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Zorog Smash! Aug 8, 2009
Total Cost / Value of this Deck: $ | Average Rank: 4/5
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Aaron Joseph White
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Zorog Smash!
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Zorog Smash! is all about the brawl attack. This deck focuses on Zorog's strengths to outweigh his weaknesses. Specifically, this deck is designed to enhance the brawling power of the "Explodo" Units, while Zorog takes multiple activations to bring the pain.
The early game will consist of securing an Oil Refinery, then swarming the board with Destructomites and Explodomites. You can take advantage of Leadership from the Comets, plus Flank, Gang and Weaken, to put the explode in Explodo.
During your Monster Activation, brawl a TV Network High-Rise for lots of Power Dice. Then take multiple Monster Activations, using Weaken+Flank+Gang to brawl the enemy Monster. Energy Drain will help prevent your opponent from doing the same.
As far as Power Attacks are concerned, try and Smash or Throw the opponent over to your side of the map. This will place them in the middle of your Spawn Points. All of your Units are well equipped to damage the enemy Monster.
Overall, press the advantage and do not be intimidated by the opponents blast attacks. As the deck name suggests, use Zorog to smash the opponent for victory!
 
Comments:
Zach Bunn says: Nice. I'd like to play against you with my Sky Sentinel and see if a brawling army is viable. Good idea / read nonetheless. Aug 8, 2009
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Steven Wooley says: Where are the Chompers?!?!?!? Aug 8, 2009
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Steven Wooley says: Feeding Frenzy!!!! Natural Boost!!! 3 DEF!!!

Those Destructos can't get it done. They're just good for their flank!
Aug 8, 2009
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Aaron Joseph White says: I knew the comments about Chompers would come. As good as they are, Chompers play better with Xaxor than Zorog. In a Zorog force, they get bogged down by difficult terrain and are hard to position for the benefit of Gang. With my Destructomites and Explodomites, they can move over buildings and through difficult terrain without penalty. In fact, my entire force can move like this.
Another element of the army is its ability to "blanket" the map with -1 defense modifiers. With Zorog having Weaken and a huge base, plus a spread of Destructomites, the opponent will not be able to avoid those modifiers. In my mind, a -1 penalty is better than an extra boost dice.
One more point, I rate the Explodomite higher than the Chomper. Why? Because an Explodomite has 2 boost, 4 defense and only costs 1! If you keep using them in combined brawls, you will not lose them either (the Destructomites make that easy).

Please do comment on what you think, thankyou.
Aug 8, 2009
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Steven Wooley says: Ah yes, that's wise of you. I'm very used to playing Chompers with Xaxor, so I take Jump for granted these days =)

I like the way it's looking. How does the army play out?
Aug 9, 2009
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Aaron Joseph White says: Steven, unfortunately I have yet to play a battle with this army yet. Have not played monpoc in over two weeks, been very busy. But I will have an answer later this week. I am really excited about it and want to test it against either Ares Mothership or Sky Sentinel, who will push it to its limits.

Cheers!
Aug 9, 2009
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Aaron Joseph White says: Updated the deck slightly, realised that it had too many hazards. Removed the Skyscrapers and increased the TV Network High-Rise and Oil Refinery quantities. This is to make it easier for Zorog to make it around the board, he cannot Climb over hazards! :) Aug 10, 2009
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Zach Bunn says: Nice. I'd love to see a PE army be competitive. Don't know how possible it is, but I'd love to see it. Aug 10, 2009
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