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CM Punk
by Charles Williams
Revolution Format

BACKLASH (12)

Pre-match (6)

Hardcore Hell x1
New Plan x2
Ring Psychology: Arm x2
Ring Psychology: Hold x1

Strategy Notes: Always play Hardcore Hell and 2 Ring Psychology: Arm and of course if you get a really bad hand you can exchange 1 Ring Psychology: Arm for a New Plan. The other Pre-matches are there just for show and just in case if your opponent has you discard 1 random card from your backlash. Ring Psychology: Arm is very important because 18 cards in this deck targets the arm and since almost all of them are holds you're going to get to bring them back with your superstar ability which is.... Play a Maneuver Successfully: Put up to 1 Hold from your Ringside into your Hand. You can actually keep throwing holds at your opponent until He finally reverses it. Hardcore Hell keeps your first non-F:0 cores stay in the ring so you can use the ability of the card your playing.

Mid-match (6)

Before this gets out of hand x2
Its All Led to This x2
I Can Do Anything I Want x1
Nobody Messes with the McMahons x1

Strategy Notes: All but two of your Mid-matches are reversals to stop anything that might really hurt your chances of winning. Its All Led to This is your power Mid-match Antics that will give any maneuver momentum, ideally it would be a card with target arm.

ARSENAL (60)

Superstar-specifics (1)

Straight Edge x1

Strategy Notes: Its an awesome mean or colossal reversal that deals 5 damage and then you overturn 1 card and shuffle up to 9 cards from your ringside into your arsenal.

Antics (0)

Strategy Notes: The use of antics in this deck is not necessary

Antic-Reversal Hybrids (0)

Strategy Notes: I also don't need any Antic-Reversal Hybrids

Maneuvers (22)

Arm Breaker x2
Bow and Arrow x3
Figure Four Leg Lock x2
Hand Smash x3
Head Vise x2
Into the Barricade x3
Sharpshooter x2
Sleeper x2
Super Hold x2
Windmill Punch x1

Strategy Notes: A powerful bunch of cards. Remember you are playing 2 Ring Psychology: Arm so make use of it. Hand Smash and Super Hold really benefits from this because Hand Smash is an extreme and on its own its difficult to reverse and then theres Super Hold with its digusting potential to reach +5D for every target arm in your ring once you have at least 2 target arm in your ring. I'm a big fan of Into the Barricade because you can chain them until you have used all 3 of them or use them to put Hand Smash into your hand. Since your also playing Hardcore Hell if you have less fortitude your first non-F:0 core stays in your ring so you get to benefit from the ability of the cards. Bow and Arrow is your primary source to put back reversals into your arsenal so make use of them if you have many reversals in your ring. Sharpshooter allows you to put cards into your hand that otherwise you might only have luck to get them into your hand. Figure Four Leg Lock is mainly used to remove pre-matches that may otherwise hurt you overtime.

Maneuver-Antic Hybrids (5)

Arm Wringer x2
Lock-up x2
Waist Lock x1

Strategy Notes: I have these cards because they can be very annoying to your opponent. All of these Maneuver-Antic Hybrids discard themselves when used as an antic but they are all holds so you can bring them back with your superstar ability. Arm Wringer when used as an antic makes your opponent discard 1 random card from his backlash so if you get to pull this off a couple of times it will screw around with your opponent's backlash and it will really hurt him. Lock-up when used as an antic allows you to put a non-unique non-hybrid with target arm from your ringside into your hand so in this case you need it to bring back a Hand Smash. Waist Lock as an antic allows you to put up to 1 midmatch from your ringside into your backlash.

Maneuver-Reversal Hybrids (18)

Chop x3
Collar & Elbow Lockup x3
Double Leg Takedown x3
Headlock Takedown x3
Slap x3
Wrist Lock x3

Strategy Notes: A basic set of Maneuver-Reversal Hybrids nothing too special.

Reversals (14)

Overexposure x3
I won't be beat tonight x2
Try to get away x3
You telegraphed it x2
Kiss my ass x2
Not what we came to see x2

Strategy Notes: A solid set of reversals meant to stop everything and anything. Overexposure is awesome for extremists since it reverses Assualt, Hold and Throw and not only that is has a printed 4D on it so you can use your I Won't Be Beat Tonight to put an Overexposure from your ring into your ringside to potential use it again later in the game.

Final Strategy / Other Notes: This deck design is pretty straight foward. Just make use of your Hardcore Hell and your 2 Ring Psychology: Arm. Heres a complete Explaination and strategy behind every maneuver and maneuver-antic hybrid in order by type.

F:0 Cores>>>>>>>
-Wind Mill Punch (F:0 D1 Maneuver Assualt Core Target Arm) is pretty basic I only pack one because I have 1 Waist Lock that pretty much have the same ability. This card targets the arm so you can play a 1D assualt and in its own right is sometimes difficult to reverse. This card can pack a real wallop if theres 4 target arm in your ring this card turns into 9D from 1D from your 2 Ring Psychology: Arm.
-Waist Lock (F:0 D:1 Maneuver/Antic Hold Core Target Chest) is cool because if you use it as an antic you can bring back a Mid-Match and chances are its going to be your Its All Led to This and Waist Lock discards itself when you use the antic ability and since its a hold you can bring it back as many times as you need it. I only pack one of this card because you only need to bring it back to your hand if theres a Mid-match in your ringside.
-Lock-up (F:0 D:2 Maneuver/Antic Hold Core Target Arm) when used as an antic it allows you to put a card with target arm in your hand from your ringside. You might be thinking what card would that be? Well I only have three Hand Smash that targets the arm and they're an extreme and not a hold. But you may bring back other cards with target arm but it would somewhat be kind of a waste unless if you want a target arm card right now.
-Arm Wringer (F:0 D:4 Maneuver/Antic Hold Target Arm) is great because using it's antic ability will cause your opponent to discard 1 random card from his backlash and being able to pull it off a couple of times early in the game will hurt your opponent alot because theres a good chance that you get to remove some of his Mid-matches that might limit his ability to reverse any of your cards.
-Hand Smash (F:0 D:2 Maneuver Extreme Core Target Arm) a very potent card when 2 Ring Psychology: Arm is in your ring. Ring Psychology: Arm makes your maneuver with target arm +1D for every target arm already in your ring and having 2 Ring Psychology: Arm double the damage bonus to a +2D. So if theres 4 target arm in your ring Hand Smash, its ability and the 2 Ring Psychology arm turns the card's damage power to 12D from 2D. This card is almost like playing with momentum because players pack about 2-3 extreme reversals so its going to mow down your opponent's arsenal in most cases if it isn't reversed from the hand. Use Lock-Up, Sleeper, Into the Barricade, or Sharpshooter to retreive a Hand Smash.

Non-F:0 Cores>>>>>>>
-Into the Barricade (F:3 D:3 Maneuver Extreme Core Target Head) is a very nice card. I'm a big fan of packing 3 Into the Barricade because its own ability allows you to put 1 extreme from your ringside into your hand so you can keep bringing back an Into the Barricade until you throw all three into the ring and then bring back a Hand Smash. Hardcore Hell makes this card even harder to reverse. Using Into the Barricade consecutively is almost most worth it for the fortitude.
-Head Vise (F:3 D:4 Maneuver Hold Core Target Head) this card's ability is draw 2 discard 1. After playing it successfully your superstar ability kicks in so technically you don't really discard a card at all. Play this card a couple of times to increase you hand size.
-Sleeper (F:4 D:5 Maneuver Hold Core Target Neck) this card's ability is put up to 1 maneuver from your ringside into your hand. You can use it to put a Hand Smash into your hand from your ringside or just to get another hold. Play this card a couple of times to increase you hand size
-Bow and Arrow (F:5 D:6 Maneuver Hold Core Target Arm) this card is very important because it allows you to shuffle in 4 cards from your ringside into your arsenal and ideally you want to shuffle into your key reversals like Overexposure, Straight Edge and etc. This card targets the arm so it can pack a wallop and with hardcore hell making your opponent may not be able to reverse it from the hand if you keep your fortitude low.
-Arm Breaker (F:8 D:7 Maneuver Hold Core Target Arm) a powerful card and its purpose in my deck theme is that it targets arm and deals 7D on its own. With hardcore hell in the ring this card can be dangerous because it also benefits from the 2 Ring Psychologies.

Means>>>>>>>
-Sharpshooter (F:10 D:11 Maneuver Hold Mean Target Leg) my deck needed something that allows you to put reversals into my hand and this card solves the problem. You might have to play it several times before it actually goes through but you reap the rewards because its own ability, put 2 cards on the bottom of your arsenal and put up to 2 non-uniques from your ringside into your hand so you can put anything into your hand maybe an Overexposure and Hand Smash.

Colossals>>>>>>>
-Figure Four Leg Lock (F: 17 D:18 Maneuver Hold Colossal Target Leg) this provides you with the ability to remove cards from your opponent's ring. Its ability is put 1 card on the bottom of your arsenal and put up to 1 card from your opponent's ring into his ringside, so use it to remove key Pre-matches.
-Super Hold (F:18 D:19 Maneuver Hold Colossal Target Arm) this card is your muscle to obliterate your opponent's arsenal. Its own ability of +3D for every target arm in your ring and with the 2 Ring Psychology: Arm this card becomes +5D for every target arm in your ring. If theres 4 target arm in your ring it explodes into 39D from only 19D. Try to play Its all Led to This to give Super Hold momentum to finish off your opponent even if he has a sizeable arsenal.