The Monster

By LordAggro, in UFS Deck Building

Well, this deck is fairly raw, so I'm looking for feedback here, but here goes:

The Monster

Starting Character:

Lizardman* (6 HS 27 Vitality) ( Evil , Void , Water )

Actions (4):

4 Crawling Stance (3/5) (Earth, Evil , Void )

Attacks (20):

4 Alphard Maliki (4/2 2L6; Throw) (All, Chaos, Void )

4 Mezentius Style Santana Storm (4/3 3H5 +2L) (Earth, Evil , Void )

4 Rolling Revenge (4/3 3L5 +2M; Combo) (Earth, Evil , Void )

4 Spinning Demon (4/3 3L4 +1L; Kick, Multiple: 1) (Chaos, Death, Void )

4 Wipe the Floor (5/3 3L4 +1M; Kick) (Air, Death, Void )

Foundations (36):

4 The Man Behind the Mask (0/5 +3M) (Earth, Good, Void )

3 Body of Souls (2/5) (All, Chaos, Void )

3 Dread Pirate (2/5 +3H) (Chaos, Evil , Void )

4 Enemies now Friends (2/5 +3H) (Earth, Good, Void )

3 Genius Alchemist (2/5) (All, Life, Void )

4 Ka Technique (2/5 +3M) (Death, Earth, Void )

3 Mishima Zaibatsu Leader (2/5 +2H) (Air, Chaos, Void )

4 Undisputed Ruler (2/4) (Death, Earth, Void )

4 Keep Them Down (3/4) (Air, Death, Void )

4 War Between Sisters (3/5 +3M) (Air, Death, Void )

General Deck Strategy:

This deck's general strategy is simple, but effective: make your opponent lose his whole hand, on their turn. To that end, we use Keep Them Down combined with Low Throw attacks on your opponent's turn (courtesy of Lizardman* 's R ) for guaranteed discard shenanigans. Following that, you come in for a hard-hitting attack rush, then do it all over again. It may not be the fastest deck out there, but that's what all the defensive and control-oriented pieces are there for.

Card-by-Card Breakdown :

Lizardman* - Can't do it without Scaly here. You're gonna need every point of that 27 vitality to pull your effect off, but you get paid good dividends when you do.

Crawling Stance - One of the MVP's of this deck. +2 damage to everything you play once your opponent's hand is cleaned out is basically a death sentence.

Alphard Maliki - It has 2 speed, a bad check, and no block. Even so, the damage it deals and the Throw keyword instantly make it worth running.

Mezentius Style Santana Storm - Apart from having one of the most awesome attack names in recent memory, this may not be a Low attack, but it still plays nice with them by offering great stats and a damage pump.

Rolling Revenge - Can clean out hands all by itself, and also packs some pretty sweet stats.

Spinning Demon - Multiple makes this card a pretty good killshot, and it also sports some good, solid numbers.

Wipe the Floor - Probably the strongest individual hand-cleaning attack in the deck. Both effects combined with Lizardman* 's E can make this a very punishing move to play as a Reversal .

The Man Behind the Mask - Free pump and reduction for your vitality dipping below half makes this a pretty dangerous card for you.

Body of Souls - Because looping the Throws that make this deck go seemed like a good idea at the time.

Dread Pirate - The Low Throws are key to this deck, so you need as many ways to get them in play as possible.

Enemies now Friends - A standout among your foundations, it is absolutely murderous when using Lizardman* 's R , because it hacks -2 damage off your opponent's attack and tacks +4 onto your Reversal .

Genius Alchemist - Attack strings are the name of the game here, so you need something to make playing them a bit easier.

Ka Technique - A pretty good answer to whatever is giving you a hard time at the moment.

Mishima Zaibatsu Leader - Good stats, a High block, and some momentum control (which you can then use to fuel Spinning Demon and/or Body of Souls ).

Undisputed Ruler - This helps take the sting off some of the shots you'll take, which is always a good thing for a deck trying to counter.

Keep Them Down - It may be among the last foundations mentioned, but it's one of the most useful. Use this when your opponent opens with an attack, and smile as their hand goes goodbye on their turn.

War Between Siste rs - Solid discard, and grade-A momentum control. Pretty cool.

OK, here's the short list of issues I have with this deck:

1. A lack of blocks in general, especially those for the Low zone. <insert ironic comment here>

2. No room for Genius Alchemist and its progressive negation makes me sad.

3. No room for Chasing After the Power and its needed CC support also makes me sad.

Any suggestions?

i recomend ancient fighting style.

With War Between Sisters it is amazing

Also, my attack lineup is drastrically different from yours, and i dont run 2 checks

More and more I've come to think Lizardman doesn't need to run a purely Low attack line-up. I also don't like DDT in him as it doesn't give much more bang for your buck then Alphard Maliki. I think a good dozen low attacks supported with his own Mezentius Style Santana Storm slipped in as a change-up and damage pump is a solid base to build him off of. I want to try using Shadow Flare with him too. If you force your opponent to hold onto their low blocks, so you can probably catch them with their pants down with some punishing high attacks.

LordAggro said:

Well, this deck is fairly raw, so I'm looking for feedback here, but here goes:

The Monster

Starting Character:

Lizardman* (6 HS 27 Vitality) ( Evil , Void , Water )

Actions (4):

4 Crawling Stance (3/5) (Earth, Evil , Void )

Attacks (20):

4 Alphard Maliki (4/2 2L6; Throw) (All, Chaos, Void )

4 Rolling Revenge (4/3 3L5 +2M; Combo) (Earth, Evil , Void )

4 Spinning Demon (4/3 3L4 +1L; Kick, Multiple: 1) (Chaos, Death, Void )

4 Wipe the Floor (5/3 3L4 +1M; Kick) (Air, Death, Void )

4 King's Reverse DDT (6/2 2L8 +3M; Throw) (Earth, Good, Void )

Foundations (36):

4 The Man Behind the Mask (0/5 +3M) (Earth, Good, Void )

4 Body of Souls (2/5) (All, Chaos, Void )

4 Dread Pirate (2/5 +3H) (Chaos, Evil , Void )

4 Enemies now Friends (2/5 +3H) (Earth, Good, Void )

4 Ka Technique (2/5 +3M) (Death, Earth, Void )

4 Mishima Zaibatsu Leader (2/5 +2H) (Air, Chaos, Void )

4 Undisputed Ruler (2/4) (Death, Earth, Void )

4 Keep Them Down (3/4) (Air, Death, Void )

4 War Between Sisters (3/5 +3M) (Air, Death, Void )

General Deck Strategy:

This deck's general strategy is simple, but effective: make your opponent lose his whole hand, on their turn. To that end, we use Keep Them Down combined with Low Throw attacks on your opponent's turn (courtesy of Lizardman* 's R ) for guaranteed discard shenanigans. Following that, you come in for a hard-hitting attack rush, then do it all over again. It may not be the fastest deck out there, but that's what all the defensive and control-oriented pieces are there for.

Card-by-Card Breakdown :

Lizardman* - Can't do it without Scaly here. You're gonna need every point of that 27 vitality to pull your effect off, but you get paid good dividends when you do.

Crawling Stance - One of the MVP's of this deck. +2 damage to everything you play once your opponent's hand is cleaned out is basically a death sentence.

Alphard Maliki - It has 2 speed, a bad check, and no block. Even so, the damage it deals and the Throw keyword instantly make it worth running.

Rolling Revenge - Can clean out hands all by itself, and also packs some pretty sweet stats.

Spinning Demon - Multiple makes this card a pretty good killshot, and it also sports some good, solid numbers.

Wipe the Floor - Probably the strongest individual hand-cleaning attack in the deck. Both effects combined with Lizardman* 's E can make this a very punishing move to play as a Reversal .

King's Reverse DD T - Pretty much analogous to Alphard Maliki , with +2 difficulty netting you +2 damage, a block, and a useful effect against 7 HS guys, which are the most resilient against your hand-cleaner strategy.

The Man Behind the Mask - Free pump and reduction for your vitality dipping below half makes this a pretty dangerous card for you.

Body of Souls - Because looping the Throws that make this deck go seemed like a good idea at the time.

Dread Pirate - The Low Throws are key to this deck, so you need as many ways to get them in play as possible.

Enemies now Friends - A standout among your foundations, it is absolutely murderous when using Lizardman* 's R , because it hacks -2 damage off your opponent's attack and tacks +4 onto your Reversal .

Ka Technique - A pretty good answer to whatever is giving you a hard time at the moment.

Mishima Zaibatsu Leader - Good stats, a High block, and some momentum control (which you can then use to fuel Spinning Demon and/or Body of Souls ).

Undisputed Ruler - This helps take the sting off some of the shots you'll take, which is always a good thing for a deck trying to counter.

Keep Them Down - It may be among the last foundations mentioned, but it's one of the most useful. Use this when your opponent opens with an attack, and smile as their hand goes goodbye on their turn.

War Between Siste rs - Solid discard, and grade-A momentum control. Pretty cool.

OK, here's the short list of issues I have with this deck:

1. A lack of blocks in general, especially those for the Low zone. <ironic comment here>

2. No room for Genius Alchemist and its progressive negation makes me sad.

3. No room for Chasing After the Power and its needed CC support also makes me sad.

Any suggestions?

Right now my issues are numbers issues not so much cards in your deck. You don't need 4 dread pirate. You can work with 3. Mid game it doesn't help you much. In longer games it has limited use. Kings reverse ddt is another I don't think you need 4 off. I think you can get off well with 2 and put in 2 other attacks. Keep them down is a sideboard card. I found that out in Yoshimitsu and kisheri. Against a 6 handsizer, unless they have killer draw, that card will do nothing but set in your staging area. To bad you don't have valued but not trusted.

darklogos said:

LordAggro said:

Right now my issues are numbers issues not so much cards in your deck. You don't need 4 dread pirate. You can work with 3. Mid game it doesn't help you much. In longer games it has limited use. Kings reverse ddt is another I don't think you need 4 off. I think you can get off well with 2 and put in 2 other attacks. Keep them down is a sideboard card. I found that out in Yoshimitsu and kisheri. Against a 6 handsizer, unless they have killer draw, that card will do nothing but set in your staging area. To bad you don't have valued but not trusted.

As somoene who has played lizardman, keep them down is not sideboard...it is in the other discard toons, but not lizard. Your opponents turn they have 6 cards, they play one and hit you, they have 5 in hand. You reversal and use keep them down + lizardmans E. Now their hand is empty.

They have to play 2 foundations first, so they only have 3 cards in hand as their attack is resolving. This really screws up their progressive difficulty, and also makes it harder for them to hold onto blocks. Also with Wipe the Floor, War Between Sisters, and lizardmans E, if they go down to 3 cards, its not too difficult to empty their hand.

I agree on lowering the count of DDT (i run a build with no 2 checks).

Id recomend lizardmans attack that gives +5 to your next CC for commiting one foundation (after playing it after crawling stance). Pretty good to help you a spinning demon after a long attack string.

Also as far as 3x, Body of Souls is another candidate.

^ What Smazzurco said regarding Keep Them Down in Lizardman* . It puts a load of pressure on my opponent during their turn, forcing them to empty out their hand before they hit me, which means emptying their hand is easier, and I get to use to pay for control checks. My opponent loses either way. I do like the ideas of trimming 2 checks and the like. I'll tinker with it for a bit, see what I come up with to accomodate your suggestions.

Edit: Made some changes to it. How does it look now?

That works! I like the edits.

I prefer lower celtis, but to each his own.

Also ill say it again, ancient fighting style. Its 1/4 spam, it combos great with war between sisters, and it shuts down financial troubles. Its a +4 block but who blocks in lizardman?

Edit: i ran a lot more draw and a little less control than you maybe. Also consider Excellent Thief to fill your hand as they empty theirs. And Controller of Souls to stop assets and rush through your deck. Between War Between Sisters, Excellent Thief, Controller of Souls, and AFS i frequently have 3-5 cards on their turn and am able to get an attack when i need it.

Also paid to protect is decent damage reduction.

I didn't like the return of excellent theif. Thing it seems with this deck is that you don't need a ton of draw. All you need is an attack in your hand when its their turn and not be commited. The draw element isn't as needed as it is in other discard decks because they have to flush hand and then go aggro. With this deck you take damage and then go to town and flush your opponents hand. Next turn you draw fat then kill them.

darklogos said:

I didn't like the return of excellent theif. Thing it seems with this deck is that you don't need a ton of draw. All you need is an attack in your hand when its their turn and not be commited. The draw element isn't as needed as it is in other discard decks because they have to flush hand and then go aggro. With this deck you take damage and then go to town and flush your opponents hand. Next turn you draw fat then kill them.

Sure. I agree its definately not a staple, and if you aren't running CoS + AFS then i wouldn't run Excellent Thief by itself.

Lizardman seems like a pardon the pun a beast... You know the more I read void's cards the more I'm starting to like the element.

nice deck and great ideas guys keep it up.

Micah said:

Lizardman seems like a pardon the pun a beast... You know the more I read void's cards the more I'm starting to like the element.

nice deck and great ideas guys keep it up.

Incidentally the lizardman thread i started a few days back was titled' Lizardman is a beast" lol