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[Revolution] Triple H
Afterburn
by Eric “Big Easy E” Norris

Sweet Lady Sledge. That is what this deck is all about. You are going to rain all three Bring the Hammer Downs until they stick to set-up the Sledge Hammer Shot sitting in the Backlash deck ready to be unleashed. The reason I chose [Revolution] Triple H as the Superstar to build this deck around is because out of all the Superstars that can pack Triple H's Superstar specifics, [Revolution] Triple H's ability to go into the Ringside and pull out any non-Unique maneuver is what this deck really needs. Bring the Hammer Down is non-Unique, so...

Pre-match (10)

[Revolution] Underestimate the Competition (x1)
Cerebral Assassin (x1)
ECW Championship Belt (x1)
ECW One Night Stand (x1)
Game Over? You're Damn Right I'm Over! (x1)
No Disqualification Match [TB] (x1)
Old School Antics (x2)
The Champ Is Here! (x1)
World Wrestling Federation Hardcore Belt (x1)

My Pre-match starts off with No Disqualification Match [TB]. This brings the Fortitude cost of my Foreign Objects down by 3, so my Bring the Hammer Downs start at 7F, a discount I will need if I can't get it to stick the first time I throw it. Up next is the ECW Championship Belt. This gives all my maneuvers +2D, which puts many of my backup maneuvers out of the range of Elbow to the Face. The Champ Is Here gives me two extra Pre-match slots which helps, but also gives me two extra Mid-match slots, and this deck will use a lot of it’s Mid-match. ECW One Night Stand gives me some extra options when I successfully play Foreign Objects as well as allows a +1 boost to my Hand Size with the ECW Championship Belt. Game Over? You're Damn Right I'm Over! is a key card for this deck since not only does it let you set your hand, but it makes Sledge Hammer Shot –10F and you can ignore the “Can only be played after…” text. Being able to shuffle cards from your hand into your Arsenal at the end of the Pre-match phase is important. For the first Bring the Hammer Down you try to get into play, you’ll want to have as many Triple H Superstar specifics in your Arsenal so you can to reduce the cost so of Bring the Hammer Down to a playable amount. [Revolution] Underestimate the Competition not only reduces damage from non-Unique reversals, but puts cards into my Ringside giving me a chance of getting Bring the Hammer Down in my hand by my Superstar ability. With both Between Game Over? You're Damn Right I'm Over! and [Revolution] Underestimate the Competition out, I should start the game with one Bring the Hammer Down in my hand. The Pre-match is built simply to find or enhance Bring the Hammer Down which the centerpiece of this deck.

Mid-match (10)

[Revolution] Feel Your Fear (x1)
Backlash! (x1)
Fortitude Surge (x1)
Panic Throw (x2)
Sledge Hammer Shot (x1)
Small Concealed Foreign Object [TB] (x2)
The King Interferes! (x1)
You're as Graceful as a Cow on Ice (x1)

Backlash! and Fortitude Surge are staples of mine, so is The King Interferes! for any Raw deck I put together. The benefit of this deck is it can jump to 10F on the first card played, so The King Interferes! becomes available immediately. The Small Concealed Foreign Objects [TB] are there if I need a little boost in Fortitude to start swinging the Bring the Hammer Downs, as well as furthering enhancing my Strike maneuvers. [Revolution] Feel Your Fear is a great card for this deck. Not only is it a Mean Trademark coming out of my Mid-match, but it lets me shuffle in all my Uniques from my Ringside which I’ve been ditching from my Arsenal to make my Bring the Hammer Downs my beginning maneuver. Then there is the coup de grace, the Sledge Hammer Shot. If you are able to get all three Bring the Hammer Downs into play, this will be a 27D maneuver that cannot be reversed from hand or Arsenal. With a little luck, it will be the fourth maneuver you play, and the game will be over.

Actions (11)

Flawless Execution (x2)
Flip Over the Corner Ringpost (x1)
I Am the Game (x1)
Iron Will (x2)
It's Time to Play the Game (x1)
Making The Game (x1)
That's Broken (x3)

That’s Broken is the most important card of the Actions. It helps dig through the Arsenal for what ever you may need which will probably be a reversal since you cannot get one from your Ringside with your ability. Flawless Executions are there if the game is going long and you need to give yourself a few extra turns. I Am the Game, It’s Time to Play the Game, and Making the Game are there primarily for Bring the Hammer Down, but each can help in they’re own ways. Flip Over the Corner Ringpost is also primarily for discarding to Bring the Hammer Down, but there is no card I would rather have when I’m down to no cards in my Arsenal since it essentially lets me set my hand with what ever in the Ringside.

Antics (1)

[Revolution] Behold The King (x1)

Again, primarily to be used to get the Fortitude down for a Bring the Hammer Down, but causing your opponent to overturn 7 cards and getting any 3 cards from my Ringside is nothing to sneeze at.

Maneuvers (23)

[Revolution] Smacked with the Sledgehammer (x1)
[Revolution] The Cerebral Sleeper (x1)
[Revolution] The Game Spinebuster (x1)
[Revolution] The King of Kings Pedigree (x1)
[Revolution] The Triple H High Knee (x1)
Bring the Hammer Down (x3)
Chain Lashing [TB] (x1)
Chair Shot (x2)
Garbage Can Lids [TB] (x2)
Kick [TB] (x3)
Lunging Choke Hold (x1)
Overhand Chairshot (x1)
Pedigree (x1)
Struck by a Kendo Stick [TB] (x3)
The Game's Sleeper (x1)

Well, here they are, three Bring the Hammer Downs. This should be your first card played, and its coming at your opponent as a 0F/12D multi-Strike. Preferably you’ll have one in your starting hand. If you do, use the first Bring the Hammer Down to put the other 2 Bring the Hammer Downs into your Ringside. If the first one makes it all the way through, use your ability and grab another and play it. You’ll be walking into Mid-match reversals, but you want to clear them out of the way anyway for the Sledge Hammer Shot later. Don’t forget, with your ability, you’ll be able to put it into your hand next turn anyway. Just keep throwing these at your opponent until you get all three in play. Then bring out the Sledge Hammer Shot and that should be the end of the game. Of course, frequently things don’t go according to plan, so there is plenty of back up thrown in. Use a Kick [TB] with a Panic Throw to plow through reversals, or if Chain Lashing is in your hand, sneak that out after a That’s Broken to deliver a 0F/D9 multi-Strike. Remember, we’re not worried about damage from non-unique reversals because we have [Revolution] Underestimate the Competition in play to negate that, so forcing your opponent to play a lot of reversals against you every turn is a good thing. Again, the Superstar specifics are there primarily for the Bring the Hammer Downs, but they do enough damage in their own right that once you get some Fortitude on the board you should be able to cripple your opponent quickly.

Reversals (25)

[Revolution] Why Don’t You Kiss My A%$? (x2)
'Casuse I am... That... Damn... Good! (x1)
A Revolution of the Mind (x3)
Chyna Interferes (x1)
Divine Intervention (x1)
Don't Try This at Home (x3)
Elbow to the Face (x3)
Hold the Phone! (x2)
Let's Wrestle Already! (x2)
Manager Interferes! (x3)
The Price We Pay (x1)
Volley This (x3)

Fairly straight forward here. The only real question may be why not more Superstar specific reversals for the Bring the Hammer Downs. Reversals need to be very versatile in the Revolution eras of Raw Deal, and I chose cards that would cover the most card types. This set of reversals were picked simply to keep me in the game long enough to provide the coup de grace.

This is a very aggressive deck, made to throw big multi maneuvers in the form of Bring the Hammer Downs. With in a few turns, you should be able to swing the big Sledge Hammer Shot for the finish. Don’t be afraid to walk into reversals as you want to clear them out anyway. And if something goes wrong, there are plenty of other weapons at your disposal to put away your opponent. Just keep firing and soon your opponent will have a date with Sweet Lady Sledge.