The Correlation of Fast and Right: An Observation
April 16, 2008
I work out every day with coworkers. Sometimes I choose the regimen, other times my supervisor calls the shots. I took charge yesterday, so he took it today. We ended up doing a circuit, a 1 mile cardio run, and finished it up with a few sets of Sprints. The problem? The guy behind me in the circuit was catching up while I was doing squats. So as not to hold up the others, I sped up. For those unfamiliar, a squat involves holding weight on your shoulders and squatting until your thighs are parallel to the ground. You have to keep your back straight or you end up hurting it. I sped up and my form suffered. 3 Tylenol later, I can walk and do my job. Wow.
So this coincides with Hulk Week. How funny. Maybe it’s just the excrutiating pain of running a mile with a strained back, or maybe it’s my gun shy attitude towards the Warbound. Still, I see a bit of a correlation. The thing is, the Hulk is turning into a turn 5 kill, turn 4 kill if you do it just right. Think of it this way: Hulk 4 drop is an 8/7 with a built in flame trap. He kills rush. Batman, Founding Member is a 5/5 3 drop. Hawk girl is a 4/5 2 drop.
With the right pumps, you should be able to leave only thei 3 and 4 on the board on turn 4. Hawgirl gets a power-up to nail their 3 drop, Batman takes aim at their 4 drop. They should be around 40 endurance by the end of your onslaught. So 2x Battle Training and 1x Crackshot make the Hulk 19/7 for the turn. If he has an Nth Metal equipped he becomes a 20/8 each attack. Righteous Anger makes him a finisher on 4.
You might be saying ‘But Kenpachi, that belongs in the ‘never gonna happen’ thread!’. Maybe not that exact situation, but 4 turn long pumps(Combat Reflexes, Battle Training, Crackshot, and Flying Kick) can make up 20% of your deck. Fartifacts+Fate’s Tower take up another 20%. Heroes of Two Worlds, Call in a Favor and Mobilize make up another fun 15%, with team-ups making up the last of it. JLA’s ‘New Era’ finds as many Fate’s Towers as you want/need, and turn it into metropolis when you’re done, teaming up Warbound and JLA. 3 pumps(which you’ve cycled into) plus fartifacts(which you’ve towered into) make Hulk a 20/11 for the turn while attacking. With the board cleared via Hawkgirl and Batman, you have a straight shot to your opponent’s face.
The strategy focuses on doing it right, not forcing the speed. It seems like the problem with loner decks is their necessity in the speed department. Slow is Smooth, smooth is fast. I think that as I await previews these next few days I’m going to try to keep that in mind. I don’t want Bruce pulling his back.