Posts Tagged ‘uk


Marvel/Titan Books Transformers Reading Order

I noticed that there doesn’t appear to be any sort of helpful reading guide for going through Titan Books’ reprints of the Generation 1 Transformers comics, from Marvel and Marvel UK, in chronological order. So, I’ve done my best to compile a list of my own.

I’ve broken the list down into issue-runs which form a story-arc, and named the graphic novel in which they can be found in brackets. Once you reach US #56, Simon Furman from Marvel UK takes over the writing of both sets of comics, and so the run is easier to follow, by simply reading the US collections from there.

There are also some black+white reprints of later UK comics Titan Books did, but I’ve never tracked those down, hence why they don’t appear on the list. If I do, I’ll see where they fit in, and add them where appropriate.

Transformers US #1-6 (Beginnings)

Transformers US #7-12 (New Order)

Transformers UK #45-50 (Dinobot Hunt)

Transformers US #13-16 (Cybertron Redux)

Transformers UK #59-65 (Second Generation)

Transformers US #17-18 (Cybertron Redux)

Transformers US #19-20 (Showdown)

Transformers UK #74-77 (Dinobot Hunt)

Transformers UK #78-88 (Target: 2006)

Transformers US #21-22 (Showdown)

Transformers UK #93 (Second Generation)

Transformers US #23 (Showdown)

Transformers UK #96-100 (Prey)

Transformers UK #101-102 (Fallen Angel)

Transformers UK #103-104 (Prey)

Transformers US #24 (Showdown)

Transformers US #25-27 (Breakdown)

Transformers UK #113-120, Annual (Fallen Angel)

Transformers US #28-30 (Breakdown)

Transformers US #31 (Treason)

Transformers UK #130-131 (Time Wars)

Headmasters #1-4 (Trial By Fire)

Transformers UK #132 (City of Fear)

Transformers UK #133-134 (Legacy of Unicron))

Transformers UK #135-136 (Prey)

Transformers UK #137-138 (Legacy of Unicron)

Transformers US #32 (Treason)

Transformers US #35-36 (Treason)

Transfomers UK #145 (Second Generation)

Transformers UK #146-153 (Legacy of Unicron)

Transformers US #37 (Treason)

Transformers US #38-39 (Trial By Fire)

Transformers UK #160-161 (Space Pirates)

Transformers US #40 (Maximum Force)

Transformers UK #164-171 (City of Fear)

Transformers UK #172-173 (Space Pirates)

Transformers US #41-42, 44 (Maximum Force)

Transformers UK #182-187 (Space Pirates)

Transformers UK #188 (City of Fear)

Transformers UK #189 (Time Wars)

Transformers US #45 (Maximum Force)

Transformers US #46-48 (Dark Star)

Transformers UK #198 (Second Generation)

Transformers UK #199-205 (Time Wars)

Transformers US #49-50 (Dark Star)

Transformers US #51-55 (Last Stand)

Transformers US #56-62 (Primal Scream)

Transformers US #63-68 (Matrix Quest)

Transformers US #69-74 (All Fall Down)

Transformers US #75-80 (End Of The Road)


UK Nationals Decklist (Brotherhood)

Now that I’ve had a few days to calm down, compose myself, and bear to look at my Brotherhood deck again, a quick posting of what it is I actually played:


4x Pyro, St. John Allerdyce
4x Quicksilver, Mercurial Speedster
4x Juggernaut, Champion of Cyttorak
4x Magneto, Mutant Terrorist
4x Sabretooth, Feral Rage
4x Magneto, Mutant Supreme
2x Quicksilver, Speed Demon
2x Juggernaut, Walking Disaster
2x Sentinel Mark VII, Repurposed
2x Mystique, Shape-Changing Assassin
1x Magneto, Master of Magnetism

Plot Twists

3x Avalanched!
3x Insignificant Threat
3x Sibling Support
4x Devastating Blow
4x Savage Beatdown
2x Crushing Blow
3x Mobilize


2x Asteroid M


2x Juggernaut’s Helmet

The primary focus of the deck is to create as much chance if breakthrough as possible, by playing higher-statted characters who cause it naturally, 2-drop Quicksilver who removes reinforcement altogether when attacking, or Avalanched! which negates the possibility of reinforcement in most cases by exhausting support row characters. After the breakthrough is established, the majority of the plot twists are attack pumps to boost the damage done, with the intention of stacking up attack pumps until about turn 4/5, then creating one super-breakthrough amount in the hope of reducing the opponent’s endurance total enough that they decide to scoop.

The deck is (normally) also consistent enough to work as a simple curve-attack deck, until you can recruit the 7-drop Juggernaut, which is generally a game winner, due to two resources being knocked off of an opponent each turn from that point onwards, meaning they’ll be having to underdrop continuously, whilst you’re able to recruit both 7-drops and other characters if the game somehow manages to last that long. This is also a very nice tactic against deck like Heralds of Galactus, as their game will normally revolve around making sure the game gets to turn 9 to recruit Galactus. However, if they haven’t the resources to pay for him, then it’s game over.

It’s not just the high-end game that the deck works against. ‘Weenie’ rush decks also suffer from the likes of Insignificant Threat, which prevents from attacks up the curve from working against you, Asteroid M, which gives an added +4 ATK against characters with a lesser cost, where you’ll already have a higher ATK->DEF ratio as it is, and the two lower-drop Magnetos, who stun 1-drops, and the lowest costs cards in play.

The only thing I would say, looking back, that the deck is missing is card-draw/deck-cycling, which can be achieved with Underground Resistance, at the cost of a discarded Brotherhood card. I would probably replace the two Crushing Blows with this card if I played again, as the additional +3/+3 against an exhausted defender is something that can be traded away with the number of attack pumps already present in the deck.

Don’t let my poor performance at the UK Nationals put you off the same or a similar deck. 90% of the time, this deck puts up a bloody good fight, and has won against MKKO, Secret Society and the newer JLA cards. I just happened to have that really awful 10% of bad luck/draws during the entirety of the tournament itself, which it’s going to take a week or two to stop being slightly bitter at. I’m now working on a Modern Age variant, to broaden my horizons with plot-twists, especially Big Leagues for +4 ATK, and Blind Sided, to remove reinforcement completely for a character for a turn.



Back From The UK Nationals…

…where I managed to crash and burn almost completely. After a couple of months of deck-testing Brotherhood, and coming up tops a large amount of the time, the deck itself failed horribly on the day, due to some magnificently bad card-draws. Much under-dropping, and lack of needed plot twists occurred, and no Mobilizes etc. being drawn to go and get the characters.

The most consistent thing about the deck, was that Avalanched! would be drawn the turn after I needed it without fail. That was rather a kick in the teeth five times in a row. I have no doubt when I go back to playing the deck ‘normally’ it’ll perform perfectly fine again, but that’s not going to help me secure a place at the World Championships. It seems that there’ll need to be one more Elite Series before June for me to secure 7 or more PC points in time, or some Last Chance Qualifiers in the days before the big event itself.

However I manage it, I’m making it to those World Championships.


Play-Testing Time

With little over a month to go until the UK Championships, it’s time to finally whittle my selected deck down to the best I can get it. The format for the tournament is Bring Your Own Set, in which the players pick one of the VS sets that UDE have released, and build a deck solely with cards from that set, so that every card has the same starting digits in the bottom-left corner. (For example, DJL, MXM, MTU etc.) If a card’s been reprinted from an earlier set, then the early versions of that card can still be used, which helps greatly with the cheap Savage Beatdowns I purchased.

The deck I’ll be playing is The Brotherhood, from the Marvel Legends deck. I won’t be posting my deck-listing up until after the event though, just in case someone sees it and decides to tech against it where they wouldn’t have otherwise. Thankfully, I shouldn’t need to build against Fate Gear too much, as it can’t be used in conjunction with Quicksilver or Bizarro World, the two prominent cards for it, but the Fate Gear does come from the Infinite Crisis set, which includes Checkmate, a team commonly found in the Top 8 of previous tournaments.

Playing against a MVL Brotherhood deck last night, I saw how insanely good it could be, especially with Insignificant Threat in the mix. Having raised my lone attacker boosted to 27 ATK with multiple pumps, only to have it stunned as it was one drop lower, was enough for me to concede the game. Hopefully I can conjure some of that magic at the tournament, especially as Pathetic Attempt can’t be played, unless someone’s crazy enough to run a MCG deck.

Of course, Amit was crazy enough to play Mysterium at the Elite Series and pull it off, so who knows?

November 2018
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