Product List
Spoiler Zone
Retailers
Distributors

Tournaments
World Rankings
Raw Deal Managers
World Championship

Tournament Reports

Articles

Raw Deal Rules
FAQ

Links

Ric Flair
by Andre Segarra
Revolution format

*all cards are assumed to have the <Revolution> Logo*

Pre-Match

Ring Psychology: Leg x2
Founder of the Four Horsemen
Judgement Day
Man of 1,000 Moves
The Degenerates

With this setup, you can play five of your six Pre-Match cards against everyone who isn't packing <Revolution> Judgement Day. Ideally, you play both copies of Ring Psychology: Leg, then Man of 1,000 Moves (searching for Collar & Elbow Lockup, since it reverses three movetypes in this deck), and then you can play both your Pre-Match storyline of doom (remembering to draw your two cards) and The Degenerates. This deck is actually completely OK with the fact that The Degenerates makes you discard a card from your hand because of the fact that Ring Psychology: Leg gets your Target: Leg cards out of the Ringside for you. Judgement Day is there in case you want to ruin someone's day (another deck packing Man of 1,000 Moves, you see Hardcore Hell coming, anything like that).

Mid-Match

Before This Gets Out of Hand x2
I Can Do Anything I Want
Layla El: Diva to the Core
One For the Money ...
Talk is Cheap

Since you start each game with 8 cards in hand (or less, depending on what your opponent does), your Mid-Match is best used for defense. To reflect that, four of your six mid-match cards are reversals. Two copies of Before This Gets Out of Hand are pretty much necessary if you run across a Sandman, Undertaker (even if you can't do anything about his Means until you get rid of the Storyline), or Jeff. Talk is Cheap and I Can Do Anything I Want are pretty much standard and are low-Fort options to grab your turn back if your opponent tries to run you over with anything you'd rather not see hit the table. One for the Money ... searches for any of your three AMAZING faction-requirement cards (Eat Spit, Assisted by the Dirtiest Player in the Game, or Heartbreaker .. again, 1F to search for Eat Spit) and Layla El can search out any Cores you might need, including the Space Mountain Punch, which is even harder to reverse than A New Breed Unleashed.

Superstar-Specific cards (7)

Flair's Figure Four Finale
Nature Boy Chop
Profilin' Shin Breaker
Space Mountain Punch
Still the Man
Stylin' Low Blow
Wheelin' Knee Drop

Flair's cards are all kinds of amazing. Space Mountain Punch is the hardest-to-reverse card in the format, both Profilin' Shin Breaker and Flair's Figure Four Finale have Target: Leg, and his reversals are godly. You really can't make out too much better than this set of specifics, especially when you figure that you can search out the Space Mountain Punch with Layla.

Antics (5)

Out Here All Night x3
Eat Spit
Four, Now Go, Cat, Go!

On top of being amazing, your Antics keep in with the Flair Theme. Out Here All Night shuffles in four cards, Eat Spit makes your opponent discard four cards at random from his Backlash, and The Cat draws you four cards. One for the Money ... will search for Eat Spit, making it easy to discard your opponent's Backlash deck (and run into less copies of Before This Gets Out of Hand).

Antic-Reversal Hybrids (4)

Cinch It In x2
Hail to the Chairman x2

Cinch It In is dual-purpose: not only does it keep decks like Jeff of Doom and Indian Death Lock off of you, it can also set you up for a Momentum'd Hold (which most of your moves happen to be) as a Reversal or as an Antic. Hail to the Chairman is a very nice alternative to the 7F Why Don't You Kiss My Ass, since you have a Storyline in your Ring anyway. Not only will the Antic half redo a bad hand AND reverse your opponent's non-unique Antics (read: Layla), it also helps to lessen the blow caused by the Aggression Rule.

Maneuvers (20)

Ankle Torque x3
Chop Block x3
Figure Four Leg Lock x3
Leg Sweep x3
Toe Smash x3
Leg Lock x2
Sharpshooter x2
Three to Get Ready ...

Each of your moves has Target: Leg, so as soon as you hit one of them, you get all kinds of synergy via Ring Psychology: Leg. Even a 2D Chop Block will bridge into a 10F/11D Sharpshooter. Remembering that your opponent discarded four random cards from his Backlash when you played Eat Spit, your Means are more likely to hit the table than they are with most decks since he is no longer guaranteed access to Before This Gets Out of Hand.

This deck does not feature any Maneuver-Antic hybrids.

Maneuver-Reversals (7)

3 Collar & Elbow Lockup
2 Headlock Takedown
2 Slap

Founder of the Four Horsemen makes these three cards go from staple to godly. Flair has the unique ability to reverse a Assault, Hold, OR Throw with any of the above cards, giving him access to what might as well be 7 copies of Only One Solution: Revolution at 0F. Collar & Elbow Lockup is also searchable via Man of 1,000 Moves, so Flair gets with might as well be a free turn every game (especially since he can play One for the Money ... after hitting one of your 7 reversals).

Reversals (17)

Not What We Came to See! x3
Outmaneuver x3
I Won't Be Beat Tonight x2
Masochist at Heart x2
Try to Get Away x2
Welcome to my World x2
Assisted by the Dirtiest Player in the Game
Heartbreaker
Inertia

These are here to not only help you get your turns back, but to also ensure card advantage on your side of the table. Outmaneuver gets in over That's Extreme-ly Unoriginal because of the fact that you can grab a move back into your hand against most of the people who will be playing Extremes. Welcome to My World gets in over Why Don't You Kiss My Ass because you can search for any of Flair's amazing specifics or any of your faction-requirement cards. Both Assisted by the Dirtiest Player and Heartbreaker give card advantage, be it getting key Cores back or simply knowing what's coming next. Inertia is there to compliment Still the Man and make sure nothing too drastic happens to you.

General Strategy:

This deck is all about creating card advantage on your side of the table. Your Pre-Match doubles your hand and makes it easy for you to deny your opponent early maneuvers. Your Mid-Match Antics can search out key cards like Space Mountain Punch and Eat Spit so you can grab the early advantage over your opponent and have your way with him later in the game. Your moves all provide synergy with each other via Ring Psychology: Leg and most of them provide some form of extra advantage (Leg Sweep and Ankle Torque rid them of a hand, Sharpshooter and Leg Lock grab cards back into your hand, and the almighty Figure Four Leg Lock kills cards in their Ring). Even your Reversals are better than normal in this deck because of Flair's storyline. Those that don't become better can be used as fodder for Ankle Torque, so there's still no such thing as a wasted card in this deck.