Quintessentially Quirky - Dooms Pet G

Another delightfully janky build from Garry ’Happymoog’ Hewitt 

DOOM’S PET G.

I just want to echo what Graham said in his Intro article. These decks are not tournament winning power-houses. I build quirky decks that are often easily improved, and certainly do not compare myself to the Pro players of old. These decks are designed to make you think outside the box and look to creating decks that are interesting and fun to play.

This is another one of the jank decks that shouldn’t really see the light of day. Yet there is something within a lot of VS players that makes them want to take those crazy cards that shouldn’t impact on a normal game and bring them to the table.

My personal approach to most decks I build is that if it’s not difficult to do, then it’s not worth doing. My main Elite Series decks were based around Four Freedoms Plaza (pre-Bizarro obviously) and the Dual-Loyalty Dr Doom. So getting hold of the “Galactus is Coming” set was always going to get the creative juices flowing. Now getting to turn 8 to use a ridiculous plot twist like Obliterate is a lot easier when you start on turn 4 or 5, and your opponent is only recruiting smaller guys.  In a normal game, when you start on turn 1, things get trickier. Even tougher would be the ability to use it earlier than turn 8. Sounds like fun doesn’t it J

Taking the ideas behind the old Gamma Bomb decks that looks to go off on turn 6 or 7, I decided that it was time for Dr Doom to hire some help to start blowing stuff up.

Characters: 22

4x Boris

No combolicious Doom based deck is complete with out the loyal servant. With the potential off-curve nature of turns 4 and 5, the ability to go and find the key plot twists is critical.

1x Mr Mxyzptlk

The card that keeps coming back, he adds some good options for discard payment powers. Useful with Enemy of my Enemy to fetch out any character in the deck.


4x San

With Latveria forming a core part of the combo to start playing havoc on turn 6, reliably getting this in to the row is key. I can then sacrifice San to my main 3 drop to keep the cards in the row I need.


3x Puppet Master (Your choice of version)

Controlling your opponent’s characters through the middle turns is critical to reach the later turns that are needed. Initially I went for the unaffiliated version, but there are some merits for the new Doom affiliated one. Your choice, but I will be going with the newer version in my build.


1x Beast (MOR version)

This is the second part of the combo that enables a turn 6 Obliterate, and a very easy card to fetch from your deck via “Enemy of my Enemy”. Not wanted prior to that turn.

4x Dr Doom : Richard’s Rival
Search for another plot twist and allows you to trigger Boris. A good 3 drop that helps get you the components to win the late game.

1x Dr Doom Diabolic Genius
Sometimes you just need to re-use a plot twist in the row. Or the bigger stats will absorb some of the damage you might receive during the game. Also stops your opponent countering your key plot twists.

1x Mystique
This is the 3rd and final part of the combo. She can pretend to be the great Galactus and on turn 6 with Beast and Latveria allows you to trigger an Obliterate, KOing your opponent’s 6 drop.

1x Molecule Man
What is better than a single obliterate on turn 7, two Obliterates! By removing a cosmic counter you can finish clearing the board or sending your opponent back a resource or two.

1x Dr Doom Lord of Latveria
He’s big, re-uses plot twists and keeps your hand full of Obliterates and other useful plot twists. This is the main reason I prefer the Doom affiliated re-print of Puppet Master.

1x Galactus
While a 9 drop is arguably irrelevant in this deck, with no field the Lord of Latveria will finish the game, it s just Cool. You could swap this out for the 7 drop simply because he is redundancy against horrible people KOing Mystique, but I prefer Molecule Man for his copying ability.

Locations:
4x Doomstadt
Gives Dr Doom +3 Def and allows you to use Puppet Master, Boris and Latveria.

1x Latveria
Lets you use Obliterate on the earlier turns. Absolutely critical the success of the deck..

Plot Twists:

4x Enemy of my Enemy

Still the best enabler of multi-team decks in the game, this will get you the key pieces of the combo, so needs to be included for consistency.

4x Straight to the Grave
Allows you tutor up the versatile one drop Mr Myx, and put other key characters directly in to the KO pile for removal later in the game.

4x Reign of Terror
No Doom control deck runs without this. Two of these on turn 4 means that you have only one character to deal with in turn 4 and then in to turn 5. So Puppet Master and Dr Doom should be able to control the field.

3x Mystical Paralysis
Talking of field control…

2x Obliterate
It is the key part of the deck, and ridiculously powerful.

1x Lust for Power
With all the plot twists in the deck, this is quite an interesting way to dig through your deck for the key power cards.

4x This Bores Me (could be Pathetic Attempt)
Stops anything plot-twist like and is usable on turn 6. (Possibly turn 5 if you think it worth risking Beast)

1x Omnipotence
A key card that can seriously tamper with opponent decks and you can put it in to play a turn faster than normal. So its impact on the game will be much greater.

3x Reconstruction Program
With Lust for Power out, this a good way to get characters cards back out of the KO pile after using search cards to go get them.

4x Siphon Energy
This is a great card for repeat use of resource row copies of key plot twists.

3x Super-Genius
Card draw is always good, especially if Lust for Power is out. Once you have filtered a lot of the plot twists out of the deck this is a good way to get the locations and characters. However, this is easily the first card to go for tech cards or interest power cards. (3x Proud Zinco Product for equipment being the most common inclusion)So there you have it. A pile of cards put together more to enable the use of the high end plot twists rather than actually win games. It is almost certainly worse than any of the Gamma Bomb decks of old. But that really isn’t the point.In testing it has been considerably more consistent than I think it has any right to be, and can muster a mid-game swing after a slow start with a reasonable draw.

Turns 1-3 are hopefully around starting to assemble the tools to trigger the turn 6 play the deck is built around.
Turns 4-5 are about clearing the opponent’s field and under-dropping the requisite tutors to finish compiling the late game elements.
Turn 6. You should have Latveria in the resource row, and recruit Beast and Mystique. Allowing you to give Mystique the name Galactus and exhaust her to trigger Obliterate on their 6 drop.
Turn 7: Is Molecule Man to copy a second Obliterate to clear out their 7 and 5 drop.
Turn 8: Dr Doom to finish the game.
Turn 9: Galactus, just because he’s cool. 

Mulligan is usually for San so you can fetch Latveria.

Controlling the field via Puppet Master and Dr Doom should guarantee that you are sufficiently healthy to reach the later turns. Reign of Terror is a card that rightly didn’t get re-printed in Legends as its impact on the game is always huge. The fact that you can use it on turn 3 with Latveria in play only builds field advantage that bit earlier. Once your opponent only has 1 or 2 characters in play, you should be free to assemble the key deck components in peace, so that you are ready to trigger the combo on turn 6. Under-dropping San, Puppet Master, Dr Doom 3 drop and Boris are all good plays in turns 4 and 5, as your opponent will be struggling to pierce your defences.

Ideally you do not flip Latveria until turn 6, as a single HaB can spell the end of the deck. Getting an Obliterate in to the resource row for use on turn 6 is also strong, as then the Siphon Energy cards become 4 more copies of it.

It is incredibly fragile and there are many ways to disrupt the deck, which is why I would never use it in a competitive environment with out substantial tweaking. But the core structure of the deck is there. You could drop some of the search cards and increase the number of copies of the key characters. My main reason for running such a low number of characters is to maximise the benefit of Lust for Power. However, by removing Lust for Power, you should make the deck both more consistent (but less jank) and more resilient to disruption. (I just REALLY like Lust for Power J )

-1 Lust for Power
-4 Straight to the Grave
-3 Reconstruction Program
-1 Mr Mxyzptlk
+2 Beast
+3 Mystique
+2 Faces of Doom
+1 Mystical Paralysis
+1 Latveria

Please take this deck in the manner it is intended, as a casual attempt to use some of the most ridiculous plot twists in the game. So if that is something that interests you, then the ideas in here may well help you build your own “quirky” deck.

One Response to “Quintessentially Quirky - Dooms Pet G”

  1. poppythecat Says:

    I had a similar idea a long time ago, before the galactus cards.

    But instead of galactus it ran Dark Embrace. To get a 7 drop on turn 6.

    Nice!

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