria equipe de personagens Marvel ™ e tenta derrotar as cartas de seu oponente. O vs. O sistema é projetado especificamente para ser jogado em todos os níveis de competição e pode ser jogado em uma variedade de formatos.
Especificações do aplicativo
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Pontuação mais baixa ganha!
Hearthstone
Um excelente jogo de cartas online gratuito no universo Warcraft.
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Trading card game vs system


Welcome to the second part of Upper Deck’s Introduction to Vs. System 2PCG ! Today we are going to be looking at some of the things that have changed in Vs. System 2PCG from the original Vs. System TCG. To describe those changes and to provide some insight into the design and development process, we’ve asked Vs. System 2PCG lead designer Danny Mandel to give you a brief walkthrough. Whether you’re a Vs. System veteran looking to return to the game, someone who always wanted to get into Vs. System but felt intimidated or excluded, or maybe even someone who’s never heard of Vs. System and wants to know more about it, this article should serve as a decent primer for how Vs. System 2PCG will play. The battles start soon, so get ready – Vs. System 2PCG launches this summer at Gen Con 2015!
This is Danny Mandel , the lead game designer for the relaunch of the Vs. Sistema. A lot of people have been wondering what changes have been made to the game, so here goes…
Here’s a little background on who I am and how this project came to be. (Feel free to skip ahead and get to the good stuff!)
Way back in 2003 I was one of the four main designers on the original Vs. System TCG (along with Mike Hummel, Matt Hyra, and Ed Fear). I worked on Vs. System for a couple years, and then went on to work on other games at Upper Deck (most notably the World of Warcraft TCG). Then I went into video games for a while before starting a tiny design studio (Super Awesome Games) with Ben Cichoski , another Upper Deck alum.
When our old friend Jason Brenner pinged us a couple years ago about working together, we leaped at the chance. Our first game for Upper Deck was Legendary Encounters : An ALIEN Deck Building Game (which was based off of Devin Low’s excellent Legendary : A MARVEL Deck Building Game).
After that Jason talked to us about bringing back the Vs. System…
We had several great discussions about the game with Jason. We discussed game design , collectability , organized play and more. We talked about which factors led to the early explosion and growth of Vs. System and which led to its eventual demise. We discussed the market and how the world of games and game design is different in 2015 from what it was in 2004 (when Marvel Origins released).
Lots of thought went into this relaunch, but for today I’m going to focus on game design. When we discussed the design with Jason, we all kept coming back to one point: accessibility.
Despite all of the original Vs. System’s great qualities, it was a relatively inaccessible game. It had lots of basic rules to learn, like how formations work, stun+breakthrough endurance loss, flipping up Plot Twists or playing them from hand, resource costs and threshold costs, team attacks and reinforcement, one free recovery, etc.
It was also challenging to play the game (let alone play well) since there were so many things to consider (especially the formation step, checking your face downs again and again, and going down various attack option mental flow charts). And because the game was challenging, this often led to slower turns and longer games, meaning that even choosing to play required commitment.
I should stop right here for a moment and make something clear. When I say that the original game was hard, I don’t mean that it was hard for everyone. But it was hard for enough players — and too hard for many potential players — that it hurt the overall lifespan of the game.
So the goal for the new Vs. System was to find ways to make the game more inviting to as large an audience as possible, while retaining the core mechanics that made original Vs. System so great in the first place.
We started off by looking at the game from every angle, and we put everything on the table. We discussed which aspects of the game engine were the most iconic and which were the most superfluous. We looked at each game rule to see which ones were carrying their weight. It’s our opinion that in game design, the fewer rules the better both in terms of accessibility and elegance. This is especially true in games like Vs. System where there are so many rules on the cards themselves.
We examined small issues (like whether it was worth having threshold costs at all), big issues (like slow formation steps), structural issues (like how the steep character curve magnifies the importance of hitting your drops), and subtle issues (like wanting to up the potential for drama or meaningful decisions during the first few turns).
In the end we essentially took the game apart and put it back together in a more streamlined, faster-playing package. The new game has the same DNA as the old game, but as you’ll see, many of its systems have been updated.
What’s the Same.
Before I dive into the changes, here’s a quick rundown of what’s pretty much the same:
Each player has a Front Row , Back Row , and Resource Row . (The Back Row used to be called the Support Row.) You draw two cards per turn. You can play any card as a Resource, but some cards do special stuff in the Resource Row. You can rearrange your characters during your Formation Step. Characters direct attack each other and get stunned (and KO’d). Many characters have Flight and/or Range . There are Team Attacks . Characters are Unique and there are Power-Ups . There are Plot Twists (but they work a little differently). There are Locations (but they work a lot differently).
What’s Different.
Disclaimer #1 : It may be hard to visualize the impact of some of these changes before you’ve had a chance to actually play the game.
Disclaimer #2 : For now I only have time to explain the changes. If there’s interest, I can dive into the reasoning behind each change later on.
Here are the major differences between original Vs. System and the new Vs. System 2PCG:
Wounds Instead of Endurance.
Characters have a new stat called “Health.” When a character gets stunned, instead of taking stun or breakthrough damage, it gains a wound. If it takes too many wounds, it gets KO’d.
Many Characters only have 1 Health so they get KO’d immediately when stunned. This means it is important to protect them, or at least make sure they do a lot before they get taken out.
Main Characters.
Each player starts with a “ Main Character ” in play who works just like regular Characters (called Supporting Characters ), except when your Main Character gets KO’d you’re out of the game. Most Main Characters have 5 or 6 Health.
There’s lots to say about Main Characters (like how the box comes with 16 different ones, and that they make a great deck-building hook, especially for new players), but one thing I really want to cover is that unlike in most games where you have a Hero or Avatar, in Vs. System 2PCG your Main Character works exactly like your Supporting Characters: It has ATK and DEF, and some have Flight or Range. It goes in your Front or Back row and you can move it during your Formation Step. It can attack, team attack and fights in combat just like any other Character.
However, there are two major differences: 1) A handful of effects refer to Main Characters specifically. 2) Each Main Character has a Level 1 and a Level 2 version. You start with the Level 1 version, and during the game you can make plays to earn XP and level it up, making it more powerful and unlocking a new Super Power. Each Main Character levels up in a different way ( Captain America likes Team Attacks, Thanos wants to KO characters, Loki likes Plot Twists, etc.), so during the game in addition to trying to shore up your board presence or get wounds onto your opponent’s Main Character, you’ll have the additional goal of leveling up your Main Character while attempting to prevent your opponent from doing the same.
Full Recovery.
During the Recovery Phase, all of your stunned characters (including your Main Character) will recover.
Simpler Rows and Faster Formations.
In original Vs. System, you would place some characters in your Front Row and some in your Back Row, and then decide who was protecting whom. In Vs. System 2PCG, all that matters is who’s in the Front and who’s in the Back. If there’s anyone face up in the Front then all characters in the Back are protected.
This change affects many things about the gameplay, but the big ones are: It dramatically speeds up the Formation Step; it makes Back Row characters easier to protect; it increases the value of Ranged and Flying characters (Ranged characters’ foes only get to strike back if they also have range, and Flying characters can attack the Back Row). There are also more subtle implications such as increasing the importance of team attacks, but you’ll figure all that out when you play.
Individual Turns and New Timing System.
In Vs. System 2PCG, each player takes his or her own turn. There are several reasons we ended up moving away from the shared turn (too many and too intricate to dive into them now), but one simple reason is that individual turns speed up the game a ton.
The turn sequence is now:
Draw Phase : Draw two cards. Recovery Phase : Recover and Ready all of your Characters. Build Phase : Play a Resource, Recruit Characters, Rearrange your Formation. Main Phase : Start any number of Combats, one at a time.
During your turn, your opponent can only play Plot Twists or use powers during Combat (this change also ups the pace of play). Each Plot Twist and Super Power states during which Phase it may be used, or if you can use it during Combat.
Revamped Resource System and Super Powers.
You can still play any card face down as a resource, but the way Plot Twists and Locations work is different. Plot Twists are now only played from your hand. Locations enter play face up and rather than having their own powers, they are “spent” (turned face down) to activate Super Powers , which are powerful effects found on Main Characters and some Supporting Characters.
Those are all of the major mechanics of the new Vs. Sistema. There are minor details (like exactly how Main Characters level up and what the mulligan rule is), and there are some things you’ll feel rather than see (like how the flatter character stat curve takes pressure off of always hitting your drop on curve, and how you might actually play a Plot Twist on turn 1 to turn a combat your way). But I imagine it’ll be easier to understand everything once you have the cards in your hands.
Before I go I should say one more thing. I realize that some of you may feel that the new game simply isn’t Vs. System anymore. I certainly can’t argue with anyone’s opinion. All I can say is that, in making this product, we took the things we loved about original Vs. System and tried to make them even better.
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43 Comments.
You probably should have re-branded the game, as it would have been better received as a new game with ‘Vs System themes’. I’m going to guess that the haters and venom-spitters are going to beat your launch into the ground.
I’m going to wait to pass final judgement until I get a chance to see actual cards, and play. Personally, I hope I enjoy playing 2PCG. And I hope I can find someone willing to play the new game. But I think you’re going to lose a significant number of the legacy players (who are also your free advertising) because, quite simply . . . this isn’t Vs System.
So only Locations can be used in the resource row. Everything else is dead? Is that like manna? I don’t play Magic, so I’m not sure.
It sounds like there’s still exhausting, but no endurance loss, therefore no use for reinforcing?
Then you lose when your main character is KO’d?
A ranged character can’t be stunned back unless it’s attacking another ranged character? Weird. But flying characters can be stunned back by anything?
Any card can be used in the Resource Row, not just locations.
You lose when your main character is KO’d, so you’ll need to strategize how to get your Main Character into the action without exposing it too much or too often. The complexities are still there, but they’ve been moved to the combat phase where they more appropriately belong for a super hero game.
Flying characters are still melee characters, they can just fly over the Front Row to attack the Back Row. And in melee combat, you can always get hit back because that’s how melee combat generally works.
Not having played very much of the orignal Vs. System (but I did know how to play), these changes seem to be for the most part making it much better overall.
Simultaneous turns was an issue, losing multiple characters per turn was an issue, NOT HITTING YOUR CURVE was an issue. So, overall, I applaud you.
Hopefully you guys will get to talk about OP soon (as a TO, it’s important 🙂
As a vs system veteran i find these new rules exciting and innovative. i tried to get some of my younger frienda into vs last year and while they played it ok, they were someehat Turned off by the cumbersome learning curve. this simplifies a lot especially the Health system, which was something i was going to insert as a “custom” rule anyway :p.
1.when will we be able to see the new cards?
2. Why change the best parts of the game.
3. Will there be any foils and/or promos.
Not sure about some of the changes, but obviously have to see the cards and play to understand.
Biggest thing concerning me is the changes to locations. I hope the rules allow for more complexity in later expansions?
🙁 i think it shoul´d not be called VS System… it has nothing of the mecanic of VS System…
This is very interesting stuff.
I find that the concept of having a main character as opposed to endurance creates an air of deckbuilding and gameplay around said main character, and the level ups are something about which I would want to hear more.
You didn’t mention Equipment. Is that still a factor? With Thanos and Captain America in the mix, I would assume a gauntlet and/or shield might be in order – perhaps when they level up?
Eliminating initiative and the shared turns is probably the biggest change I am seeing here. In the days we all remember, the player with Initiative would set their formation before the opponent would begin their own build, thus giving the opponent an advantage to see the initiative player’s formation before the attack. And each turn would end in recovery so that both players were ready on the next turn. Now it seems it would play more like the traditional resource games in that what is in play is what you’ve got until the recovery phase which now occurs at the start of your turn, not the end of the shared turn.
Even though that may be the greatest adjustment for veteran players, they and the new people should have no trouble adapting to traditional turn sequence.
It seems that this will be exclusive to Marvel characters right now. Are there any plans to option other franchises with the hopeful success of the 2PCG? And will there be cash tournaments at Gen Con?
Looking forward to this revival. I hope it does well!
There is a $10K at Gen Con, and we definitely have plans to bring our other licenses into Vs. System 2PCG.
I think the problem with VS was the comercial strtaegy and the “pro circuit”, not the game mechanics.
Now you are changing the game and keeping the 10k and pro’s?
Sorry, but I don’t get it.
The reason behind the formation/initiative setup was that the person who attacked first had a bit of an advantage so the person on the defense, without initiative, was able to form up based on the attackers formation. They person without initiative still had an advantage even though they attacked last, formed last etc. It was balanced, unlike alternating full turns such as in MTG where the person who goes first simply loses a card draw and can’t attack unless special rules allow it.
How did you guys make these changes to the game and think they were good. SMH.
Here’s one vote for getting “more explanation behind the individual changes”. (I’m sure Jeff has seen plenty more such requests over on the Vs System Collective Facebook group)
I wasn’t under any illusions that a VS relaunch would be exactly the same game but these updates are less a changing of the old game and more a new creation that borrows aspects from the original VS System. For me that’s not the end of the world and I’m certainly willing to try this game out and take the chance of lighting $50 on fire if I don’t like it but I think calling this a relaunch at this point is a bit of a stretch particularly when the goal posts weren’t just moved (i. e. “players now start with 60 endurance instead of 50”) but rather they were entirely altered.
At the very least though I’d like to understand why it was decided this shouldn’t be nearer to original VS. I get the general desires laid out in this post and the pitfalls that originally led to the games demise but it’d be nice to see even deeper into what prompted specific changes and what exactly the desired outcome of such individuals changes are.
I was under the impression this was going to be a relaunch, not an entirely new game. The complexity and strategy required to play this game well is why I played it nearly 10 years ago. And now it is just so different looking.
Interessante. I agree with others that you guys should have just called this game by a different name. It’s definitely not Vs anymore from the sound of it. I do however have two quick questions regarding it.
How small and/or big can a deck be?
Will we get any sneak peaks at cards prior to Gen Con?
These changes are wonderful. I can’t wait to give this system a go!
I couldn’t agree more! As a VS Vet, I’m ecstatic that it’s returning, and I think the changes will be wonderful! Thanks, Jeff!
Can you please go more in depth on the “Win-a-box” events at GenCon? If I have to have cards in order to play the game, why would I want to a win a box of a game I already have and don’t need duplicates of? That seems… redundant…
I personally like pretty much everything I read. You’re not going to convince those purist who think the game was perfect and you have ruined it by changing some things. All of the things mentioned sound like they will make for a more enjoyable experience.
In my opinion the original VS is dead. It didn’t have the user base to keep it alive. Slap VS version 2.0 on the side of the box and move on. It still has enough of VS from the sound of it for me. Lets get it released and spread the word and enjoy playing it. For those that will only accept the old version. There’s plenty cards still available on eBay.
Seeing this stirs up so many emotions!
I loved VS System to death and was crushed when it went away, so seeing it return makes me super happy, even if it’s in another form.
I see a lot of naysayers, but honestly the game was never going to return identical to its original form. For one reason or another, it didn’t work the way it was. But it sounds like the game designers understand its flaws and have used creative measures to either improve or eliminate them.
It won’t be the same game, true, but perhaps that’s for the best. If it’s easier to play then more people will be able to get into it, which means the game has a chance at better longevity this time.
Besides, you could just go play with your old VS cards if you want the old game. There’s an embarrassment of TCG riches between the deck archetypes and the teams and the flavorful mechanics. There’s tons of sets and cards, and when I sit down to play every now and then, it’s still a blast.
I also like that they’re packaging four sets of team cards in a box instead of going the TCG route, which can be intimidating and costly. Now you drop 50 bucks and get the full package. Although given Marvel’s grudge against Fox, you can count out X-Men of Fantastic Four. I’d wager Avengers, Guardians of the Galaxy, Inhumans and Masters of Evil would be among the starting teams.
The one thing I dislike is the name. VS System 2PCG sounds like military code and doesn’t exactly roll off the tongue. It reminds me of one of the most mind-numbing video game titles, Kingdom Hearts 358/2 Day. VS System was never the flashiest title to begin with because it doesn’t let you know that it’s a game about battling superheroes. For this new version of the game, something like “VS System: Superhero Battles” or “VS System: Heroes & Villains” would be better — whatever gets the message across.
Bottom line: I’m excited VS System is back, I can’t wait to see the cards, and I NEED to play it NOW! Just please consider changing the title before you go to print. =)
When I first learned VS. System, I learned one rule wrong. That inadvertent change went unnoticed for years of playing the game. I didn’t go to game stores, so I taught my friends (the incorrect) rules and we all played by them, never knowing we were playing the game wrong. When we finally discovered our error, we briefly tried the real rules and elected not to use them, since we felt the mistakenly interpreted rule was actually better for our mistake.
The change was simple: instead of attacking until you were out of attacks, you and your opponent would take turns attacking. That is, if you had the initiative, you would attack, then your opponent would attack, then you would attack, and so forth until both players passed.
There were a few wordings that needed tweaking. For example, cards that said “at the start of your attack step” we had to interpret as “at the start of your first attack step each turn,” but by and large stuff just made sense. If you thought Formation took a while under the old rules, imagine it this way!
Despite this bizarre rules misinterpretation, VS was the only card game that truly compelled me. What you have described here doesn’t really sound like the VS System I know or the VS System everyone else knew, but it also sounds pretty dang awesome to me. I’m hopeful the branding will be updated to something like VS Arcade (VSA) or VS System 2.0 or something, to better represent all the thought that has gone into this design update. But regardless, I’m on-board.
Can’t wait to play it!
What about the box sets that were released at gencon last year, are they going to be compatible with the new cards that are going to be released this year at gencon?
The reasoning behind the changes are perfect.
If you’ve played/judged/TO’d as many tournaments as I have, you’ll understand why many of the more complex (or time consuming) mechanics had to be modified or removed.
Plot twists only from the hand cuts down on players having to look at their face down cards in their resource row… or forgetting to play them.
Front row/back row makes the formation step much simpler.
Full recovery takes that decision time away.
And although we may be divided on what are “good” or “bad” changes, at least VS is back… which I thought was never going to happen.
Maybe I’ll see some of you guys are a local tournament or game store.
Two questions about deck building:
Are there neutral cards?
I’m part of the Facebook group and am glad to see more optimistic posts here I have my own questions about where this is going but I’m willing to sacrifice $50 to make my own decision instead of just flaming, “This isn’t VS System!” I get there may have been problems bringing in new players with complexity of rules but I loved those rules and mechanics. I was a long time TCG player and dabbled in a dozen games but focused on Yugioh and M:tG because they had the most support, but when I discovered VS (after it was already dead) I fell in love with the mechanics and dropped all other card games. Even if this venture flops I’m glad to see that people realize there was something special about VS and are trying there best to make it successful for a long time when it comes back. So now, here’s the only part I’m going to flame: “VS SYSTEM 2PCG” is a really weird title. There’s zero sex appeal to that name. Have you tried saying, “2PCG” out loud? It’s a mouthful and doesn’t roll off the tongue very well. If the cards aren’t already printed and ready to ship I’d take another whack at the acronym. Someone on Facebook had pitched, “ECG,” meaning: Evolving Card Game. This is my personal favorite because it pays homage that yes, this is our second attempt at the game and giving a nod to our veteran players and still fits thematically that your Main Character levels up, IE Evolve. That’s my two cents and I look forward to giving you at the very least, fifty bucks in the future, and hopefully, a LOT more!
Actually, ECG is already coined by Alderac Entertainment for Doomtown, it’s Expandable Card Game. So, no, they can’t use that.
Potential new player here. never got into original game but the mechanical elements listed here seem to be sensible and smart to me. I hope I can score a copy of the base set at GenCon 🙂
I have played Vs. System since the first Avengers Marvel series release until the final Marvel Evolution series. The last deck I built was the infamous Deadpool/Cable infinite attack deck that was created by gamers to counter the infamous Blink shift build. They were both crazy builds, and both competitive and ridiculous to play…Although fun and required concentration to pull off. I really enjoyed the Secret Avengers reservist build from the Civil War series as well. I am happy that Vs. System is making a “come back”…but it looks to be a “one hit wonder” since I see that there will be no booster packs for expansion potential (unless popularity and marketing changes this new route). I will LOVE to give this new card game a try, but I hope it will somewhat pick up where it left off as far as building certain teams and affiliations and the introduction of booster packs offering “rare” collectible cards that are needed to build exiting and challenging decks for some of us “old schoolers” in the TCG realm.
I’m a VS old schooler. I don’t want booster packs. They don’t expand the game: they create a barrier of entry requiring some combination of luck or money to overcome. Everything in one box = better game. Expansions can themselves come in their own box to expand the base.
Down with booster packs. They are and always were a garbage idea.
Um homem! So glad I won’t have to buy any more boosters.
I’m all for expansions though! Bring ’em on!
Yeah, so this isn’t vs. and what made vs. great eat that unlike EVERY other sorry hero ccg it was complex. Every other one was too simple to keep anyone’s attention, which is why none of them lasted nearly as long as vs.
I think you underestimate how much the strategy of vs. is what kept it alive and stopped it from being boring.
Simplify the rules don’t throw the rules out. I think you will lose your vets with this move.
Two really big questions that aren’t answered here:
1) Does the game still use threshold as its cost mechanic, or will Plot Twists now require resources to play?
2) Will the characters still use the same value growth system (5/5 for 3, 7/7 for 4, 9/9 for 5, 12/12 for 6) as the old game?
I have to say that the rule changes on the surface seem like a good decision – VS. often felt like a math exam, not a game.
I guess the final question would be how many tutors/recur cards are going to be in the main game. When decks became all tutors, recur and degenerate combos, that is when you lost me as a player.
So, we obviously still need more information, but it is safe to say this is *not* VS. However, it is interesting. I think I will enjoy playing this new super-hero game.
Então & # 8230; I never played VS, but I have been a part of other TCGs like Magic since the beginning. I love playing but I am also a collector – my question is –
Is there anything about this game to scratch the collector / trader itch?
People complain about the price of Magic cards, but I can guarantee after 20 years experience, if Magic cards ceased to have collectibility or monetary value, the game would have MASSIVE drop off.
Então & # 8230; anything in the new VS system for us old school collectors and traders?
Let me know – obrigado!
Awesome guys, thanks for this product. I can’t wait to play with it.
Will there be DC characters again or is this just Marvel?
Looking forward to this. The changes sound like a smart move, esp. with the popularity of card games without boosters nowadays! Smart!
I will DEFINITELY buy if DC Characters are included!
I’ve never played the original game but i’m super excited for this new game and if your going to use your other licenses, like alien and predator (among others), you already sold me on the game. Predator VS captain america….SOLD!
P. S. predator wins that easy….
I’ll be waiting for the DC run. I hope you will branch out to include DC. I pray to God that you’ll release another Legion (of Super-heroes) set! There are still a lot of awesome Legion characters that were left out of the previous set.
I truly hope that the $10k circuits make a comeback. I think most of us original players are older now and we need that significant incentive to continue playing competitively. Plus, there is room for a new, dominant card game take over. With this new restructured gameplay and a respectable reward pool, this could be a really huge comeback…

Marvel Trading Card Game Review.
O Marvel TCG não é tão ruim quanto os jogos de cartas digitais, mas é improvável que ele converta alguém que ainda não tenha investido em TCGs.
por Ryan Davis em 23 de julho de 2007 16:25.
A Upper Deck Entertainment, uma das fornecedoras mais proeminentes de jogos colecionáveis ​​de cartas atualmente, uniu-se à Konami para criar uma versão digital do TCG licenciado da Marvel, da Upper Deck, com o Marvel Trading Card Game sucintamente (se seco). It seems like a solid representation of Upper Deck's robust, flexible, and rather popular Vs. Sistema Trading Card Game, e embala um elemento on-line sólido. Como é o caso da maioria dos TCG digitalizados, não é um jogo particularmente interessante de assistir. Se você ainda não estiver no joelho do mundo real. System Trading Card Game, ou outros TCGs avançados, também podem ser uma experiência confusa.
No conceito, Marvel Trading Card Game é um exercício direto de estratégia. Dois jogadores, cada um armado com um baralho de cartas, se revezam atacando uns aos outros jogando várias cartas com características únicas até que um jogador tenha todos os seus pontos de vida esgotados. Os cartões são divididos em várias categorias diferentes: personagens, equipamentos, locais e reviravoltas na trama. Characters are probably the most significant cards, as these are what you'll use to actually attack your opponent, while equipment and locations can be used to enhance their abilities. As reviravoltas na história também são de grande importância, devido em grande parte à ampla gama de efeitos que podem ter, desde o simples ajuste de um dos seus cards de personagem para um turno até forçar seu oponente a descartar cards. Reviravoltas na história também podem ser encadeadas, o que pode causar várias reversões de sorte dentro de um único confronto de personagem.
Marvel Trading Card Game era realmente o melhor nome que a Konami poderia reunir?
Antes de poder colocar qualquer personagem em jogo, você precisará atender aos requisitos de recursos deles. Você pode optar por jogar qualquer carta em sua mão como um recurso no início do seu turno, similar à maneira como as cartas de mana são jogadas em Magic: The Gathering. Da mesma forma, você só pode adicionar um único card aos seus recursos durante um determinado turno, o que geralmente faz com que a ação aumente lentamente ao longo de uma partida, pois levará tempo para reunir os recursos necessários para colocar seus personagens mais poderosos Toque. Há certamente um elemento significativo de sorte para o seu sucesso, já que você estará tirando cartas aleatoriamente do seu baralho, mas também há várias camadas espessas de estratégia para ele. Which characters you play is important, as each has a unique attack and defense rating that will determine how it'll fare against other characters, but where you actually place them on the playing field can matter just as much. Existem duas linhas nas quais o seu personagem pode ser jogado - frente e verso - e como elas se comportarão quando colocadas em qualquer uma delas, dependendo se elas possuem habilidades de vôo e ataques à distância. Onde eles são colocados na proximidade de outros personagens que compartilham sua afiliação de equipe também é importante.
Todos esses elementos podem contribuir para um jogo realmente interessante, se você puder descobrir o que realmente está acontecendo. Há uma série de tutoriais interativos para ajudar os iniciantes, o que é instrutivo, embora você ainda tenha que pular em primeiro lugar para entender completamente os meandros do jogo. Mesmo assim, a interface é cheia de ícones usados ​​para significar muitas coisas importantes. As correntes de torção de plotagem, que determinarão regularmente o resultado de um confronto específico, podem ser especialmente difíceis de acompanhar devido à forma como são apresentadas. Though the game does try to spruce things up with some nice background and card art, as well as some light particle effects, it can still look like some kind of alien tax return. The interface on the PC version is significantly more manageable than the PSP or DS versions, due simply to the size of the screen and the more intuitive mouse interface, though you'll still find yourself right-clicking to pull up lots of sub-menus, and referencing the manual for certain vital, keyboard-only commands. E, em um movimento que certamente irá frustrar alguns jogadores, a versão para PC aparentemente só joga em uma janela de resolução fixa.
If you can get the hang of it, though, Marvel Trading Card Game brims with ways to play. Existem duas campanhas single-player únicas e longas para jogar, colocando você no papel de herói ou vilão. Você pode jogar contra um oponente ao vivo através de uma LAN ou através do modo online do jogo, onde você pode ir direto para jogos com jogadores de todo o mundo, ou competir em inúmeros torneios patrocinados e criados por usuários.
Que tal "Marvel Card Battle" ou "Marvel Hero Clash"? Nós acabamos de chegar com aqueles, no local.
A versão PC também cumpre a promessa de suporte multiplataforma com o Marvel Trading Card Game para o PSP lançado anteriormente. Agora você pode jogar contra jogadores de PSP, e sua conta pode ser usada sem problemas entre as duas plataformas. All of this works well, and the addition of PC players to the already healthy pool of PSP players means it's never too hard to find someone to battle with. Levando o conceito do cartão digital à sua conclusão lógica, você também pode comprar pacotes adicionais de booster e baralhos iniciais de "cartas" para melhorar seu baralho on-line. As a nice little bonus, the PC version comes with a voucher for 10 free booster packs.
Com a sua implementação capaz do bem conhecido vs. Sistema, Marvel Trading Card Game fará com que aqueles que já gostaram muito de TCGs, e faz um bom uso da licença da Marvel em cima disso. É um passo em frente na sofisticação do Yu-Gi-Oh! jogos que a Konami vem produzindo há anos, e o componente on-line é surpreendentemente sólido. It's a fairly well-made digital trading-card game, but ultimately, its accessibility is hindered by its inherent trading-card game format.

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