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Welcome back
everyone. It's been a while since I've had an actual brawl. The last time I
did, the board was muddled with nearly infinite damage reducing foundations.
This leads me to believe that Yun would actually be quite good in brawls, more
on that in a second. If you haven't heard, Assets of Power is the next major
tournament coming up for us UFS junkies. Wouldn't you know it, the first event
is going to take place right here in my backyard...
Positioning
The first thing to
consider when preparing for a major tournament is actually not what deck you
will be playing, but what deck everyone else will be playing and then select
your deck accordingly. Let's take a look at some of the Worlds lists, as those
may be a very good indicator for what the AoP has in store.
Void Control
Characters: Promo
Rock, Ultra Rare Dhalsim, sometimes Promo Ryu
The goal of these
decks is simple: keep the opponent from doing anything significant, and wait
for the big turn. These decks usually win in 1-2 hits, and usually only play 1
complete game before time is called. This is especially true in the case of
Rock. All of these decks have the ability to ‘board into Yun-Seong, it should
be noted.
Aggro /Control
Characters: Ultra
Rare Vega, Promo Nakoruru, Promo Tira, Promo K', sometimes Promo Cody, Rare Yun-Seong
and Promo Bison
Most of the time
these guys come out swinging early, chipping your life away with attacks like
Chain Throw. Everyone except K' has access to Start Over or Infiltrating, which
comes in handy against just about anyone. Particularly vicious with this action
is Vega, as his asset can put you away in short order. While these aren't as
fast as "true" aggro decks, they are much more resilient in the long game
against control.
Aggro
Characters: Matt
Kohls, Promo Adon, most Yun-Seong builds, and others
The goal is
simple here: Leave the opponent dead at the end of turn 2. Turn 1 is even
better. Almost any and all fire builds feature the Dark/Empire combo these
days, which is something you need to consider when positioning your deck.
Yun-Seong builds just tend to abuse Whereabouts Unknown, another factor you
should take into consideration.
Other Misc Builds
I think most
understated these days is the Death resource, as it is very versatile, and yet
has been overshadowed by Void almost constantly. Evil aggressive decks have
only gotten better with the release of the battle pack, which is something you
should have at least an awareness of. There are also any number of Stamp decks
floating around that are very non-interactive. Most of these feature Promo
Ukyo.
It seems like the
aggro/control hybrids are the most popular decks at the moment, with "pure"
control decks being the minority group. This is not to say that you won't face
control in at least a third of your matchups at the AoP, however. The aggro
decks, in my opinion, are the hardest to play properly, as those decks are more
dependent on the top of the deck than any of the other builds. It can be
terribly frustrating when you leave your opponent alive at 2 after flipping a 3
or less. Expect only top-notch players to be playing these in the final stages
of the tournament, making them all the more dangerous.
Yun-Seong
Yun-Seong was the
most popular entry at the World Tournament, and it's easy to see why. Yun-Seong
can do almost anything, from pure Void
control to turn 1 Air aggression. Expect to see more of him than anything else.
UR Vega
Seeing as he was
the weapon of choice for the World Champion, expect to see more of Vega based
on that merit alone.
Conclusions
At least ½- ¾ of
the decks you will face will try to beat you in turns 1-5. The rest will either
control you until the perfect opportunity arises, or try to Stamp combo you out
of the game. I have pretty much given up trying to beat Stamp combo, as it is a
minority and a dog to Void decks in general. That leaves us with an extremely
aggressive field, with a couple of control mainstays at the top. That said,
Promo Rock seems to be positioned perfectly for this type of metagame. He
seriously dampens aggro, and IS control himself. However, you can expect at
least 2-5 players to be running him, and as we all know, there can be only 1 in
the top 8.
Personally, I
tend to favor the hybrid build, as there is more I can do if things turn south,
particularly against control. Here's a deck I've been tossing around that might
be worth a shot:
***Mai***
Based on Evil
4 Chain Throw
4 Kunai
4
Messatsu-Gorasen
4 Blossom Storm
16 Attacks
4 Impetuous
4 Pieces of Eight
4 Constant
Training
4 Won't Settle
for Second Best
4 Float like a
Butterfly
4 Shinobi
Tradition
4 Lost Memories
4 Beginner's Luck
2 Japan's
Best!
34 Foundations
4 Absurd Strength
4 Actions
1 *Miser*
1 *Ibuki*
1 *Necro*
1 *Leona*
1 *Astaroth*
5 Character Blocks
60 Cards total
Sideboard
3 Recurring
Nightmare
3 Start Over
2 Grim Stride
8 Cards
total
I really wish I
had access to Trade your Passion, but I don't, which saddens me a bit. Still,
there's a lot of "good stuff" in this deck. Let's get started with the
character:
***Mai***
7 HS, 21 Vit
Evil, Life, Order
All cards without
Breaker get "Breaker: 1"
E: Your attack
gets +X speed. X equals the last block modifier in your opponent's card pool.
Although she's a
bit on the frail side, there's a lot to admire about the newest incarnation of
Mai. All cards get breaker 1. This will definitely slow up aggro. Also, it will
bait out blocks from your opponent, so you can use the speed enhancement on
your next attack. Alone, however, it is not enough. We need to break the
symmetry on this card, so let's get to it.
Float Like a Butterfly, Shinobi Tradition,
Beginner's Luck, Full Power, Won't Settle for Second Best, Japan's Best!
These are the
cards that will help break the symmetry of Mai. Breaker 1 hardly matters to you
when you have Shinobi or Float set up. Beginner's Luck also helps conquer that
handily. Won't Settle is what really breaks symmetry against your opponent. You
block them, breaker them, and then pull off a crazy Promo Yoshitora
impersonation. Imagine having 4 of these out! It never happens, but 2 tends to
be bread and butter every time. Combined with breaker, Won't Settle is
positively sick, I pray for one every single game. Japan's Best is really just piling
it on, but it also helps break symmetry. My opponent has access to Breaker 1,
while I have Breaker 2-3. The math is simple.
Impetuous, Constant Training, Pieces of
Eight, Lost Memories
Here is the
control element of the deck. Impetuous makes for a great game of cat and mouse,
particularly in favor of the one playing Impetuous. Constant Training stops
multiples, Material Advantage, so on and so forth. Pieces of Eight, namely to
team up with Impetuous, and Lost Memories for just about anything.
The Attacks
The deck has the
potential to open up with Chain Throw, Kunai, Messatsu-Gorasen. It's not
something anyone near 20 vitality wants to see, which is perfect for some of
the controlish decks. Blossom Storm was a stretch for me, I really didn't like
it at first, but the ‘Storm, and Chain Throw are perfect targets for Absurd
Strength. There's not much else to say about the attacks, except, don't fear
the 1 check. It almost never comes up, and most of the time you'll draw 1 in
your opening hand. If it does come up, Float, Shinobi, and Green, can save you.
You should not be failing control checks with this deck.
The goal is to
set up fatal Messatsu-Gorasens, preferably with a Chain Throw lead in, in order
to bait out a block, and allow you to give a free speed boost to your
multiples.
Absurd Strength
If find this card
is quite aptly named. It's sort of like Mow the Men down, only infinitely more
versatile because it is a fine counter to "flash" momentum strategies in
addition to just being a straight-up game ender. I hear it's nicknamed "the Hammer"
or "Hammer Time!" both of which are actually quite amusing.
The character blocks
I specifically
listed the character blocks because each of them could be a relevant switch-in.
This is more than just "sand-bagging" to dodge diversity, this is aggressive
repositioning with the goal of securing a better match-up, a strategy which I
feel is generally underdeveloped in UFS at the moment, one that could use some
pioneering. I've got my machete, try to keep up.
Miser
With all the
Ruler of Southtown abuse going on lately, throwing in a Miser is an excellent
way to throw their strongest weapon right in their face, and perpetually negate
their entire staging area.
Ibuki
Ibuki is the
aggro switch-in. She can turn 2 just about anyone with a decent Float set up, plus
she's immune to Megalomania, Ring Veteran, Trade Your Passion antics and
partially immune to Void foundation control. She really shines against multiple
Yogas, or opposing Lost Memories. On top of that, she can Float, destroy a
foundation to ready Float, and then Float again. A neat trick when you're in a
hurry for that K.O. I tend to side her in if I lose the first game in a drawn
out match with time approaching.
Necro
I have yet to
take full advantage of this Street Fighter, but his abilities seem so powerful
in the abstract. Perhaps I will find a use for him before the AoP. Perhaps not,
we'll find out.
Leona
Leona erases the
text on your opponent's character. A fantastic switch-in, perhaps my favorite.
I tend to switch her in on decks that heavily rely on their character, like
Starter Ken, Kohls, or Seichu Ryu. Sometimes even Yun-Seong, to make him fight
fair.
Astaroth
Big Evil makes a
spot in this deck as the complement to Ibuki. If the first round of a drawn out
game sees me come out on top, Astaroth is coming in to make it as hard as
possible for my opponent to win the game he needs before time. His
Messatsu-Gorasen is particularly nasty.
The Sideboard
Recurring Nightmare 4/3 +2M
Chaos, Evil,
Order
R Destroy this
and 1 other foundation:
Before a control
check is made, that control check may not be modified, and your opponent may
not commit foundations to make that check successful. Failing this control
check will not end the turn.
This card is
listed at $0.25 right now, though I can't understand why. This card is Power of
the Edge on a foundation with no momentum requirement. Start Over?
Infiltrating? Better raw dog a 6. Ultimate Volcano, Shadow Banishment,
Shoryuken Extra? Not on your life. Play this card. It is THAT good. I am only
saddened that I don't have room for a
fourth... Don't ask me how it interacts with Float, because I don't know.
Start Over and
Grim Stride are self explanatory.
As a final note
before I move on, I would really like to fit some Blades of Fury in this deck,
but I really don't see where it can go. I am already lamenting the loss of Full
Power from earlier versions... What I really want to stress, however, is how a
deck can be repositioned to attack from all these different angles, or in the
case of Astaroth, just preserve the status quo until the round timer tells you
what you already know, which in itself is a valid strategy, and thus a form of
attack.
**Sophitia**
Based off of
Order
4 Moonsault
Slayer
4 Ryu's Shoryuken
Extra
4 Psycho Sword
4 Burning Knuckle
16 Attacks
4 Ring Veteran
4 Armored Defense
4 Megalomania
4 Dirty Pool
4 Constant
Training
4 The Hero of
Southtown
4 Whereabouts
Unknown
4 Blades of Fury
32 Foundations
4 Block
4 Chief Hold
2 Psychic
Teleport
8 Actions
4 Character Blocks
61 Cards total
Sideboard
4 Recurring
Nightmare
4 You Will Not
Escape
8 Cards total
Once again, I
revisit one of my favorite characters, the often overlooked Sophitia. Every
single time I play her against someone for the first time they stop the game to
figure out how I make them discard their entire hand every turn. It's a silent
pleasure. The goal is simple, throw out a big attack, disarm the opponent and
connect. It's academic after the first few hits. It used to be that I ran a
complement of Life foundations to reduce any attack's damage to 0 in order to
keep the opponent from drawing cards again, but Armored Defense takes care of
that handily, as does Block 9 times out of 10. The deck is brutally effective,
as it can stop Dark Empire tricks with Armored Defense, as well as dodge
Penetrating Lunge with timely Chief Holds. Against control, it sideboards into
a turn-ending nightmare with You Will Not Escape coming in alongside a full set
of Recurring Nightmare. Sophi's own built-in abilities make her resistant to
combo-dependent opponents. I don't think I would be too far off base if I said
this girl is a solid contender. Some of you might prefer more attacks, but I
find that 16 seems to be the magic number for me in terms of drawing attacks
and control check consistency.
It should be
noted that many believe discard decks to be an extreme liability these days and
I won't say they're wrong at all. Facing hate, and especially powerful hate, is
one of the risks you take when you position yourself within a certain strategy.
A lot of people are running 4 Pure of Heart or Chinese Sword Style in their
‘boards to defend against discard. I think Moonsault Slayer is a fine weapon
against these cards. More problematic are foundations with discard hate, but
the Ring Vet, Megalo, combination seems to be enough to stave those off as
well. Still, it doesn't hurt to be cautious. Dirty Pool makes a fine back-up
plan, and can win games all by itself.
The Brawler in all of us
Now that all that
serious tourney prep is out of the way, let's have some fun. Namely, let's beat
up several other players, at the same
time. What do I have in mind? A little alternate format I call Team Brawl,
inspired by Marvel vs Capcom 2.
The idea here is
that the battle is 3 on 3, like MvC, however, it avoids most of the confusion
of conventional brawls and team formats by allowing only one player from each
team to play at any particular time as the active player. The active player may
"tag in" a team mate of his choice a by committing his character card as a form
during his turn, or as a response to an incoming attack. The trick here is that
Inactive players start the game with their characters committed, active players
don't. Therefore it is possible to set up two players on the opening turn.
Inactive players gain 1 Vitality at the ready step, however, Inactive players
may only ready their character card and two foundations during their team's
ready phase, during the draw step, they only draw up to three cards if their
handsize allows. This keeps every turn from being a "triple attack".
Additionally, Inactive players cannot play cards at all until they become
active players. As an interesting game rule, if an opponent takes 10 or more
damage from your attack, you may commit your character card as a response to
commit their character card and force them to tag-in an inactive player of your
choice. If a player takes damage from an attack, an inactive player may commit
their character to tag-in in response to another attack being played. This
keeps one player from getting stranded alone, character committed, facing three
attackers. Card pools do not clear for inactive players until the end of their
teams' turns. Finally, Inactive players are not affected by opponent's cards,
but continuous effects like Mortal Strike and Armored Defense will still affect
a new active player if one tags in. Cards like Emptiness and Start Over only
affect active players. If the active player is K.O.'d then the last teammate
who was active player becomes the new active player. An easy way to avoid
confusion with who comes in after a K.O. is to assign each player a number
(1,2, or 3), and just have the remaining player with the lowest number come in.
Agree on the exact terms beforehand. The game ends obviously when there is only
one team left.
The fun thing
about this format is that it doesn't specifically require a deck for Brawling,
only three decks per team, since the format is essentially one on one. Some
players like to build decks to take advantage of the "10 Damage" rule, others
like to build their decks with effects that ready their characters in order to
make intricate three-player combination attacks. The typical team set up is one
control player with two aggressive players. Another strategy is to have one
huge tank like Hugo or Astaroth, as being inactive doesn't particularly harm
them. You'd be surprised to learn that games don't end in 2-3 turns, but are
not insufferably slow and often revolve around team tactics and maneuvers. Games
usually last 30 minutes to an hour. If you
wanted to organize a tournament utilizing this format, I would NOT make it best
out of 3.
Summary:
- - Battles are 3 on 3 although 2 on 2 is possible.
- - During the first turn of the game, the active
player starts with his character ready. The Inactive players of the team going
first start with characters committed.
- - Only the active player can play cards to his
card pool.
- - Active players may only attack the opposing
active player.
- - The active player can commit his character card
as a form to tag in a team mate. That team mate becomes the active player for
his team.
-
- The active player can commit his character as a
response to an attack being played to tag in a team mate. This is only playable
during the opposing team's turn.
-
- Inactive players cannot be affected by card
effects or abilities.
-
- Inactive players gain 1 vitality during the
ready step.
-
- Inactive players may only ready 2 foundations
during the ready phase.
-
- Inactive players may only draw up to three cards
during the draw step.
-
- Inactive players may commit their character card
as a response to an attack being played
(multiples don't count) to tag in. This is only playable if the active player
has already taken damage from an attack this turn.
- - If you deal 10 or more damage with a single
attack, you may commit your character as a response to commit your opponent's
character card and force him to tag in an inactive player of your choice.
-
- Cards pools do not clear until the active player
passes his turn. It is possible to play cards, tag out, then get tagged in
again and play more cards. When you are tagged in again this way, previous
continuous effects (Float Like a Butterfly, etc.) are no longer in effect and
will have to be activated again. Abilities that can only be activated once per
turn cannot be activated again. Any new forms played cannot be considered your
"first" form.
-
- The game ends when each player on a single team
is defeated.
-
- Continuous effects like Emptiness only affect
active players, and have no affect on inactive players, even if an inactive player
controls said foundation.
When I introduced
this format to Armada Games it was met with plenty of praise as the
best multi-player format available to UFS. Everyone had lots of fun.
The first game I
played in was a 3 on 3. I jumped in with the Mai deck posted above,
with my
team mates consisting of Dan and Nightmare Geese. Across from us were
Rare
Galford, Promo Ukyo and Rare Seong Mi-Na. Unfortunately, Galford was
stranded
and isolated early. Unable to switch out, he met a Seichu Nidan Tsuki
from Dan,
who then tagged me in, and I followed with Chain Throw, Kunai,
Messatsu-Gorasen
for the kill. Afterwards, Ukyo and Seong Mi-na managed to stabilize a
bit and
survived a few more turns, but it quickly became apparent that Mi-na
was the
weaker player, and the three of us converged on her in a very similar
fashion
as Galford. Ukyo, however, proved to be much harder to kill. Piloted by
my good
friend Brandon Bravo, Ukyo managed to dig himself in with quadruple
Awakening,
Ancient Insight, and a half a set of Yoga Mastery. He held us off for 4
or 5
more turns alone, and almost killed Dan before succumbing to
overwhelming
numbers.
Later on, back at
my home, we played another match to iron out the rules, this time 2 on
2. The
teams were Akuma and Ukyo, the same as before, against myself piloting
my Mai
deck with Astaroth as the starter, and Ultra Rare Dhalsim. This fight
was much
more even, but failed control checks from my teammate saw me lose maybe
3 or 4
turns of development. 30 life, however, is 30 life and I ended up
played
offensive lineman for my delicate teammate. In the end, Dhalsim started
blowing
up his foundations to disarm each opponent, and we would both proceed
to unload
on the poor soul. Akuma was the first to fall. Ukyo fell several turns
later.
However, the prolonged periods of my inactivity in this game earned me
the
nickname "benchwarmer". In the end, good times were had by all.
Everyone seemed
to like the format. The rules are very clear and quite intuitive,
you'll find,
much more so than traditional brawling. This may very well be the
future of multi-player formats. By far, the best and most inviting
aspect is that just
about any deck can play without any trouble at all. Try it out, and let
me know
what you think at
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