Tournament Report – Open Series $2k Invitational – Anthony Barragan

 by Anthony Barragan

Hello my fellow Apex Insiders, in today’s article I will not only tell you about my triumph at the Majestix $2K Invitational, but I’ll also be sharing the tactics and nuances of all the teams that I used throughout the weekend. All $2K contestants were tasked with making 3 different constructed teams, the 3 teams spanned 3 different formats (Bronze, Silver, and Modern). Over the 3 days the $2K players were thrust into the heroclix gauntlet format with us having to play 3 rounds of Bronze and 3 rounds of Silver on Friday, 3 rounds of Modern and 3 rounds of
Draft on Saturday, and 5 rounds of Bronze on Sunday (17 games for the weekend).

Bronze Age: Mystical +6
Blackheart 75
Blackheart W/Soulsword 85
Death Metal Wonder Woman 50
Mad Jim Jaspers 35
Felix Faust 30
Wendigo 15
Reign Of Terror 5
Merc Jet Terrain DIal 5
Tarots: The High Priestess, 5 Of Pentacles, 2 Of Swords, 7 Of Cups, Knight Of Wands
Maps: Doom’s Castle, Fountain Of Asgard
Sideline: Deadpool, Black Vulcan, Brainiac, Cosmic Cube (S8), Infinity Gauntlet (S9), All-Black The Necrosword, Muramasa Blade, Emotional Modifier, Enchanted Crowbar

Blackheart: This guy is the heart of the team and definitely worth not only his grain of salt but also worth doubling up on. His trait Putting The Hell In Hellfire Club gives him Leadership, but when he succeeds instead of removing an action token he can generate a Hellfire Club Guard. That same trait also allows him to be given a power action to turn all guards on the map to click 9. This trait combines nicely with the Heart of Darkness trait which lets Blackheart free action to KO a Guard and remove all tokens on Blackheart, heal a click, and either Running Shot or Charge as another free action. Not to mention he also deals penetrating damage if a character was KO’d since your last turn (KOing a Guard is definitely worth it but it’s important to not get too overzealous with giving your opponents 25 points). He also has 2 back-to-back STOP clicks where he has Mastermind, Cosmic Energy, and he generates a Guard adjacent to him the first time that click is first revealed (it’s worth mentioning that the guard HAS to be generated regardless of there being an open adjacent space). All this combines so well with his great dial despite him only being 4 clicks long making him well worth the cost.

Hellfire Club Guard: These guys are your standard Mastermind fodder for anyone with the Hellfire Club keyword as they have 3 clicks and Toughness on top click. They can deal some serious damage on their 9th click where they gain Charge, Flurry, Flight, Blades, and Exploit Weakness making them great tertiary attackers for 1 click.

Soulsword: This allows a Blackheart to be an even harder KO, because he has mystics TA which gives him a bonus once per turn when DEALING damage from it (damage dealt is different from damage taken) which helps you still get the effect off when hit by someone with i=Invincible. He can either choose to deal 2-penetrating damage or heal a click. Dealing the 2-damage helps with long dial people and those who lose advantageous powers after taking 2-penetrating damage. Healing 1 click is great when you get hit to your STOP click then get put above it making it more difficult to KO Blackheart as he now has Mastermind fodder right next to him and 2 STOP clicks to chew through.

Death Metal Wonder Woman: The glue that holds the team together, not only being a 3rd Leadership but being yet another attacker. She has an amazing trait called Queen Of The Underworld which lets her once per game for all characters with this trait, when a friendly standard character would be KO’d (including herself) they may be turned to their last click non-KO click then roll a D6 and heal them half the result. Protected: Pulse Wave. That trait alone
makes her worth the 50 points, because KO’ing Blackheart or herself wasn’t hard enough already. She also has a STOP click on her last click which gives her Defend and Super Senses with a 19-Defense to go along with her Wonder Woman TA which gives her a +1 to her Super Senses roll making it a 4-6 rollout. The STOP click also states that when an opposing character MISSES HER AND/OR AN ADJACENT FRIENDLY CHARACTER , after resolutions the attacker takes 1 penetrating damage.

Mad Jim Jaspers: This guy gives the team Swiss Army Knife potential which means that the already aggressive offense becomes even more deadly. He has a trait that allows him to be given a power action to equip a friendly character that’s unequipped within range and line of fire with equipment from the sideline. That same trait allows him a free action to swap an equipment on a friendly character within range and line of fire with another equipment from your sideline of equal or less points. Coupled with the fact that he is a Barrier/Perplex piece he is truly an
excellent support piece.

Felix Faust: THE most annoying 30 points in heroclix due to his trait A Deal Worthy Of My Namesake which says that, When an opposing character within range would use Outwit, Probability Control, or Perplex, roll a d6. 1: That character can use that power an additional time this turn. 4-5: The use of that power has no effect. 6: The use of that power has no effect and, after resolutions, deal that character 1 penetrating damage. This means there is a 50% chance to stop your opponent from using the 3 best support powers in the game if they are within 8 squares of him. Even though he is only 3 clicks long in almost every game I played he was public enemy No.1. He also has Stealth and can Free action place himself in a square up to 4 squares away. If he doesn’t seem like a good enough piece to you, he also has a special Damage power that gives him Outwit, Probability Control, and Enhancement.

Wendigo: This guy is a favorite of mine that I don’t play enough. He is an absolute beast from the fact that he can Charge/Flurry with Steal Energy for 3 attacks (so long as you hit one of the attacks in the Flurry and don’t obliterate your Flurry target) to his gaining Sidestep from opposing characters being damaged in an attack (leading to another attack if someone has a wounded token).

Merc Jet Terrain Dial: This thing is an oddity on my team and could probably go. The primary use for this is to restrict certain areas of the map and/or block entryways to attack my team. This could also be used to disrupt movement and TK if you are on the right maps. It also can in some cases determine where your opponent will be or move up to.

Tarots:

*The High Priestess lets each player reroll a single D6 (including in an attack roll) one per turn, which makes Faust’s bad rolls better or Wonder Woman’s bad resurrection rolls better.
*5 Of Pentacles gives people using Charge +2 Speed and all my attackers have access to prob which outweighs my opponents advantage of using the +2 Speed.
*2 Of Swords changes Energy Explosion damage from 2 to 3 which is huge because Blackheart can Energy Explode
twice in a turn by KO’ing a Guard to free action Running Shot/Energy Explode then using a costed action to Energy Explode again, which is worst thing for any grouped up teams and “squishy” teams, which means between 2 Blackhearts they can deal 18-penetrating damage to 2 characters that are adjacent to each other for only 2 actions.
*7 Of Cups allows characters with Mastermind to Mastermind to a friendly character within 6 squares instead of adjacent, no line of fire needed.
*Knight Of Wands gives characters using Leadership a +1 making Blackheart’s Leadership a 50% chance to succeed and make more Guards to either Mastermind to or to have 25 points of sacrificial warriors.

Sideline:
*Deadpool was brought out once throughout the entire weekend and didn’t really do much, but to be fair I was in a bad spot already as the only way Deadpool can come out would be upon a Blackheart being KO’d.
*Cosmic Cube (S8) is a 30 point equipment that is always given to the map bonus Blackheart so he can either have +2-Range and Improved Targeting elevated and hindering, free place this character in a square within 3 squares, or give an adjacent opposing character an action token, if you can’t deal them 1 penetrating.
*Infinity Gauntlet (S9) is one of my 30 point equipment swaps that allows the user to pick any standard power then roll a D6 on a 5-6 an additional power may be picked and on a 1-2 the user takes 1 unavoidable damage.
*All-Black The Necrosword is a 15 point equipment that allows the user to ignore both Super Senses and Shape Change for close attacks and grants both Giant Reach: 2 and damage can’t be reduced below 1.
*Muramasa Blade is a 10 point equipment that is mainly used to counter defense powers that have Outwit protection or reduce penetrating damage.
*Emotional Modifier is a 10-point equipment that I use mainly to give my characters within line of fire of the user Battle Fury that way I have protection from Mind Control and being given action tokens from opposing effects. *Enchanted Crowbar is yet another 10-point equipment that gives the user Exploit Weakness and makes the target of the attack use Invulnerability instead of Impervious or Invincible (if they have either) which can’t reduce penetrating damage.

Maps:
*Doom’s Castle is my primary map because I’m paying for the map bonus. The Reign Of Terror map bonus makes it so that if I win map a Blackheart can reroll his leaderships or if I lose map a Blackheart can auto succeed on Leadership once per game.
*Fountain Of Asgard is there only for 3 reasons: 1) It has minimal hindering terrain, 2) neither the Boxing Ring nor the WWE Ring can be played on the map, and 3) there is absolutely no blocking terrain which is generally a plus.

Friday (Part 1): 3 games of Bronze Age
Bronze Age Game 1: Clay Wood (X-Men Swap) X-Men+8
Turn 1: He wins map and takes us to Otherworld: Shadow Of The Starlight Citadel. We set up, he does 2 swaps and ends up with AFFE chase Beast, HOX Jubilee, Venom Magneto, 2 Maggotts, Multiple Man, Venom Wolverine, and Hope Summers. He re-equips his objects that the swapped characters dropped and I set up a defensive formation with Faust up front in hindering, equip Blackheart with the Cosmic cube, and Perplex up Faust’s Defense.
Turn 2: He reveals The Sun tarot card making Faust’s Stealth useless. My Mercjet obstructs his TK making him need to use Sidestep to be TK’d to the other side of the jet. He sends up Beast to Outwit Blackheart’s STOP click and Faust rolls a 6 making Beast’s Outwit useless. Jubilee then uses Running Shot to blast my Faust out of existence. I KO Beast then fumble my turn.
Turn 3: Clay wins 245 to 85.

Bronze Game 2: Patrick Booth (Gamora 5-0) Police+5 see Roland’s Arizona winning team
Turn 1: I win map and we go to Doom’s Castle. I move my team up and await an alpha strike offering from Gamora prime. He moves up in a cluster then passes turn.
Turn 2: I send in the Blackhearts to do a total of 20-damage to his cluster leaving him only The Flash, Martian Manhunter, and Commissioner Gordon.
Turn 3: I win 300-75

Bronze Game 3: Richard Medina (X-Men Swap) X-Men+12
Turn 1: I win map and we take an all expenses paid trip to Doom’s Castle. After the swap he ends up with Dark Phoenix, Groot, grand prize Apocalypse, grand prize Genesis, Sky Tyrant, Venom Magneto, 3 Friends Of Humanity, XXS Darwin, a Moloid, and Cypher. I send up my Guards and do my usual equip. He equips his dropped swords then has Dark Phoenix KOs a Guard.
Turn 2: I alpha strike his Sky Tyrant, Apocalypse, one Friend Of Humanity, Moloid, and Venom Magneto. This KO’s all targets but Sky Tyrant and Apocalypse, this KO’s my Blackheart’s Cosmic Cube in the process. The other Blackheart KO’s Groot. Then the now unequipped Blackheart KO’s a Guard to finish off Sky Tyrant. On his turn he manages to deal some damage to my Blackhearts and Wonder Woman. Also KO’ing another Guard with Dark
Phoenix.
Turn 3: Time is called and I pull ahead in points summoning Destroyer in the process. He needs to KO Mad Jim to make me use my resurrection and then KO Blackheart, because if I just let Mad Jim die I lose… he does just that. He wins 250-200.

Silver Age: Monster +6
Blackheart W/Soulsword 85
Sky Tyrant W/Power Gem 60
Bizarro Green Arrow 50
Venom Magneto W/Venom Symbiote 39
OG Surtur 25
Groot 20
Reign Of Terror 5
Superman ID Card 5
The Flash ID Card 5
Leech Student ID Card 3
The Joker’s Gas Canister 3
Tarots: The High Priestess, 5 Of Pentacles, 2 Of Swords, 7 Of Cups, Knight Of Wands
Maps: Doom’s Castle, Fountain Of Asgard
Sideline: Deadpool, JLU 18 Superman, WW80 53 The Flash, XMXS L26 Leech, Black Vulcan,
Black Vulcan, Lex Luthor, Gorilla Grodd, Brainiac

Sky Tyrant W/Power Gem: This guy was already a force to be reckoned with between his full speed Charge with Flurry and his ability to resurrect himself based on how many people he has KO’d, but when you throw in the Power Gem to give him a static +1 Damage and Close Combat Expert making him a 12-Attack (13 if a target shares a keyword) for 5-Damage with Exploit Weakness. The Power Gem also deals a hit target an additional 1-penetrating damage if a 10-12 was rolled which would also remove an action token due to his Injustice League TA. Did I forget to mention his traited Outwit?


Bizarro Green Arrow: In an age of ID cards where the Green Arrow ID card is very common, this guy makes Blackheart less likely to be one shot by Green Arrow and helps protect the others around him from being shot. This is possible due to his trait Me The World’s Greatest Archery Target When an adjacent friendly character would be targeted by a ranged attack, Bizarro Green Arrow becomes the target instead even if he would be an illegal target. He also has 2 STOP clicks back to back on his last 2 clicks (He is 6 clicks long). The real icing on the cake that is Bizarrow is his special Damage power that he has for all 6 clicks which allows him to be given an action token during an opponent’s turn when he is the target of a ranged attack to modify their Attack by -2, Damage by -2, or both Attack and Damage by -1.

Venom Magneto W/Venom Symbiote: This guy makes the team have insane alpha strike potential thanks to his ability to use TK twice in a turn. He can also carry 4 people usually being Bizarrow, Blackheart, Sky Tyrant, and a Hellfire Guard or a Walking Wood. He has traited Super Senses, Plasticity and the inability to be targeted by ranged attacks if he is within 4 squares of an opposing character. The Venom Symbiote gives him an additional roll out being Shape Change for a measly 4 points making him a difficult piece to KO.

Surtur: Arguably the best colossal retaliator due to him being able to make a close attack with a 12-Attack that ignored the target’s Defense powers upon being the only target of the attack dealing 3-damage, and then after resolutions dealing 1-penetrating damage to all opposing characters within 2 squares of himself.

Groot: The other arguable best colossal retaliator is this guy because anytime he hits with an attack he makes a Walking Wood bystander token adjacent to him. He has Leadership and if he isn’t on a Guardians Of The Galaxy theme team he gets a static +1 to both Attack and Defense. Also he can make 2 Walking Woods adjacent to him at the beginning of the game in exchange for giving your opponent a Dr. Leslie Evans. The Walking Woods have Sidestep, Plasticity, Flurry, Toughness, and Shape Change which is a deadly combo for someone who is a 0-point bystander. Dr. Leslie Evans is a 5-Speed Stealth Outwitter with a special Defense power that gives him a +3 to his Defense if he is targeted in an attack by either Groot or a Walking Wood (he is a 15-Defense otherwise).

Joker’s Gas Can: This is a nice utility item especially for 3 points, upon being destroyed it gives either the hit target or an adjacent character the Joker Gas marker. The marker gives the character Battle Fury, a +1 to both Attack and Damage, and a -2 to Defense with the caveat that at the beginning of your turn you roll a D6 and on a result of 5-6 the marker is removed. I usually had Surtur shoot it so that it would go on Sky Tyrant, making him a 13-Attack (14 if he shares a keyword with the target), 15-Defense with ESD, and a 6-damage with Exploit Weakness.

ID Cards:
*Superman ID card inspires adjacent friendly characters to have invincible and I use it to bring in 10-point JLU Superman who can deal a whopping 4-damage with an additional 1-unavoidable damage and since he is 10 points virtually everyone on the team can bring him in.
*The Flash ID card inspires adjacent friendly characters to have +3 Speed and brings in the 30 point WW80 Flash that has a 13-Speed with Charge and can Charge twice.
*The Leech ID card is a student ID card which means that it has no inspiration, you just get your ID character. Legacy Leech is an amazing ID call-in because of his trait that says ALL ADJACENT characters can’t use powers which just totally neuters so many figures it’s not even funny. This makes getting KO’s even easier for the team.

Silver Game 4: Alyssa McNeil (Stealth Sentinel) Armor+2
We actually playtested this matchup a couple of times and knew the ins and outs of each other’s teams.
Turn 1: I win map and we take a nice stroll at the Fountain Of Asgard. I move up then pass the turn. She does the same.
Turn 2: I deal some damage to Stealth Sentinel and the Mud Man. The Fool is flipped. She IDs in CAAV Captain Marvel at 150. She then Hypersonic speeds through Surtur and one shots Sky Tyrant, KOing them both in the process.
Turn 3: We forget The Fool is in play and I miss 1 pivotal attack due to my own negligence. She mops up my little guys. She wins 208-35.

Friday (Part 2): 3 games of Silver Age
Silver Game 5: Nikolas Madison (Shredder’s Return) Warrior+4
Turn 1: I win map and it’s to Doom’s Castle for a picnic. I move up a guard and my Walking Woods. He IDs in AFFE Magneto to set up Barriers for him to reposition into.
Turn 2: Blackheart destroys the Barrier in front of Mini Shredder so that Sky Tyrant can Charge/Flurry him and then repositions to Outwit Mini’s Defense after the resurrection. Mini gets KO’d and gets resurrected next to my Walking Woods. Blackheart KO’s a Guard to reposition next to Bizarrow and shoots Mini putting him on his last click and the Woods finish him. He KO’s Sky Tyrant with Sakaarian. Ka-Zar sends Clone Shredder up to KO both my retals.
Turn 3: Blackheart KO’s Ka-Zar. The others all miss their attacks on Clone Shredder. Clone Shredder IDs Leech in who walks up to Blackheart, letting Sakky go in for the KO.
Turn 4: My remaining pieces flail about in desperation. Sakky and Clone Shredder mop up the rest of my team. He wins 300-153.

Silver Game 6: Cory Franklin (Mystical Mash-up) Mystical+6
Turn 1: He wins map and takes us to his Aunt Petunia’s House. He moves up his Zabu and picks up my Joker Gas can. Then Faust ports into the house. I TK up my Sky Tyrant and Charge his Zabu to KO it. Sky Tyrant repositions into the bathroom and then I TK up a Walking Wood to join Sky Tyrant in the bathroom so Tri-Sentinel can’t retaliate against him.
Turn 2: He picks Hypersonic Speed with Arachknight and flies into the bathroom to send Sky Tyrant to his last click then ends the Hypersonic in the bedroom. Between Ka-Zar and Black Adam’s free move he breaks a hole in the bathroom wall which allows Tri-Sentinel to retaliate and KO both Sky Tyrant and his wood friend. Tri-Sentinel then Sidesteps to pick up the Power Gem and throws it at Groot, KO’ing him. I then retaliated with Surtur to KO not only Arachknight and Tri-Sentinel, but also himself. Then I reposition the rest of my team.
Turn 3: The Magician Tarot Card is flipped. He IDs Green Arrow in to hurt Bizarrow giving him a Wounded token allowing Wendigo to come in and finish him off. Time is called and I’m down on points and I need to make a big move to pull the lead. I have Venom Mags TK up Blackheart who then calls-in Superman. Superman shoots Green Arrow 10 on a 16 and gets the KO thanks to dealing the unavoidable and Superman becomes the ultimate noble sacrifice. I won 175-170.

At the end of day 1, 2 guys were eliminated, Jose Barragan and Patrick Booth. I was able to avoid being eliminated by 220 points and going 2-4 making me 8th seed.

Modern Age: Mystical +5
Blackheart W/Soulsword 85
Blackheart 75
Death Metal Wonder Woman W/Golden Armor 60
Mad Jim Jaspers W/The Tesseract 40
Felix Faust W/Warlock 40
Tarots: The High Priestess, 5 Of Pentacles, 2 Of Swords, 7 Of Cups, Knight Of Wands
Maps: Doom’s Castle, Fountain Of Asgard
Sideline: Deadpool, Skrull Spy, Muramasa Blade, Emotional Modifier, All-Black The Necrosword, Pumpkin Bombs, Alchemical Fire, Black Bone Of Amduat, Godkiller

Death Metal Wonder Woman W/Golden Armor: The Golden Armor makes Wonder Woman an even harder KO as it gives her Invulnerability and since she has the Wonder Woman TA it also makes it so as long as she is on her starting click she takes a max of 1-damage meaning at minimum it’ll take 3 attacks to KO her just for to revive herself if she hasn’t revived anyone else yet. It also lets her swap amongst the other Wonder Woman equipment from outside the game since she is named Wonder Woman.

Mad Jim Jaspers W/Tesseract: The Tesseract makes it so whenever Mad Jim uses Phasing/Teleport he can use Prob making him an even better support piece.

Felix Faust W/Warlock: Warlock was given to Faust so he could not only be a bit more deadly at close range and also give him an additional roll out in Shape Change, furthering his annoyance.

Sideline:
*Skrull Spy is there just to stop characters from being generated upon KO.
*Pumpkin Bombs are a 5 point equipment that I swap to when attacking grand prize Apocalypse or grand prize Genesis so that I give up minimal points when they KO the attacker’s equipment.
*Alchemical Fire never saw play and will be changed in future builds.
*Black Bone Of Amduat is there for characters with STOP clicks that have shallow dials.
*Godkiller is meant for people with Cosmic Energy so that they can be Outwitted.

Saturday (Part 1): 3 games of Modern
Modern Game 7: Nikolas Madison (Unthemed Good Stuff)
Turn 1: I once again took us to Doom’s Castle. I had Faust port into hindering terrain. Mad Jim equips the map bonus Blackheart with All-Black The Necrosword, who then carries up Mad Jim. Wonder Woman carries up the Soulsword Blackheart. He has The Commissioner bring in Rookie and then Barriers up with Teen Lantern. Rookie then does a Running Shot on a Guard to KO him.
Turn 2: Blackheart gets 2 Energy Explosions off on 3 guys KO’ing them. Wonder Woman carries Blackheart again and Faust ports up to KO Rookie. His Gamora Charges Wonder Woman forgetting that she has the Golden Armor leading Wonder Woman to only take 1-damage. He then repositions his team and passes his turn.
Turn 3: The Blackhearts release an onslaught on his team leaving them all near death. Time is called on Nikolas’ turn and he realizes he can’t win as i still have my Wonder Woman’s resurrection token so he opts to get some points by KO’ing a Guard. I won 125-85.

Modern Game 8: Alyssa McNeil Animals+7
Turn 1: She wins map and we go to Latveria. She sets her team up for an alpha strike. I Barrier around my entire team except for Wonder Woman and Soulsword Blackheart.
Turn 2: We stare at each other and repeat the last turn.
Turn 3: She passes the turn to me. I no longer can Barrier because Mad Jim is tired so I blow up a wall with All-Black Blackheart and Faust goes there. Soulsword Blackheart carries a Guard in front of him and another Guard walks over to them.
Turn 4: She gets her long awaited alpha strike off KO’ing Soulsword Blackheart causing Wonder Woman to revive him. On my turn I KO Cosmo and a Maggott.
Turn 5: Time is called and the game ends in a tie. 155-155 Alyssa wins the roll off.

Modern Game 9: Jackson Smith (X-Men Swap) X-Men+7
Turn 1: He wins map and we venture into Otherworld: Shadow Of The Starlight Citadel. After swaps his team consisted of Apocalypse, Jubilee, Venom Magneto, Stepford Cuckoo, The Commissioner, AFFE chase Beast, and Sakaarian Iron Man. He sets up his team to alpha strike me. I set up my team similarly to how I did against Clay the day prior.
Turn 2: Beast comes in to Outwit Blackheart’s STOP click and much like with Clay, Jackson also forgot about Faust rolling for Beast using Outwit and I rolled a 6. Jackson then brings up The Commissioner and Rookie. Then Jubilee and Sakky erase Mad Jim and a Guard. I then KO The Commissioner, Rookie, Jubilee and Beast.
Turn 3: Apocalypse KOs a Guard, nearly KOs Wonder Woman and Sakky KO’s Faust. Time is called and I KO Stepford Cuckoo. I won 165-145.

Saturday (Part 2): 3 games of Avengers Forever Draft
Now we switch to a 2 booster draft using Avengers Forever where I pull both SR Dormammu and Sentry prime in my first boosters. I easily had the best pulls out of all of us and went 2-1. My only loss was due to an incorrect ruling, that after the game was immediately rectified.

My team was a +4 Monster theme consisting of:
Dormammu 125
Sentry Prime 100
Mindful One 40
Mindless One 15
The day ended with 4 guys getting eliminated as we entered the top 4. The 4 eliminated gentlemen were Marcus Daniels, Nikolas Madison, Cory Franklin, and Jackson Smith. I ended Saturday as 1st seed with 1,150 points going 4-2, leaving me very confident about Sunday’s final gambit.

Sunday: Round Robin Bronze then cut to top 2
Bronze Game 13: Richard Medina (X-Men swap) X-Men+12
Turn 1: He Wins map this time and we head to Otherworld: Castle. I put the merc jet to stop him from going down the middle. He sets up for an alpha strike, equips Sky Tyrant with The Black Bone Of Amduat, and Dark Phoenix with The Warlock. I set up to tank an alpha strike.
Turn 2: His Sky Tyrant hits half of his alpha strike on Soulsword Blackheart effectively forcing Wonder Woman to revive him whilst Sky Tyrant misses the other half of his alpha. Jubilee then misses a Running Shot on both Wendigo and a Guard. I managed to KO Sky Tyrant, Jubilee, and Dark Phoenix summoning Destroyer prime in the process.
Turn 3: Groot misses an attack on Faust and Genesis sets up to attack next turn. Destroyer KOs a Guard. Blackheart turns the Guards to click 9 and a Guard manages to KO Destroyer. Groot is then KO’d.
Turn 4: Genesis misses Wonder Woman twice then Richard passes his turn. Time is called so I KO both Genesis and Venom Mags. I won 300-105.

Bronze Game 14: Alyssa McNeil (Stealth-Vengers) Avengers+5
This match was practiced a lot between us 2 and was even streamed on the Majestix Youtube channel so I’d recommend checking out the VOD. I won this one 298-125.

Bronze Game 15: Clay Wood (X-Men Swap) X-Men+8
He wins map again. This one goes similarly to our first match except I tried a different defensive formation that was worse than the last one. He won 300-50

Now we enter the finals as both Richard Medina and Clay Wood are eliminated and play an additional game for 3rd place. Alyssa and I advanced to the finals to play a best of 3 series. That best of 3 series is also on the Majestix Youtube stream. I would go on to beat Alyssa 2 times in a row in a similar fashion to our other streamed match. I couldn’t be anymore proud of both Alyssa and my brother Jose for taking 3 of the weekends 4 main top spots. I would also like to thank all those who believed in me and wished me well. The weekend was a blast and was full of
really excellent opponents. I’m definitely excited for the 2023 season as I will be going on an expedition of Bronze Build Winner pins, so with that being said I hope to see YOU dear reader in the next season’s 2K. FeNiX Ne$T 4 Lyfe.