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Old 06-20-2004, 09:07 PM   #1
JCKaiba
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Default My doom deck (please help me)

ok im pretty new to the game and stuff so i need a little help. Thanks for r/f my doom deck.

1 drop
4x Tibetan Monks

2 drop
1x Roboy Sentry
2x Kirstoff Von Doom
4x Puppet Master

3 drop
4x Robot Seeker
1x Doom-Bot

4 drop
4x Dr. Doom

5 drop
Victor Von Doom II

6 drop
4x Dr. Doom

8 drop
Dr. Doom

Plot Twist

1 drop
3x Nasty Surprise
3x Flying Kick
2x Burn Rubber
3x Acrobatic Dodge

2 drop
1x Micro-size
4x Finishing Move

3 drop
4x Faces Of Doom

4 drop
3x Savage Beatdown
2x Mystical Paralysis

Locations

1 drop
4x Doomstadt

2 drop
1x Doom's Throne Room
1x Latveria

Total: 60

Last edited by JCKaiba : 06-21-2004 at 10:58 AM.
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Old 06-20-2004, 09:24 PM   #2
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Hey, I'm only a n00b... but i run a doom deck (x-men hybird)... after play testing a bit, u will realise you need more 4, 5 drops... if you miss your curve those turns it is very unlikely you will be able to use the awesome power of the 6 drop Dr. Doom. Also where is your 7 drop? Sub-mariner is an awesome card... the only reason i don't run one is cause i don't have one...

all in all, not bad... You should try doom variations, like Gama Bomb.
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Old 06-20-2004, 10:05 PM   #3
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ya i know i dont have a sub mariner tho people wont give it up and what other 4,5 drops do you sujest.
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Old 06-20-2004, 11:48 PM   #4
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Dr. Doom, Diabolic Genius is a sweet 4 drop, u get to re-use 1 plot twist... also disallowing opponent's plot twists from the hand ain't half bad.

hmm, not sure about drop 5, u could just use that turn to bring out some support army characters.
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Old 06-21-2004, 08:43 AM   #5
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personally i never run any 1 drops anymore, they just dont do anything but get in ur way, and 2 drops, well seldom run more than 3 of them

i make sure my 3,4,5 and 6 drops are devastating, truly thats the best way to win, so put in more 4 drop dooms

u may get to a 7 drop, so a submariner is a must, but dont worry about using 8 drops, trust me a doom deck shouldnt get that far

anyway hope u get ur submariner, its a great card
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Old 06-21-2004, 10:59 AM   #6
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wow i made a mistake i didnt put 4x next to my 4 drop dr doom but i do play 4. any one else wanna help?
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Old 06-21-2004, 03:13 PM   #7
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An essential in a doom deck is the 1 drop Boris, Personal Servant of Dr. Doom... once again i don't have one so i'm not running it in my deck. If you can get your hands on 4, take out the monks.
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Old 06-21-2004, 07:46 PM   #8
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Quote:
Originally Posted by maxamilion666pegasus
personally i never run any 1 drops anymore, they just dont do anything but get in ur way, and 2 drops, well seldom run more than 3 of them

i make sure my 3,4,5 and 6 drops are devastating, truly thats the best way to win, so put in more 4 drop dooms

u may get to a 7 drop, so a submariner is a must, but dont worry about using 8 drops, trust me a doom deck shouldnt get that far

anyway hope u get ur submariner, its a great card

Actually, a Doom deck should get to around turn 9-10 every game. Doom is a stall type deck, and you will ALWAYS get to turn 8 if you play the deck right.

For your 1 drops, 4 Boris are like needed. For your 7 drops 2 Submariner and 2 Wolverine will help. They will be expecting Mariner and put everything into the front row, then you bring out Wolvy and pwn. Also, add in another 8 drop Doom and like 1/2 Apocalypse. And remember, Gamma Bomb never hurts. ^_~
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Old 06-21-2004, 10:00 PM   #9
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ok thanks you guys are telling me alot of what i need thanks. The Real F0lk Blues what do you think i should take out for a 7 drop wolverine and a gamma bomb?(i own one of each so i could add them)
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Old 06-21-2004, 11:03 PM   #10
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Quote:
Originally Posted by JCKaiba
ok thanks you guys are telling me alot of what i need thanks. The Real F0lk Blues what do you think i should take out for a 7 drop wolverine and a gamma bomb?(i own one of each so i could add them)
hmm...take out one krsitoff, they aren't essential... but 1 is always good. and probably puppet masters, non-affiliated low levels tend to hurt you a lot in the long run... u definitely don't want it out on the field without the ability to be re-inforced or inforce... take them all out add more robot sentry(s).
Of course you could do a hybrid doom deck, to fill up all the empty spaces... but it's totally up to you.
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Old 06-22-2004, 12:26 AM   #11
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idk i kinda like kirstoff but i agree with puppet master but im up to trying things o and im getting 2 sub mariners 4 doom bots 1 doom throne room and 1 power cosmic any one got any ideas for what to take out for them?
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Old 06-22-2004, 01:10 AM   #12
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Quote:
Originally Posted by The Real F0lk Blues
Actually, a Doom deck should get to around turn 9-10 every game. Doom is a stall type deck, and you will ALWAYS get to turn 8 if you play the deck right.

For your 1 drops, 4 Boris are like needed. For your 7 drops 2 Submariner and 2 Wolverine will help. They will be expecting Mariner and put everything into the front row, then you bring out Wolvy and pwn. Also, add in another 8 drop Doom and like 1/2 Apocalypse. And remember, Gamma Bomb never hurts. ^_~

Uh... Sub Mariner in the two's should make up your 7 drops. You should just run one 8 drop Doom, because at least you can search for him, if you don't get your Apoc.
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Old 06-22-2004, 10:49 AM   #13
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Actually, Submariner has become expected and he kind of sucks. Now everyone, on turn 7, moves their characters to the Front Row, expecting Submariner. Then drop Wolvy and have a party, thus 1 of those is a good idea.

Get rid of the 4 Puppet Masters for: 1 Power Cosmic,1 Throne Room, and 2 Mariner. Now drop a Finishing Move for a 7 drop Wolvy. Yeah, that's about all you should change, well, besides dropping the Monks for Boris'.
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Old 06-22-2004, 12:18 PM   #14
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the purpose of this deck is to keep ur opponent low on creatures and control the board with paralysis robot destroyer and puppet master so for starters leave puppet master in now lemme fix this =P


1 drop
4x Boris

2 drop
2x Kirstoff Von Doom
4x Puppet Master

3 drop
4x Doom bot

4 drop
4x Dr. Doom

5 drop
4x Robot destroyer

6 drop
1x Dr. Doom

7 drop
3x submariner or 2x submariner 1 wolverine or 3 magneto (magneto is pimpest)


8 drop
2x Apocalypse
Dr. Doom

Plot Twist

1 drop
1x Flying Kick
2x overload
2x Burn Rubber

2 drop
3x Finishing Move
1x Reconstruction program

3 drop
4x Faces Of Doom
1x Relocation

4 drop
3x Savage Beatdown
3x Mystical Paralysis
4x Reign of terror
1x Flame trap

5 drop
1x Power cosmic

9 drop
1x Gamma bomb

Locations

1 drop
4x Doomstadt


thats pretty much the best sub mariner doom u can get or any doom build for that matter =P dodge wont help as much becuz ur field control will be sick between reign of terror puppet master and robot destroyer and mystical paralysis u should be well into the high 30's around turn 7 apoc serves huge as the 8 drop hes a must in mirror matches and once he comes out its all but scooping for the opponent

reign of terror is absolutely probably one of the most broken cards in marvel Settin ur opponent back 1 to 2 turns is absolutely nuts... send back the 3 drop they have nothin to reinforce their 4 send back a 2 and 1 its just extremely devestating then puppet master takes the game from their
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Last edited by Reap3R : 06-22-2004 at 12:22 PM.
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Old 06-23-2004, 09:24 AM   #15
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Why wouldn't you run 4 Kristoffs? In the event you haven't gotten one of the 4 Doomstadt's, he's key.

You can't miss your 4 drop in this deck, you HAVE to get Dr. Doom out, or you're finished.

Kristoff + Faces of Doom = Dr. Doom

Besides, it's pretty much always a good idea to have control of Dr. Doom, anyway (i.e. Boris).
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Old 06-23-2004, 12:59 PM   #16
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i find kristoff to become crap ... he is key but u should have doom between faces doomstadt kristoff and or drawing him normally ....the odds arent aginst u at all turn 2 is the key drop for master
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