Death's Shadow

Grand Prix Lyon Tournament Report – Part 1

Hello there! Adam here (or McHugh, as I’m most often known), bringing you a report of our recent trip to the Magic: the Gathering Grand Prix in Lyon, France. It was an amazing weekend full of laughs, banter and lots and lots of Magic. Can’t go far wrong with that!

Me and four other Cumbrians made the trip out to Lyon – three of us tried our hand at fame and glory in the main event, with the other two choosing to sack that off entirely and grind side events in the pursuit of prize wall tickets. There’s so much going on at Grand Prixs now: even if you don’t want to play the main event, they’re a huge celebration of all things Magic and I’d highly recommend getting yourself to one sometime in the future!

Well then, let’s get down to business: what deck did I sleeve up for the Modern main event?


Traverse Shadow

Main Deck: 60 cards

4 Death’s Shadow
2 Grim Flayer
4 Street Wraith
4 Tarmogoyf

4 Mishra’s Bauble
4 Fatal Push
4 Inquisition of Kozilek
4 Thoughtseize
4 Traverse the Ulvenwald
2 Abrupt Decay
2 Temur Battle Rage
2 Terminate
2 Liliana of the Veil

1 Forest
1 Swamp
1 Blood Crypt
1 Godless Shrine
2 Overgrown Tomb
1 Stomping Ground
4 Bloodstained Mire
3 Marsh Flats
4 Verdant Catacombs

Sideboard: 15 cards

1 Nihil Spellbomb
2 Surgical Extraction
2 Ancient Grudge
2 Collective Brutality
2 Fulminator Mage
1 Liliana, the Last Hope
3 Lingering Souls
1 Maelstrom Pulse
1 Ranger of Eos

A more detailed version with card images can be found here on MTG Goldfish.

Traverse Shadow is built around purposefully lowering your own life total to turn Death’s Shadows into huge 1-mana threats – sometimes as early as turn 1! Mishra’s Bauble, fetch-lands and Street Wraith quickly put multiple card types in your graveyard, enabling Traverse the Ulvenwald to search up more threats while also buffing Tarmogoyf and Grim Flayer. Fatal Push, Abrupt Decay and Terminate take care of problematic permanents, and an 8-pack of hand disruption spells poke holes in your opponent’s gameplan large enough to jam Tarmogoyfs through.  Temur Battle Rage swings damage races in your favour and blows out opponents planning to chump-block your large creatures, and Liliana of the Veil gives slower decks fits and runs combo decks out of resources quickly.

I’ll briefly cover the sideboard: Nihil Spellbomb is for graveyard-based decks and Snapcaster Mage, and Surgical Extraction is for graveyard decks and combo decks to rip out key pieces of their gameplan. Ancient Grudge is an all-star in the Affinity and Lantern Control matchups. Collective Brutality is for combo / control decks and is one of the best cards in the format against Burn. Fulminator Mage helps against Valakut, Tron lands and man-lands, and Liliana, the Last Hope makes short work of small creature decks. Lingering Souls and Ranger of Eos give you more gas for grindy games, and Maelstrom Pulse is a nice catch-all to deal with anything else that slips through the net.

So, onto the games: How did they go?


Day One:

For the first day, a 6-2 record or better is required to make it through to the second day of the tournament. This is already a bit of pressure to start your day; then I accidentally lost a card in the apartment after playing some testing games that morning! I go to write up my decklist at the event and find out that the main deck is only 59 cards… uh oh.

I scramble through the deck, trying to figure out what card is missing…

“Please don’t be a Tarmogoyf, please don’t be a Tarmogoyf, please don’t be a Tarmogoyf… oh thank God it’s only a Street Wraith!”

I leg it to the dealers’ tables and start asking around for Future Sight Street Wraiths. Fortunately, I find one relatively quickly. Unfortunately, it meant that I had to pay 10 euros for the privilege of actually playing the GP that day…

Lesson #1: ALWAYS check that your deck is complete and that you have everything you need before you leave the house for the event! Rookie mistake and I can’t believe that I made it, but I got lucky. That was not the most painful thing that could’ve happened here.


Round 1: vs Bant Knightfall

A Collected Company deck built around the Knight of the Reliquary + Retreat to Coralhelm combo to generate a ludicrously large Knight, find Kessig Wolf Run to give it trample and finish off the opponent.

Game 1: My opponent’s Noble Hierarch gets Fatal Pushed, and I cast a Tarmogoyf and a Grim Flayer to match up with his Voice of Resurgence. Terminate after the Voice blocks my Grim Flayer pushes through damage thanks to trample, Abrupt Decay deals with his Tireless Tracker and he gets smashed about by the Goyf.

-2 Liliana of the Veil
+1 Liliana the Last Hope, +1 Maelstrom Pulse

Game 2: Inquisition of Kozilek reveals Birds of Paradise, Knight of the Reliquary, Collected Company and three lands from a mulligan to 6 cards. I take the Knight, but I’m lacking early pressure as my Grim Flayer eats a Path to Exile. His Collected Company flips over Voice of Resurgence and Tireless Tracker. Fatal Push deals with the Tracker, but he draws Knight into Retreat to Coralhelm and I’m now out of removal. He uses the combo to kill me.

Game 3: Opponent mulligans to 6 again, and I cycle 3 Street Wraiths and Thoughtseize him. This reveals Birds, Knight and Retreat with 3 lands, so I take the Birds to deny him a turn 1 or 2 play. A pair of 5/6 Tarmogoyfs start munching on his life total and a Fatal Push for his Knight ends the game.

1-0 (2-1)


Round 2: vs 4-Colour Humans

A bit of a home-brewed list, taking elements from the more aggressive 5-Colour Humans deck and playing a slower game with Collected Company. This list was green / white / blue splashing red for Mantis Rider.

Game 1: I keep a slower hand without a turn 1 play. He plays Thalia, Guardian of Thraben and slows down my Abrupt Decay and Terminate for a turn, so I respond with a Tarmogoyf. This play gets completely ruined by Reflector Mage bouncing my Goyf, and then is followed by a Mantis Rider. When my discard spell reveals another Reflector Mage and another Mantis Rider, I see the writing on the wall and scoop.

-2 Liliana of the Veil
+1 Liliana the Last Hope, +1 Maelstrom Pulse

Game 2: My opponent mulligans to 6 but starts the game with 2 Leylines of Sanctity. This makes my discard spells useless, but it means he is now down several cards and won’t have much else going on. Fortunately, I draw mostly removal instead of discard and the Leylines do nothing for him. One Tarmogoyf gets sent on a Path to Exile, but two more turn up and put the boots to him.

Game 3: Multiple discard spells strip his hand of relevant spells. He starts to get mana-flooded and cracks his Horizon Canopy in his main phase, hoping to draw a spell he can cast that turn. He doesn’t and passes the turn: the only card that can get him out of this is Collected Company, so I Thoughseize him on my next turn. I take the Company he drew (phew), then Liliana, the Last Hope clears out his Noble Hierarch. Tarmogoyf, a bunch of removal for his follow-up plays and Liliana dealing with the leftovers was too much to handle.

2-0 (4-2)


Round 3: vs 5-Colour Humans

Speaking of the 5-Colour Humans deck… here it is! Very fast aggro deck built around Aether Vial to flood the board with cheap creatures. Champion of the Parish does the heavy lifting, a variety of hate-bears like Thalia and Meddling Mage throw spanners in the works, and Reflector Mage offers some board control.

The first thing I notice is that my opponent appears to have an issue with their sight. Turns out he is blind, and uses Braille markings on his sleeves to read the cards in his deck! I have to verbally announce each play that I make and confirm the board state with him regularly, but it’s amazing that someone who can’t see can still play the game and take part in a Grand Prix! Very inspirational, and he was a lovely guy too.

That said, because of everything else that was going on in this match I forgot to take notes! Here’s what I can remember: Game 1 was a close race that I won on 5 life (a well-timed removal spell for his Mantis Rider was crucial). He drew poorly in Game 2 and flooded out – I picked apart his draw with discard spells and removal and the game didn’t last long after that. Sideboarding was the same as the above two matches: if I expected 3 Humans decks in a row, I may have changed my sideboard for this event!

He was very conscious of taking up too much time, so he called over a judge to help him sideboard between games (a great call that was definitely appreciated). After the games, I happily helped him to de-sideboard and sort out his deck for the next round.

Lesson #2: Don’t be afraid to call a judge! Even if it’s for something unusual like this, judges are there to help you. I had several questions over the weekend, like whether the foils in my deck were acceptable for the event or if sideboarding notes were allowed, and all of the judges I spoke to were very helpful indeed.

3-0 (6-2)


Round 4: vs UW Control

I notice that I’m against former Pro Tour winner Ivan Floch, of all people! I remember his predisposition for control decks and am fearing the worst. My suspicions are confirmed and he’s playing Blue/White Control, a terrible matchup for my deck this weekend. Stacked to the gills with countermagic, cheap removal and mana disruption in Field of Ruin and Spreading Seas… this will be tough.

Game 1: Awkward opening hands on both sides lead to attacks from me with an anaemic 2/3 Tarmogoyf and him missing his 4th land for a few turns, with no source of white mana. He draws out of the slump quicker than me and Path to Exiles my Goyf, then my Liliana of the Veil gets shut down by a maindeck Negate! Gideon of the Trials makes a mockery of my second Goyf, and he runs me out of relevant threats. I die to Gideon attacks with Fatal Push, Temur Battle Rage and Terminate stuck in my hand.

-4 Fatal Push, -2 Terminate, -2 Temur Battle Rage
+2 Collective Brutality, +2 Fulminator Mage, +3 Lingering Souls, +1 Ranger of Eos

Game 2: A comical affair that highlights how fragile Traverse Shadow’s mana-base can be under stress, with 3 copies of Spreading Seas cutting off most of my coloured mana sources! I’m left with a lone Swamp and 3 “Islands” after his meddling. I resolve Ranger of Eos and find 2 Death’s Shadows, which are promptly wiped off the face of the earth by Day of Judgment. His Jace, Architect of Thought finds a Ghost Quarter for my Godless Shrine, then a second Jace activation revealing 2 Cryptic Commands and the FOURTH Spreading Seas prompts me to pack up my cards.

3-1 (6-4)


Round 5: vs Living End

An interesting deck, and not one you see often these days. Cycling creatures fill up the graveyard quickly, then either Violent Outburst or Demonic Dread cascades into and casts Living End, reanimating all of the discarded creatures and wiping the opponent’s board in the process. A powerful strategy, but one that needs to hit the right matchups to perform well.

Game 1: I mulligan to 5 into a mostly non-functional hand, but I reluctantly keep as a mulligan to 4 would likely be even worse. I have discard and removal but no threats to apply pressure, which lines up poorly against him. He cycles through almost half of his deck (using all 4 Street Wraiths and all 4 Monstrous Carabids!) before eventually hitting a cascade spell for Living End and putting me out of my misery.

-4 Fatal Push, -2 Abrupt Decay, -2 Liliana of the Veil
+1 Nihil Spellbomb, +2 Surgical Extraction, +2 Collective Brutality, +2 Fulminator Mage, +1 Maelstrom Pulse

Game 2: A thoroughly bizarre game. He mulligans to 6, cycles through a ton of cards but somehow gets stuck on 2 lands! I make him discard his cascade spell, he finally draws lands #3 and #4, then I remove his Living End from his hand to prevent him from suspending it. Sure enough, he draws a second Living End and suspends that one. However, my Death’s Shadow and Grim Flayer kill him before it resolves.

Game 3: I keep a 1-land hand that looks great if it finds a second land (and granted, this deck and operate decently well with just one land). Predictably, I miss on drawing my second land for 4 turns, which gives him far too much time to set up Living End, demolish my board and end the game.

3-2 (7-6)


From 3-0 to 3-2… awkward. I’ll admit that I was a little frustrated after how the last game ended, but I shake my opponent’s hand and wish them well for the next round.

I think about how I need to win the next 3 rounds to qualify or day two… oh well, take each game one at a time and see how it goes. If I lose, I can just drop and play side events, so it’s not the end of the world.

Lesson #3: Try not to let bad losses discourage you. Sometimes you make a mistake, sometimes it’s due to bad luck, and sometimes it’s somewhere in between and it’s hard to figure out exactly where you went wrong. Look back on the game briefly to learn from it, but try and play on to the best of your ability.


Round 6: vs Mardu Pyromancer

The pet deck of several Magic Online grinders and recently championed by Gerry Thompson at Pro Tour Rivals of Ixalan. Young Pyromancer and Lingering Souls establish a solid board presence, and a heap of hand disruption and creature removal grind the opponent down. Bedlam Reveller recoups the cards spent early on and can end the game in a hurry.

Game 1: My Inquisition takes his Blood Moon and I land an early Tarmogoyf to face off against a Young Pyromancer. I Abrupt Decay the Pyromancer and he responds with a Lightning Bolt to my face to make a token. My Goyf is a whopping 6/7 thanks to his Blood Moon and my Mishra’s Bauble, so it starts taking sizeable chunks out of my opponent. He casts Lingering Souls to stall for time, but Temur Battle Rage lets the Goyf smash through his Spirit tokens.

-4 Fatal Push, -2 Liliana of the Veil
+1 Liliana the Last Hope, +3 Lingering Souls, +1 Maelstrom Pulse, +1 Ranger of Eos

Game 2: Discard takes his Kolaghan’s Command and leaves a Liliana of the Veil. This all seems fine until I pass my second turn without playing a land! I stare at the two lands in my hand and shake my head, realising that I was so caught up in sequencing the rest of my plays that I simply forgot to play one of them. This game ends in heartbreaking fashion with me being exactly 1 turn too slow: Liliana, the Last Hope is too late to stop his Young Pyromancer from making a bunch of tokens, and my Ranger of Eos for 2 Shadows isn’t fast enough to prevent a Liliana of the Veil ultimate. A silly mistake that I was heavily punished for.

Game 3: Luckily (for me), my opponent mulligans to 5 and my 2 Inquisitions tear his hand to pieces. A Fatal Push hits the bin, as well as a Manamorphose as he’s stuck on lands and this is the easiest way to cut him off from drawing more. I cast two 4/4 Death’s Shadows and beat him down before he can recover.

Lesson #4: Don’t go on autopilot! Take some time to think about what you’re doing and consider all of your options before committing to a play or passing the turn. I passed because I couldn’t cast any other spells that turn, missing that I hadn’t played a land. I had more than enough time to think a little longer and make sure.

4-2 (9-7)

I kinda threw away that second game there, but Lesson #3 is still fresh in my mind and I rally back to win the third one. Alright, that’s enough silly mistakes for one day!


Round 7: vs Affinity

A classic Modern archetype. Blisteringly fast aggro/combo deck sporting Arcbound Ravager and Cranial Plating to overload the opponent quickly. Master of Etherium and Steel Overseer turn its assortment of cheap artifact creatures into a force to be reckoned with.

Game 1: Though this deck has a solid Affinity matchup, this game was exactly what I didn’t want to see: turn 2 Etched Champion into turn 3 Etched Champion makes my removal-heavy hand redundant. The follow-up Cranial Plating didn’t help matters either, and I promptly die.

-4 Thoughtseize, -2 Liliana of the Veil
+2 Ancient Grudge, +1 Liliana the Last Hope, +3 Lingering Souls

Game 2: A Steel Overseer goes uncontested, but I manage to take out its supporting cast to limit its effectiveness. Lingering Souls buys me some time to let me set up a Death’s Shadow. My opponent starts drawing blanks and is quickly forced into chump-block mode. The Death’s Shadow takes care of him quickly.

Game 3: A long, drawn-out game where my opponent’s draws leave much to be desired. My discard spells takes an Etched Champion, seeing a second Champion and a Cranial Plating. He casts Rest in Peace and I cast a Shadow. I decide to take a 5-damage hit from his equipped Champion to buff my Death’s Shadow and attack back for 7. He attacks again and I Abrupt Decay the Plating and take 2, dropping to 4 life. Temur Battle Rage on the following attack with a 9/9 Shadow seals the deal.

5-2 (11-8)


Round 8: vs Bogles

Otherwise known as Green / White Hexproof, its simple gameplan of untargetable guy + a ton of Auras is surprisingly effective. Considering most decks’ reliance on removal, Bogles can run right through unprepared opponents.

Game 1: My opponent mulligans to 6 then plays a turn 1 Gladecover Scout, and I know exactly what they’re up to! My Inquisition of Kozilek takes his Rancor, leaving an Ethereal Armor and lands. I drop a Death’s Shadow, but my opponent’s deck doesn’t cooperate and he is forced onto the back foot. I attack and he attempts to use a fetch-land to find a Dryad Arbor to block with, but my Fatal Push removes the Dryad. He blocks with his Scout, and Temur Battle Rage kills my opponent from 16 life.

-1 Fatal Push, -2 Terminate
+2 Fulminator Mage, +1 Maelstrom Pulse

Game 2: My opponent mulligans again, this time to 5 cards. Slippery Bogle gets suited up with a Rancor and Spirit Mantle early on. I cycle 2 Street Wraiths and cast a Death’s Shadow, leaving up 2 mana to Abrupt Decay his Spirit Mantle and block if he opts to attack. He sees right through it and passes the turn with no attacks. I drain myself down to 3 life to start attacking with a 10/10 Shadow, and he chump-blocks with the Bogle. He searches up a Dryad Arbor at end of turn to set up a potential draw of an Aura to buff it and attack me for the win. He doesn’t, and a Fatal Push kills the Dryad anyway, making it a moot point. The 10/10 Shadow smacks him again for lethal damage.

6-2 (13-8)


Phew! Made it, but only just. I’m qualified for Day Two, with another 7 rounds to play to figure out if I’m in contention for the Top 8 playoff, for cash prizes or if I scrub out and get nothing. Ah well, only one way to find out!

Join me for my next article, where I’ll recap the results of the second day of the competition. Thanks for reading!

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Batman Miniatures Game Royal Rumble

Batman Miniatures Game Royal Rumble

To celebrate Ian finishing his Bat Cave board, last night (20/08/2015) at West Coast Gamers Aspatria, we played a “Royal Rumble” Style Batman Game. 9 of us each chose one character (either a leader, sidekick or free agent, as henchmen would be underpowered!), set up around the table then each took it in turns to take the lead once.
Everyone took a different coloured die and put it in the bag, then we randomly drew each die out in turn so someone could take the lead. They first chose whether we would activate the rest of the characters going clockwise, or anti clockwise from the starting player. They then activated their character, then we moved onto the next person.
The Batman Miniatures game isn’t really designed for 9 people to play in one game. But the system coped well, and everyone had fun.
I tried to take notes as the game happened to document what occured, here’s the report from my notes:


Chris – Batman (Arkham Knight)
Richard – Green Arrow
Stoya – Sickle
Russell – Ozymandias
Jonny – Clayface
Mark – Killer Croc
Ian – Deathstroke
Karl – Deadshot
Dylan – Solomon Grundy

The Board

Turn 1:

Deathstroke pulls his counter of the bag to go first. (He picks anti-clockwise for the turn order). Moves onto the walkway.

Batman starting on the floor near the Dinosaur batclaws up above deadshot, then tries to use his disruptor. He fails to disrupt deadshot’s guns!

Deadshot shoots batman, he causes 2 blood damage (1 counter gone off batman in turn 1!)

Sickle, starting on the top balcony near the penguins in a box, chooses to take a run at Solomon Grundy. He runs into combat. Misses.

Solomon Grundy hits back, causes 2 blood and 1 stun onto sickle!

Arrow, starting on the shipping containers near deathstroke, takes the opportunity to shoot with his special stun arrow. He rapid fires and hits twice. There’s a railing in the way so Deathstroke gets a ping roll but fails it! Arrow successfully wounds and causes 4 blood damage to Deathstroke! (Oops! it’s at this point that Ian realises that deathstroke has stealth, and can only be targeted within 20cm. He won’t be forgetting THAT rule in a hurry..)

Ozymandias, starting near the batmobile, moves along the walkway and up onto the top (same level as Deathstroke).

Killer Croc starting near the bat computer runs onto a platform.


Turn 2:

Ozymandias takes the lead! He attacks deathstroke, but deathstroke blocks all the hits.
Sickle hits grundy 3 times, but Grundy blocks all three!
Green arrow moves to within 20cm of Deathstroke, he fires once, hits, and causes 2 more blood damage! (things aren’t looking good for deathstroke on 6 blood already!)

Batman leaps down from the higher platform above deadshot using his batcape (because it’s cool to use the batcape!), he strikes deadshot and causes 4 stun damage.

Grundy hits Sickle and manages to knock him out.

Deathstroke runs away from Ozymandias, towards the central platform.

Croc runs up onto the platform, he can now turn towards Deathstroke (and Ozy), or Batman and Deadshot.

Clayface advances

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Turn 3:

Croc Takes the lead and decides to make the turn order clockwise. Croc does a run action towards deadshot, he makes it 28cm! but falls just short of getting into combat with Deadshot!

Deathstroke charges Ozy, Deathstroke hits 3 times with his Bo-Staff, but Ozy blocks 3 times!

Deadshot punches croc! Croc isn’t amused by this. Unfortunately for Deadshot, he also isn’t injured either.

Grundy, standing over the KO’d body of sickle, makes 5 attacks. “Just to make sure”. he was sure. All hit, 8 blood. Safe to say, Sickle is dead.

Batman charges Croc, hits him 3 times and does damage twice. His reinforced gloves make that 4 stun damage.

Green Arrow Shoots clayface with rapid fire. He hits once and causes 2 blood damage on him.

Clayface runs and jumps off the walkway, takes no damage from the fall (because he’s so big), finishes him move in contact with the container green arrow is standing on. He attacks but misses!

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Turn 4:

Green Arrow takes the lead and decides to go clockwise round the table. Green Arrow batclaws away from Clayface onto the walkway clayface was previously on. He manipulates the ammo marker to replenish his stun arrow. He shoots it at clayface and causes 2 blood damage. Clayface is now stunned!

Ozymandias attacks Deathstroke, but his attacks all miss.
clayface can’t spend any tokens so he moves back towards Green arrow with is basic move.
Croc spends 4 attacks to hit batman, he misses with them all! he moves around batman to put batman inbetween him and deadshot.
Deathstroke hits Ozymandias once, but Ozy blocks it. Deathstroke then moves away.

Deadshot moves around Batman and croc onto the walkway, he uses rapid fire and shoots croc. He hits twice and causes 4 blood damage!

Grundy takes a run action towards Ozymandias and Deathstroke on the central platform.

Batman Hits Croc twice. This knocks him out, he then moves into combat with Deadshot on the walkway.

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Turn 5:

Croc passes his endurance roll and wakes up!

Deadshot Goes first and goes anticlockwise.
Deadhot moves away from batman down the walkway, he shoots, hits, but batmans Bat armour saves him!

Deathstroke sees Grundy charging towards him and shoots him with his automatic gun. Causes 2 blood and 3 stun on Grundy. Deathstroke then moves round the corner.

Croc moves into combat with Batman, he hits, batmans bat armour fails! He uses two defence dice which also fail! Croc fails to wound!

Clayface jumps up onto the walkway to hit Green Arrow. He hits, but GA blocks the blow.

Ozymandias runs away from Grundy, not wanting to confront him alone.

Green Arrow, faced with either Ozy, Grundy or Clayface, decides to batclaw away onto the batmobile.

Batman moves away from croc, into contact with deadshot, punches him 4 times. 2 hits and 2 sucesses. 4 stun knocks out Deadshot.

Grundy moves down the walkway and turns his attention towards clayface.

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Turn 6:
Clayface manages to regenerate. He also takes the lead and comes up the stairs to fight Grundy. Clayface manages 2 hits on grundy, 2 blood, a stun and it’s a crit! so Grundy is knocked down! (they’re both large).

Croc Charges batman, he makes 4 strikes but manages to miss them all.

Deathstroke shoots clayface, he hits and does 2 blood and 2 stun damage.

Batman, seeing deathstroke on the walkway above him, mutters “sslllaaaddeee”, then batclaws up to the ledge and attacks Deathstroke. He hits deathstroke, but he manages to block the attack.

Green Arrow Batclaws onto the higher walkway. He shoots clayface, hits, but fails to wound.

Ozymandias runs along the walkway, gets into combat with clayface. He rolls to hit and misses.

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Turn 7:

Solomon Grundy takes the lead, he picks clockwise.

Batman attacks Deathstroke with 5 attacks. He only manages to hit once, but Deathstroke anticipated the attack and blocks it with ease.

Green Arrow batclaws back down onto the walkway with the ammo counter and sets himself up for a target rich environment of Ozy, Grundy & clayface!

Ozy manages to hit clayface once. it’s enough. Clayface is unconcious.
Croc moves along the walkway following where batman and Deadshot just fought. He finds a still unconcious snack, erm, I mean deadshot. Croc says Deadshot was very tasty. Deadshot is removed as lunch a casualty.

Deathstroke attacks batman with his Bo Staff. Misses. Deathstroke jumps to another walkway away from batman.

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Turn 8:

Batman takes the lead. Batclaws over to deathstroke, hits him with 4 strikes. 2 manage to hit. Deathstroke blocks twice.

Ozymandias hits Grundy, 3 hits, but grundy manages 4 blocks.

Clayface stands up. Hits grundy twice, manages to cause 2 blood and 1 stun damage! Grundy is now KO’d!

Croc runs towards baman.
Deathstroke jumps onto the other balcony again.


*Official End of the game. Everyone has taken the lead once, but, there’s still time left and models on the table. so we play another turn.
Only Sickle and Deadshot have been removed as casualties.
Croc has been knocked out but recovered, Grundy is currently unconscious, Clayface recovered from being KO’d last turn. Deathstroke has taken 6 blood damage. Batman is quite fresh with only 2 blood damage. Green arrow and Ozymandias are unharmed.


Turn 9: – Unfortunately, the only pen we had was taken from me at this point so I missed a lot of what happened this turn!

Green Arrow takes the lead
Croc hits Batman but fails to do any damage.
Deathstroke, seizes his opportunity, jumps over the walkway into combat, croc being in combat means batman is outnumbered. Deathstroke makes 4 strikes against batman, who completely fluffs his defence rolls and might as well be standing in his pants because the bat armour fails too!
6 stun from Deathstroke puts Batman on the deck! KO’D!