So far there have been 3 MUN drafts in XP and it has been pretty cool. This blogger has placed 1st on the first & third drafts and 2nd on the second draft (did you follow the formatting?). The interesting thing with all the drafts so far is the teams that I have been picking have been the same since day 1. So I guess that my consistent picks is a winning or competitive combination in draft, I honestly don’t know about sealed but limited play is limited play I always say.
As for the teams I pick, here they are: Crime Lords & Thunderbolts with a little Shield on the side. I pick these teams for their offensive & defensive tricks, with Thunderbolts as the offense & Crime Lords as the defensive. I honestly don’t pick alot of Shield but I love their Team-UP, Double Agent!. It gives you four (4) life just for teaming up, hard to pass that up if I must say given the limited plot twist cards out there to modify your character’s defensive numbers to avoid being stunned or stunned back. So there are alot of times you have similar life counts if attacking up the curve is not an option. With that being said, let me present to you the list of characters I would use with my first few picks:
1. Red Skull, Johann Shmidt - HYDRA
This character can split your head in many ways with his burning and defensive abilities. He can burn you on and off initiative if you play him right. He can also give you a headache with who to attack first especially with the number of defensive & recovery tricks that can be played. His pal Baron Strucker isn’t that bad either.
2. Any 2 or 3 Drop of Thunderbolts
This group of characters can go a long way to make your opponent go crazy because as turns go by they get better. These characters help you attack up the curve and improve your board control. They aren’t the right characters to get the stuff done, but they got “The Wrong Stuff”…wink wink (cheesy I have to say)
3. A.I.M Agents
You read it, A.I.M Agents people! A.I.M Agents! They are the wimpiest bunch of bitches but they get the job done. What job you say? Well that’s getting behind your characters and reinforcing them which by the way works well in saving you life and triggering effects like …
4. Baron Strucker, Baron Wolfgang Von Strucker - HYDRA
This guy is a walking defensive recovery that enables you to protect your board and can potentially win you the game. Imagine him in front of Red Skull while defending and your opponent has to go through him to get to Red over there in the support row, Ka-Booooooommmmmm!!!!!! potential twelve (12) points of damage heading your opponents way! Baron Gangbang Von F@(k#r FTW!!!!!
5. Master Man, Max Lohmer - Raid & Kingpin, War Profiteer - HYDRA
If and when any of these cards come your way, snatch ‘em up people!!! These are awesome, once again awesome defensive character cards that can cause panic at the very least to your opponent. If your opponent doesn’t have an attack pump then Master Man has a huge advantage and if your opponent fears that even he has stunned Kingpin that you may recover him with an effect. These are priceless looks that can make you smile even if you loose the match as like I said, “A look of panic is a consolation price”, if you ask me.
As for the Plot Twist…
1. Team -Ups Are Needed!
Team-Ups are a necessity in limited play unless you’re a lucky bunch of baloney! Anyway, just think of attacking up the curve, let’s say you have a 2 & 3 Drop and you wanna team attack a 4 Drop your opponent has…but wait… they ain’t teamed-up… Doh!!!! See, if you had drafted enough team-ups it wouldn’t be as frustrating, finding the correct team-up is another thing though.
2. Late Game Pumps
These two pumps can be used anytime but I prefer to use them in late game scenarios as wasting pumps early on can bite you bad in the long run. But if you gotta use it you gotta use it, or is that if you have to go you have to go? Whatever. Using these cards late game magnifies your characters stats in great ways, like having your 6 Drop a 7 Drop for 1 attack then Now I’m Fighting Dirty will enable that for you. How about giving your characters a +2 attack in a sense? Then Collateral Damage gives you that for just throwing your hand away, in the end it might not be so much of a cost.
The rest of the picks you get should be team specific and helpful. Don’t just get a team specific Plot Twist or Location just because they say Avengers on them and you’re building an Avengers deck. It may not work in the grand scheme of things and you will just be wasting a pick like say a drop that can help you since you should have enough team-ups to make it work.
As for generic locations and equipment, there aren’t a lot of good cards to actually help you that much in draft, but if you want to get some just to fill a space then its not the right mindset going into deck building. One thing I notice in limited play is that continuity and cohesion between cards you have can give you a great chance to actually win a lot of games or the whole thing!!!
What teams would you draft in MUN?












