I was minding my own business today, trying to incorporate busted ways to address combat pumps with the 3-set modern age we're left to test and explore until June 11th arrives. (The day after my birthday!) When I get an email alert from a very good buddy of mine, Mark Holmes, aka: Widied. I always enjoy his refreshing take on deckbuilding. His ideas never fail to rev up my combo-oriented mind. It's like a nice slice of home apple pie for the VS soul. That said, I'll let his Silver-age oriented article to the talking, and get to it.
Enjoy.
-Aaron
I’ve typed up a new decklist that I fully intend to bust out at Hobby League tonight for best or for worst. I`ve been toying with speed force since the release of DCL trying desperately to come up with something astounding for them – and likewise, I have been a fan of the Wally West, Flash, stories for awhile. I’ve always liked the odd-ball quality of his character. The Flash has always been portrayed as the ‘every-man’ hero – just a normal guy... That can shiver so fast he accidentally enters alternate realities. Ok not so normal, but he`s got an approachable-ness to his character. A comforting degree of humanity you just don`t see in the man of steel. He wasn’t the invulnerable Superman, or a super-smart detective, he was just some dude that could move at the speed of light. No big deal. Hell, I remember a peculiar stint in Wally’s life when he worked for tax return -- that was entertaining.
Don’t get me wrong, the comic writing wasn’t always epic – trust me, Wally had his fair share of “what the heck was that all about?” moments, but there was just something that resonated in the ‘everyday-ness’ of his character. I appreciated the familiar yet extraordinary angle and the "everyone wishes they could be a hundred places at once" plots. Not to mention that the Speed Force oriented stories were always just plain cool! But enough of that comic gushing, possibly the most real reason I decided to make this deck was I traded a lot of cards to rally up all the Speed force pieces I need, so I want to put them to good use!
Card-wise, the Speed Force team is loaded with a pile of great abilities but they need special treatment. A synergistic team that can bring it's own brand of rain, if you will.
Enter, Alan Scott.
Immediately I saw some potential fun between him and Wally West - The Fastest Man Alive and I guess my mind got stuck there. I’m not convinced of it’s consistency, but I am convinced of its fun.
Don't Fear the Reaper -V1.0
4x Atom Smasher
4x Blue Beetle - equip search
4x Jack Knight - Starman
4x XS
2x Michael Holt - Mr. Terrific
4x Alan Scott – Golden-Age Engineer
2x Barry Allen
3x Wally West - The Fastest Man Alive
1x Wally West - Keystone Cop
2x Jay Garrick
2x Barry Allen - Founding Member
4x Allied Against the Dark
4x Enemy of my Enemy
1x Mightiest Heroes
2x New Era
3x Rock of Eternity
3x Fates Tower
1x Metropolis
3x JSA HQ
Equipment:
3x Helm of Nabu
2x Cloak of Nabu
2x Amulet of Nabu
First off. this is my first draft. So overlook the roughness of it and appreciate the core of the idea with me as I walk you through the coolness… picture a turn five where I possess on my board one fully fated XS, one Alan Scott, and one freshly recruited Wally West – The Fastest Man Alive. I then activate Wally’s ability to stun your five. Oh no! My five stuns too. Ok, Alan Scott chimes in with a “Have no fear good friend!” Wally’s back! He goes at it again and stuns your four drop and stuns back yet again. At this point, I’ve used JSA HQ to exhaust the remaining characters. It’s your attack and all you have is a two drop and possibly a three facing off against my gynormous Atom Smasher and fated XS, not to mention Alan Scott. You tremble. You shake uncontrollably for a moment… and then you pass.
A smart choice, until I flip over the Rock of Eternity and at the start of my attack step my exhausted characters are suddenly revived. I use Alan to bring back my stunned Wally West. I fly over with XS against your two drop. It is downed and now reinforcement is no longer a problem. Revived Wally takes a smack at your remaining three drop. It downs and so does Wally. I ready XS and she attacks in again. Atom Smasher who is now a 6 attack is also feeling left out so he goes at it. In terms of turns – that’s a pretty good turn-around.
The preferred initiative is evens. The plan is to stall the game with the large Atom Smasher and XS then take their initiative on five. The whole model is board control on five with a win on six with Jay or Barry who basically act as clean-up.
In theory, I should be pumping through more damage than what I’m taking… in theory…
But now that I’ve boasted the idea… obviously there are some holes in the deck design. For instance, for a deck that is so stubbornly dependant on Rock of Eternity I have no real way to bring it back in a pinch or protect it if I need to (hopefully I won’t and I’ll just play it well timed). There is also an astounding lack of attack pumpage or other fun that have been known in the past to seal games. What’s that? Yes. Yes. I hear your thoughts Mr. Reader. Get over it! I know what you are thinking right now: “OMFG. What a noob! I cannot believe, I simply cannot believe, they’re no Terminal Velocities!!!’ Don’t fret reader friend, if the deck goes off there won’t be a need to attack to the face with said card. It’ll be something I’ll be doing anyway thanks to the man himself Wally West! I don’t know why but I’ve always liked this card. Maybe I thought there’d be a day where it’d become broken or something, which is still far from the case but who knows?
Widied – The Don







