Zola worth 1000 tokens? I always wanted the BP/Zola trick, but holding out for Patriot also seems solid.
Zola is good reach into locations you can't play into.
You need some trick to make it worth it though; otherwise duplicating a 5 on 6 is effectively only like an extra 9 power.
And obviously BP into Zola seems to be working for people because... they don't run into Shang-chi I guess?
Death+Zola is good, any other 6+Zola T6 is generally good if you can play the six as well, Venom+Zola is good.
Otherwise, maybe doubling ongoing abilities with Zola is good.
Sort of need to run taskmaster with Zola in case someone tries something with your Zola lane T6.
Yeah I was hoping between having BP/Death/Skull and other large folk and Zola/Taskmaster, I could make something work.
I guess I just want to Wong/BP/Zola and laugh, though I suppose that is likely to only work 25% of the time without Cosmo or somethj g.
Which is why Taskmaster is good, because if they don't Cosmo your Wong/BP, but instead Shang-chi or Armor, you can still drop a copy of BP somewhere else.
Course, if they don't Cosmo your Wong, you likely could do other silly things (aside Enchantress/Rogue)
At some point they have to admit Surfer is OP right? Dropping a minimum of 25 points T6 is fucking stupid.
Eh..
Mystique+Cerebro, or Mystique+Patriot would drop more T6 on an already set board.
Surfer+Maximus drops an extra 10 on top of existing+3, Surfer+Brood 24.
If they have played Sera first, then you're looking at even more setup and time to escape.
Really my only beef with Surfer is that there's no real counterplay to Surfer themselves.
It can be played to most anywhere, and you'd have to have priority in order to get the Cosmo out first, which Brood and Maximus usually prevent.
So at best you're guessing where Surfer is going to land, and most often you're just not afforded any opportunity to stop them firing.
Really, Surfer seems to generate a lot of concedes, because your best bet is that they get greedy and you Shang-chi the Maximus.
Whether that makes it OP or not..
It's pretty readable.
The game is to get cubes, not to have a high win rate when everyone sees the surfer coming and leaves.
surfer is prevalent because as last month's battle pass card, surfer is significantly more accessible to a number of players than most other cards that were either on battle passes from before they were able to play, or are pool 4/5 cards. you also don't need to go deep into pool 3/4/5 to build it, unlike a card like this month's Zabu who requires a lot more of the late 4drops to make work.
but like, the late-game numbers a surfer deck makes? pretty standard among "Good" decks
sandman in zabu decks does a pretty good job of beating surfer decks - but it's a zabu deck so you pretty much have to play zabu out on 3 or 4 to have a chance of your deck working - and then play out sandman on 5 - which is fine, but not amazing to just good card piles.
But it is amazing to drop sandman the same turn they drop sera; never seen quicker retreats
Patriot maybe?
Ongoing stacks sort of need T4 for power.
Only other one I can think of is Electro/Lockjaw ramp, but you're relying big On Reveals firing multiple times there.
Why run Zabu tho? *Just* for turn 4? Zabu’s Whole Deal is running out four extra 4-cost cards (over turns 4 5 and 6). If all you’re doing is a Sandman for 2, then you might as well just run Psylock and Electro and just hope to Sandman on 3 sometimes.
KetarCome on upstairswe're having a partyRegistered Userregular
Sandman works well in an Electro ramp deck. Drop some cheap power early with Ebony Maw, Sunspot, Lizard type stuff and Electro (ideally) or Wave on 3. Follow up with Sandman or Leech depending on what you think will hurt your opponent more and then six drops on 5 and 6.
If you have leads in two lanes already then you can Aero the third lane and re-Aero with Odin. Or Doom on 5 and Odin on 6 for a pile of power across all lanes while they're probably stuck adding power to one lane at a time thanks to Sandman.
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ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
Sandman works well in an Electro ramp deck. Drop some cheap power early with Ebony Maw, Sunspot, Lizard type stuff and Electro (ideally) or Wave on 3. Follow up with Sandman or Leech depending on what you think will hurt your opponent more and then six drops on 5 and 6.
If you have leads in two lanes already then you can Aero the third lane and re-Aero with Odin. Or Doom on 5 and Odin on 6 for a pile of power across all lanes while they're probably stuck adding power to one lane at a time thanks to Sandman.
Sandman is so bad. So, so bad. I have beaten Sandman in my Negative deck which is a deck designed to vomit a disgusting amount of cards. If you're running Electro ramp you're trading your advantage of PLAY BEEEEEG SPELLS for "But what if I ramped ahead a turn, but then took one off?" The decks that can afford to just take a turn off reliably are...not many, and then there are some decks that just won't care about your Sandman at all. Especially when the anti vomit cards of Leech/Leader are just way fuckin better at that job.
Zabu is about the only deck I can actually see him working in because you can break the parity on that first turn and NOT take the turn off, or do it on turn 5 so you get two turns of slamming down bois, but even then I dunno wouldn't I rather just Spider-Man them?
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ObiFettUse the ForceAs You WishRegistered Userregular
Why run Zabu tho? *Just* for turn 4? Zabu’s Whole Deal is running out four extra 4-cost cards (over turns 4 5 and 6). If all you’re doing is a Sandman for 2, then you might as well just run Psylock and Electro and just hope to Sandman on 3 sometimes.
Yeah, Zabu makes Sandman not feel as bad. Plus Zabu gets buffed by Spectrum
Sandman works well in an Electro ramp deck. Drop some cheap power early with Ebony Maw, Sunspot, Lizard type stuff and Electro (ideally) or Wave on 3. Follow up with Sandman or Leech depending on what you think will hurt your opponent more and then six drops on 5 and 6.
If you have leads in two lanes already then you can Aero the third lane and re-Aero with Odin. Or Doom on 5 and Odin on 6 for a pile of power across all lanes while they're probably stuck adding power to one lane at a time thanks to Sandman.
Sandman is so bad. So, so bad. I have beaten Sandman in my Negative deck which is a deck designed to vomit a disgusting amount of cards. If you're running Electro ramp you're trading your advantage of PLAY BEEEEEG SPELLS for "But what if I ramped ahead a turn, but then took one off?" The decks that can afford to just take a turn off reliably are...not many, and then there are some decks that just won't care about your Sandman at all. Especially when the anti vomit cards of Leech/Leader are just way fuckin better at that job.
Zabu is about the only deck I can actually see him working in because you can break the parity on that first turn and NOT take the turn off, or do it on turn 5 so you get two turns of slamming down bois, but even then I dunno wouldn't I rather just Spider-Man them?
Nah. It's been one of my most played decks two seasons in a row and it still wins very reliably in the 70s. Pretty sure I've had more Negative decks retreat than stay and win a game in which I've dropped Sandman.
Besides, you aren't looking to play Sandman every game. It's a control piece and you have to actually think about when it makes sense to take that turn off and slow down an opponent versus playing Leech or Aero on 4. It is extremely effective against a good number of popular decks, but it nets more cubes than Leech because people think they can play through it until you follow it up with Doom or Aero and then Odin. When Leech actually hits hard people just retreat immediately. The deck is really a high-powered control deck, not one that's looking to just win through "BEEEEEG SPELLS." You can build it with some big cards as an alternate wincon I suppose but I found that to be less effective.
ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
Why hello there! First inked card. Got the variant for free like last week or something so pretty pleased (I had already split the base a couple times).
Sandman works well in an Electro ramp deck. Drop some cheap power early with Ebony Maw, Sunspot, Lizard type stuff and Electro (ideally) or Wave on 3. Follow up with Sandman or Leech depending on what you think will hurt your opponent more and then six drops on 5 and 6.
If you have leads in two lanes already then you can Aero the third lane and re-Aero with Odin. Or Doom on 5 and Odin on 6 for a pile of power across all lanes while they're probably stuck adding power to one lane at a time thanks to Sandman.
Sandman is so bad. So, so bad. I have beaten Sandman in my Negative deck which is a deck designed to vomit a disgusting amount of cards. If you're running Electro ramp you're trading your advantage of PLAY BEEEEEG SPELLS for "But what if I ramped ahead a turn, but then took one off?" The decks that can afford to just take a turn off reliably are...not many, and then there are some decks that just won't care about your Sandman at all. Especially when the anti vomit cards of Leech/Leader are just way fuckin better at that job.
Zabu is about the only deck I can actually see him working in because you can break the parity on that first turn and NOT take the turn off, or do it on turn 5 so you get two turns of slamming down bois, but even then I dunno wouldn't I rather just Spider-Man them?
Nah. It's been one of my most played decks two seasons in a row and it still wins very reliably in the 70s. Pretty sure I've had more Negative decks retreat than stay and win a game in which I've dropped Sandman.
Besides, you aren't looking to play Sandman every game. It's a control piece and you have to actually think about when it makes sense to take that turn off and slow down an opponent versus playing Leech or Aero on 4. It is extremely effective against a good number of popular decks, but it nets more cubes than Leech because people think they can play through it until you follow it up with Doom or Aero and then Odin. When Leech actually hits hard people just retreat immediately. The deck is really a high-powered control deck, not one that's looking to just win through "BEEEEEG SPELLS." You can build it with some big cards as an alternate wincon I suppose but I found that to be less effective.
I highly doubt you wouldn't be better off simply playing more power. Honestly I think having Viper as discrider says is actually just way better if you're running Electro but even then I think that's a bad use of your turn 4.
I don't see the complaint for Leech having people retreat. They're gonna retreat probably after the card either way, and you should have snapped before either way, it's probably even cube equity, but Leech has 3 power.
I'm also not saying that Sandman doesn't counter Negative, it certainly does, but it's not unassailable in the way Leech or Leader can tend to be.
+2
KetarCome on upstairswe're having a partyRegistered Userregular
Clearly you Viper Electro though, and then start dropping more cards :P
(Not sure if it would actually work, but only deck I could think to drop her in when she dropped for me a couple of days ago)
Heh, my favorite location when playing that deck is Oscorp Tower. Get the Electro benefit and Sandman my opponent without actually playing Sandman? Pretty cool.
It almost never leads to playing more than 1 card per turn for me though, the deck just ain't built that way. Maybe a late draw Sunspot gets dropped as an extra on 5 or 6 for a smidge of extra power somewhere, but that's it.
ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
I'm already tired of this fucking location. Why are there so many fucking "HAHA YOU CAN'T PLAY HERE" locations? Why are featured locations 48 hours that shit is way too long?
yeah a lot of the new locations recently have been kinda just "Hey are you playing a destroy deck? No? Well have fun only having two lanes" it's getting kinda annoying.
yeah a lot of the new locations recently have been kinda just "Hey are you playing a destroy deck? No? Well have fun only having two lanes" it's getting kinda annoying.
Altar: Difficult to play here, destroy deck favored. Play Armor?
Morag: Difficult to play here. Play Armor?
Lamentis: Destroy deck favored
Vormir: Slightly difficult to play here. Destroy deck favored. Play Armor?
Vibranium Mines: You could play here but you're not gonna feel great about it.
Warrior Falls: Very difficult to play here, destroy deck favored. Play Armor?
Rickety Bridge: Very difficult to play here, destroy deck favored. Play Armor?
Eternity Range: IS FINE
Klyntar: Annoying to play here.
Shuri's Lab: Interesting. Play Armor (to stop them from killing your shit).
Throne Room: Interesting. Play Armor (to stop them from killing your shit).
I think those are all the new 48 hour featured locations I can remember. It's weird how Armor is basically the best card to just opt out of the vast majority of these.
The next two are Collapsed Mine (fill this location with rocks. Skip a turn to destroy all the rocks) so I guess that one is fine? Prepare for some fuckin She-Hulk/Infinaut shit. Also Patriot seems good. Then it's Plunder Castle (Only 6 cost cards can be played here) which like, you can't even Storm/Wanda to opt out of that one? I guess it's a strictly better/more fun Sanctum Sanctorum so there's that.
Why hello there! First inked card. Got the variant for free like last week or something so pretty pleased (I had already split the base a couple times).
Sandman works well in an Electro ramp deck. Drop some cheap power early with Ebony Maw, Sunspot, Lizard type stuff and Electro (ideally) or Wave on 3. Follow up with Sandman or Leech depending on what you think will hurt your opponent more and then six drops on 5 and 6.
If you have leads in two lanes already then you can Aero the third lane and re-Aero with Odin. Or Doom on 5 and Odin on 6 for a pile of power across all lanes while they're probably stuck adding power to one lane at a time thanks to Sandman.
Sandman is so bad. So, so bad. I have beaten Sandman in my Negative deck which is a deck designed to vomit a disgusting amount of cards. If you're running Electro ramp you're trading your advantage of PLAY BEEEEEG SPELLS for "But what if I ramped ahead a turn, but then took one off?" The decks that can afford to just take a turn off reliably are...not many, and then there are some decks that just won't care about your Sandman at all. Especially when the anti vomit cards of Leech/Leader are just way fuckin better at that job.
Zabu is about the only deck I can actually see him working in because you can break the parity on that first turn and NOT take the turn off, or do it on turn 5 so you get two turns of slamming down bois, but even then I dunno wouldn't I rather just Spider-Man them?
Nah. It's been one of my most played decks two seasons in a row and it still wins very reliably in the 70s. Pretty sure I've had more Negative decks retreat than stay and win a game in which I've dropped Sandman.
Besides, you aren't looking to play Sandman every game. It's a control piece and you have to actually think about when it makes sense to take that turn off and slow down an opponent versus playing Leech or Aero on 4. It is extremely effective against a good number of popular decks, but it nets more cubes than Leech because people think they can play through it until you follow it up with Doom or Aero and then Odin. When Leech actually hits hard people just retreat immediately. The deck is really a high-powered control deck, not one that's looking to just win through "BEEEEEG SPELLS." You can build it with some big cards as an alternate wincon I suppose but I found that to be less effective.
I highly doubt you wouldn't be better off simply playing more power. Honestly I think having Viper as discrider says is actually just way better if you're running Electro but even then I think that's a bad use of your turn 4.
I don't see the complaint for Leech having people retreat. They're gonna retreat probably after the card either way, and you should have snapped before either way, it's probably even cube equity, but Leech has 3 power.
I'm also not saying that Sandman doesn't counter Negative, it certainly does, but it's not unassailable in the way Leech or Leader can tend to be.
Whether playing more power is more effective is 100% dependent on what deck you're playing against. If I drop Electro on 3 and my opponent drops Zabu I'm almost certainly playing Sandman if I feel like I have enough power in hand. Even moreso for a turn 2 Psylocke into turn 3 Negative. If I think they're running a Sera miracle type deck, it's 100% going to be Sandman coming down. If I think they're playing a ramp type deck or something else that's just fine only playing 1 per turn then obviously I skip Sandman and play more power or try some Aero control or drop Leech.
Viper is not at all way better unless you think that extra 2 power is going to make or break you. You're really never going to be playing more than 1 card per turn in the second half of the game so Sandman doesn't impact you at all. Best case you get an extra 1-2 power out of a turn 5 or 6 Sunspot in addition to whatever 5 or 6 drops you play.
Of course I snap before playing Leech. And when he hits a lot of folks retreat and I get 2 cubes. When I play Sandman most people stick around, lose, and I get 4-8 cubes. Which means playing Sandman nets more cubes than playing Leech.
# (1) Deadpool
# (1) Nova
# (1) Angel
# (2) Carnage
# (2) Quake
# (2) Wolverine
# (3) Venom
# (3) Killmonger
# (3) Sabretooth
# (3) Deathlok
# (4) Moon Girl
# (9) Death
#
eyJDYXJkcyI6W3siQ2FyZERlZklkIjoiRGVhZHBvb2wifSx7IkNhcmREZWZJZCI6Ik5vdmEifSx7IkNhcmREZWZJZCI6IlNhYnJldG9vdGgifSx7IkNhcmREZWZJZCI6IkRlYXRoIn0seyJDYXJkRGVmSWQiOiJBbmdlbCJ9LHsiQ2FyZERlZklkIjoiQ2FybmFnZSJ9LHsiQ2FyZERlZklkIjoiVmVub20ifSx7IkNhcmREZWZJZCI6IlF1YWtlIn0seyJDYXJkRGVmSWQiOiJNb29uR2lybCJ9LHsiQ2FyZERlZklkIjoiV29sdmVyaW5lIn0seyJDYXJkRGVmSWQiOiJLaWxsbW9uZ2VyIn0seyJDYXJkRGVmSWQiOiJEZWF0aGxvayJ9XX0=
#
# To use this deck, copy it to your clipboard and paste it from the deck editing menu in Snap.
Trying to get stuff down that doesn't care about dying, then Quake
Heh heh heh
Just got someone with a T6 Quake with double bridges
(Or rather double Quakes because if it's worth doing once it's worth putting Moon Girl in the deck)
Quake T3 when the opponent hasn't played anything and watching the Electro stick is also very funny.
Why hello there! First inked card. Got the variant for free like last week or something so pretty pleased (I had already split the base a couple times).
Sandman works well in an Electro ramp deck. Drop some cheap power early with Ebony Maw, Sunspot, Lizard type stuff and Electro (ideally) or Wave on 3. Follow up with Sandman or Leech depending on what you think will hurt your opponent more and then six drops on 5 and 6.
If you have leads in two lanes already then you can Aero the third lane and re-Aero with Odin. Or Doom on 5 and Odin on 6 for a pile of power across all lanes while they're probably stuck adding power to one lane at a time thanks to Sandman.
Sandman is so bad. So, so bad. I have beaten Sandman in my Negative deck which is a deck designed to vomit a disgusting amount of cards. If you're running Electro ramp you're trading your advantage of PLAY BEEEEEG SPELLS for "But what if I ramped ahead a turn, but then took one off?" The decks that can afford to just take a turn off reliably are...not many, and then there are some decks that just won't care about your Sandman at all. Especially when the anti vomit cards of Leech/Leader are just way fuckin better at that job.
Zabu is about the only deck I can actually see him working in because you can break the parity on that first turn and NOT take the turn off, or do it on turn 5 so you get two turns of slamming down bois, but even then I dunno wouldn't I rather just Spider-Man them?
Nah. It's been one of my most played decks two seasons in a row and it still wins very reliably in the 70s. Pretty sure I've had more Negative decks retreat than stay and win a game in which I've dropped Sandman.
Besides, you aren't looking to play Sandman every game. It's a control piece and you have to actually think about when it makes sense to take that turn off and slow down an opponent versus playing Leech or Aero on 4. It is extremely effective against a good number of popular decks, but it nets more cubes than Leech because people think they can play through it until you follow it up with Doom or Aero and then Odin. When Leech actually hits hard people just retreat immediately. The deck is really a high-powered control deck, not one that's looking to just win through "BEEEEEG SPELLS." You can build it with some big cards as an alternate wincon I suppose but I found that to be less effective.
I highly doubt you wouldn't be better off simply playing more power. Honestly I think having Viper as discrider says is actually just way better if you're running Electro but even then I think that's a bad use of your turn 4.
I don't see the complaint for Leech having people retreat. They're gonna retreat probably after the card either way, and you should have snapped before either way, it's probably even cube equity, but Leech has 3 power.
I'm also not saying that Sandman doesn't counter Negative, it certainly does, but it's not unassailable in the way Leech or Leader can tend to be.
Whether playing more power is more effective is 100% dependent on what deck you're playing against. If I drop Electro on 3 and my opponent drops Zabu I'm almost certainly playing Sandman if I feel like I have enough power in hand. Even moreso for a turn 2 Psylocke into turn 3 Negative. If I think they're running a Sera miracle type deck, it's 100% going to be Sandman coming down. If I think they're playing a ramp type deck or something else that's just fine only playing 1 per turn then obviously I skip Sandman and play more power or try some Aero control or drop Leech.
Viper is not at all way better unless you think that extra 2 power is going to make or break you. You're really never going to be playing more than 1 card per turn in the second half of the game so Sandman doesn't impact you at all. Best case you get an extra 1-2 power out of a turn 5 or 6 Sunspot in addition to whatever 5 or 6 drops you play.
Of course I snap before playing Leech. And when he hits a lot of folks retreat and I get 2 cubes. When I play Sandman most people stick around, lose, and I get 4-8 cubes. Which means playing Sandman nets more cubes than playing Leech.
I mean, of course Viper is better. They're basically the exact same play. You took off turn 4 to Viper them, and you're net +1 power, just like the Sandman play. Except sometimes you might be up +2 because you can play Sunspot later, or you're up a lot more because you already played Sunspot, so Viper adds 2 power to that. Viper has the added benefit of clogging their lane with some garbage, but I'll say that's net neutral because some decks won't need the extra spot, and some decks will eat it.
I don't want to discount the "they stay in on Sandman more often than other hoser cards" but I'll just say I'm skeptical on two fronts. People generally leave when their gameplan is disrupted at any point after a snap, especially on an earlier turn play. People fuckin leave after I Armor their turn 2 Bucky after Nova. Secondly, if those people DO stay in when they're so obviously disadvantaged over the next two turns, I feel like they'd get beaten by a lot of things and not just Sandman.
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ObiFettUse the ForceAs You WishRegistered Userregular
Why hello there! First inked card. Got the variant for free like last week or something so pretty pleased (I had already split the base a couple times).
So weird, I got my first inked yesterday too. Prof X for me
Lmao this guy leaders my Dino, then Odin's his Leader to copy my Doc Ock, which backfired spectacularly as I yanked Red Skull onto the field and he yanked 3 cards into mine with Iron Man among them and the 2x boost from Skull's buff gave me the game
Posts
Which is why Taskmaster is good, because if they don't Cosmo your Wong/BP, but instead Shang-chi or Armor, you can still drop a copy of BP somewhere else.
Course, if they don't Cosmo your Wong, you likely could do other silly things (aside Enchantress/Rogue)
Eh..
Mystique+Cerebro, or Mystique+Patriot would drop more T6 on an already set board.
Surfer+Maximus drops an extra 10 on top of existing+3, Surfer+Brood 24.
If they have played Sera first, then you're looking at even more setup and time to escape.
Really my only beef with Surfer is that there's no real counterplay to Surfer themselves.
It can be played to most anywhere, and you'd have to have priority in order to get the Cosmo out first, which Brood and Maximus usually prevent.
So at best you're guessing where Surfer is going to land, and most often you're just not afforded any opportunity to stop them firing.
Really, Surfer seems to generate a lot of concedes, because your best bet is that they get greedy and you Shang-chi the Maximus.
Whether that makes it OP or not..
It's pretty readable.
The game is to get cubes, not to have a high win rate when everyone sees the surfer coming and leaves.
Twitch: akThera
Steam: Thera
but like, the late-game numbers a surfer deck makes? pretty standard among "Good" decks
I have all the gold because I haven't been spending it.
It's not really better than rerolling missions so it's really a question of how much you like the car isn't.
But it is amazing to drop sandman the same turn they drop sera; never seen quicker retreats
Ongoing stacks sort of need T4 for power.
Only other one I can think of is Electro/Lockjaw ramp, but you're relying big On Reveals firing multiple times there.
Works pretty good.
Xbox Live / Steam
Twitch: akThera
Steam: Thera
If you have leads in two lanes already then you can Aero the third lane and re-Aero with Odin. Or Doom on 5 and Odin on 6 for a pile of power across all lanes while they're probably stuck adding power to one lane at a time thanks to Sandman.
Sandman is so bad. So, so bad. I have beaten Sandman in my Negative deck which is a deck designed to vomit a disgusting amount of cards. If you're running Electro ramp you're trading your advantage of PLAY BEEEEEG SPELLS for "But what if I ramped ahead a turn, but then took one off?" The decks that can afford to just take a turn off reliably are...not many, and then there are some decks that just won't care about your Sandman at all. Especially when the anti vomit cards of Leech/Leader are just way fuckin better at that job.
Zabu is about the only deck I can actually see him working in because you can break the parity on that first turn and NOT take the turn off, or do it on turn 5 so you get two turns of slamming down bois, but even then I dunno wouldn't I rather just Spider-Man them?
Yeah, Zabu makes Sandman not feel as bad. Plus Zabu gets buffed by Spectrum
Xbox Live / Steam
Nah. It's been one of my most played decks two seasons in a row and it still wins very reliably in the 70s. Pretty sure I've had more Negative decks retreat than stay and win a game in which I've dropped Sandman.
Besides, you aren't looking to play Sandman every game. It's a control piece and you have to actually think about when it makes sense to take that turn off and slow down an opponent versus playing Leech or Aero on 4. It is extremely effective against a good number of popular decks, but it nets more cubes than Leech because people think they can play through it until you follow it up with Doom or Aero and then Odin. When Leech actually hits hard people just retreat immediately. The deck is really a high-powered control deck, not one that's looking to just win through "BEEEEEG SPELLS." You can build it with some big cards as an alternate wincon I suppose but I found that to be less effective.
(Not sure if it would actually work, but only deck I could think to drop her in when she dropped for me a couple of days ago)
Why hello there! First inked card. Got the variant for free like last week or something so pretty pleased (I had already split the base a couple times).
I highly doubt you wouldn't be better off simply playing more power. Honestly I think having Viper as discrider says is actually just way better if you're running Electro but even then I think that's a bad use of your turn 4.
I don't see the complaint for Leech having people retreat. They're gonna retreat probably after the card either way, and you should have snapped before either way, it's probably even cube equity, but Leech has 3 power.
I'm also not saying that Sandman doesn't counter Negative, it certainly does, but it's not unassailable in the way Leech or Leader can tend to be.
Heh, my favorite location when playing that deck is Oscorp Tower. Get the Electro benefit and Sandman my opponent without actually playing Sandman? Pretty cool.
It almost never leads to playing more than 1 card per turn for me though, the deck just ain't built that way. Maybe a late draw Sunspot gets dropped as an extra on 5 or 6 for a smidge of extra power somewhere, but that's it.
(This was either a bot or someone monumentally stupid. Who plays Shang on 4 against uh… nothing?)
Anyway, word to the wise: Bridge means 1 card on either side. One means one (1) or everyone* dies.
*unless you’re Colossus
Twitch: akThera
Steam: Thera
Can also Chuck the location, or Armor it. Or just Storm/Wanda it.
Altar: Difficult to play here, destroy deck favored. Play Armor?
Morag: Difficult to play here. Play Armor?
Lamentis: Destroy deck favored
Vormir: Slightly difficult to play here. Destroy deck favored. Play Armor?
Vibranium Mines: You could play here but you're not gonna feel great about it.
Warrior Falls: Very difficult to play here, destroy deck favored. Play Armor?
Rickety Bridge: Very difficult to play here, destroy deck favored. Play Armor?
Eternity Range: IS FINE
Klyntar: Annoying to play here.
Shuri's Lab: Interesting. Play Armor (to stop them from killing your shit).
Throne Room: Interesting. Play Armor (to stop them from killing your shit).
I think those are all the new 48 hour featured locations I can remember. It's weird how Armor is basically the best card to just opt out of the vast majority of these.
The next two are Collapsed Mine (fill this location with rocks. Skip a turn to destroy all the rocks) so I guess that one is fine? Prepare for some fuckin She-Hulk/Infinaut shit. Also Patriot seems good. Then it's Plunder Castle (Only 6 cost cards can be played here) which like, you can't even Storm/Wanda to opt out of that one? I guess it's a strictly better/more fun Sanctum Sanctorum so there's that.
Armor is for cowards.
Twitch: akThera
Steam: Thera
With the power of Quake I got Galactus at home
Quake is funnier than dragging an ant-man to the bridge
Whether playing more power is more effective is 100% dependent on what deck you're playing against. If I drop Electro on 3 and my opponent drops Zabu I'm almost certainly playing Sandman if I feel like I have enough power in hand. Even moreso for a turn 2 Psylocke into turn 3 Negative. If I think they're running a Sera miracle type deck, it's 100% going to be Sandman coming down. If I think they're playing a ramp type deck or something else that's just fine only playing 1 per turn then obviously I skip Sandman and play more power or try some Aero control or drop Leech.
Viper is not at all way better unless you think that extra 2 power is going to make or break you. You're really never going to be playing more than 1 card per turn in the second half of the game so Sandman doesn't impact you at all. Best case you get an extra 1-2 power out of a turn 5 or 6 Sunspot in addition to whatever 5 or 6 drops you play.
Of course I snap before playing Leech. And when he hits a lot of folks retreat and I get 2 cubes. When I play Sandman most people stick around, lose, and I get 4-8 cubes. Which means playing Sandman nets more cubes than playing Leech.
# (1) Nova
# (1) Angel
# (2) Carnage
# (2) Quake
# (2) Wolverine
# (3) Venom
# (3) Killmonger
# (3) Sabretooth
# (3) Deathlok
# (4) Moon Girl
# (9) Death
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Trying to get stuff down that doesn't care about dying, then Quake
Just got someone with a T6 Quake with double bridges
(Or rather double Quakes because if it's worth doing once it's worth putting Moon Girl in the deck)
Quake T3 when the opponent hasn't played anything and watching the Electro stick is also very funny.
I mean, of course Viper is better. They're basically the exact same play. You took off turn 4 to Viper them, and you're net +1 power, just like the Sandman play. Except sometimes you might be up +2 because you can play Sunspot later, or you're up a lot more because you already played Sunspot, so Viper adds 2 power to that. Viper has the added benefit of clogging their lane with some garbage, but I'll say that's net neutral because some decks won't need the extra spot, and some decks will eat it.
I don't want to discount the "they stay in on Sandman more often than other hoser cards" but I'll just say I'm skeptical on two fronts. People generally leave when their gameplan is disrupted at any point after a snap, especially on an earlier turn play. People fuckin leave after I Armor their turn 2 Bucky after Nova. Secondly, if those people DO stay in when they're so obviously disadvantaged over the next two turns, I feel like they'd get beaten by a lot of things and not just Sandman.
So weird, I got my first inked yesterday too. Prof X for me
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