Playing Every TMNT Character - Superfly, Malicious Mutant

Welcome back to Undefeated at Locals! I am back with a write up about one of the final 3 characters in my quest to play every TMNT character in Universus! This week in my semi triumphant return to locals I chose to play Superfly, Malicious Mutant. When this character was revealed, I wasn’t all that excited by his abilities, he didn’t seem all that fun, there are only 3 Scheme cards, and my initial reaction was that not being able to use their First Form abilities made it less impactful to run them. Oh man was I wrong. Not only is he insanely fun to play but for the most part the First Form abilities are unnecessary when we are jamming 3-4 of them into our cardpool for the measly cost of some health the other text on the card is FAR more relevant.

I bult my deck on the Evil symbol solely because of Trace Eyes. Every other card in the deck is either Attuned or could be swapped for an Air card with similar effects. Trace Eyes ability to be echoed early without the need for momentum, it being a 4 diff and also just one of my favorite cards that I don’t often get to run all lead to this decision. The goal of the deck is to build out and take as little damage as possible in the early turns while reviewing as many Schemes as possible. This allows us to take a good amount of damage on turn 3-4 right before we plan to swing. Using half blocks to take some damage but not too much is key to getting the Schemes into the cardpool powering up our back swing. Once we have 2-3 schemes in the pool full blocking a move to then respond from hand with Aerial Kikosho makes for some nasty plays on their turn, if we are lucky tapping down 1-2 of their foundations with copies of Trash the City.

In round 1 I got to do exactly what I described. I fought a player running a modified Chun Li, Martial Arts Master Challenger Deck. Game one I was able to build out to 10 foundations by turn 3 and had 4 schemes in the discard 2 Trash the City, and 1 each of Wipe Out All Humans and Equipment Heist. I utilized half blocks to get all 4 in my cardpool and my draw effects to keep cards in hand. My opponent, unfortunately for them, decided to play a 5th move which I full blocked and then hit them with an Aerial Kikosho for 12 damage on their turn stunning down their remaining foundations with Trashing, and giving their next check -2. This allowed me to go in deep, use Equipment Heist to build in multiple great assets and take the game on my 4th turn. Game 2 went very similarly though my opponent was less inclined to string out and let me get as many Schemes into my cardpool for free. I ended up taking round 1 2-0

Round 2 was not nearly as favorable of a matchup. I went against a player running it back with All for One. As I feared when building the deck any character sending 12+ damage moves just MELTS Superfly. Game one was over very quickly when my opponent slung 5 moves turn 2 before I had any of my setup on board to survive. Game 2 was almost as fast, but I lucked out and they left me at 2 health. Unfortunately, I was unable to hit back hard enough to take the game even after a 14 damage Kikosho on their turn, I lost round 2 0-2.

In round 3 I got to play against my friendly local Sasha Blouse, Food Fanatic player. They were able to take game one after a MASSIVE Big Freakin Explosion on turn 4 that I just couldn’t block. Game 2 they attempted the same strategy, but I had Moment of Normalcy on board and was able to tank the damage and live with 4 Schemes in my cardpool once again. I then played a second copy of Equipment Heist into the pool on my turn allowing me to really go deep in hunting assets bringing them to 0 with several echoed Trace Eyes and a big damage Bring Me Stockman’s Mutants. Game 3 my opponent played far more conservatively, not attempting to swing almost at all as to not allow me to get the free Schemes while building a defensive wall. After several turns of build 2-3 and pass on both sides I had sculpted a decent hand and just went for it knowing if I didn’t there was no surviving their turn. I played Wipe out All Humans into Chucking Cars, Bring Me Stockman’s Mutants, Aerial Kikosho, Stokmans again, Trace Eyes, and then finally took their last sliver of health with the echoed Trace Eyes with one of the luckiest check strings in my life. Giving me the win in round 3 2-1. I finished the event 2-1 in 3rd place.

Overall, I love this character and deck. I will play it again at some point with a few changes. I would cut Chucking Cars to a 2 of in favor of another 4-diff attack or something with a momentum out as it never felt good to have more than one in hand and even then, most games it was virtually blank. I will also cut Villainous Plot and Replicating His Research entirely; I never wanted Schemes back in my hand and these should be replaced with more defensive tech like Fighting for Control and Wingnut’s Warning to slow our opponents down early on. I had an absolute blast with this deck, and it really surprised me. I do not think it’s taking down any major events at least until we get more Scheme cards, but I would HIGHLY recommend giving this guy a try at locals! As always, my decklist will be linked below and thanks for reading. Theres only 2 more decks left!

https://uvsultra.online/deck.php?deck=aMTdxcXEUAqZVIFURekRnPfkcZHSmV

Previous
Previous

Playing Every TMNT Character - Retro TMNT

Next
Next

Playing Every TMNT Character - Wingnut