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Jeff Hardy
by Alex Jerry
Revolution Format

BACKLASH (12)

Pre-match (6)

ECW Title Belt x1
Even Good Guys Do Bad Things x1
The New Breed x1
Tomorrow's WWE Legends x1
WWE Championship Title Belt x1
You're Drafted x1

Strategy Notes: Here's the real...shall we say..."power" to the deck. The cards your Factions grant access to, the benefits of becoming an Extremist, and the Maneuvers your titles can search out will make the deck run. Your Pre-Match will ALWAYS play Tomorrow's WWE Legends, You're Drafted and The New Breed. Your final slot is the only variety in the Pre-Match and you decide based on a few things. Are you a higher Superstar Value? If yes, you generally want to play Even Good Guys Do Bad Things. If you are a lower or equal Superstar Value and the ECW Belt will put you above your opponent, play it. Assuming the WWE Belt will put you over but the ECW Belt won't, play it instead. Finally, if you just can't get over your opponent, opt for Even Good Guys Do Bad Things once more.

Mid-match (6)

Before This Gets Out of Hand x2
Caution: You're Entering the O-Zone x1
Hung Out to Dry x1
One for the Money... x1
Talk is Cheap x1

Strategy Notes: Not much to say here. You may ask why I opted against running the X-Treme Twist of Fate and my only answer is that the deck explodes into Colossals VERY fast and playing Means would needlessly slow you down. You're key Mid-Match is One for the Money... as it fetches any Faction specific cards and you can get the Tomorrow's WWE Legends Antic "Live Fast---Fight Hard" which makes your next card -15F. The rest is fairly standard defensive cards.

ARSENAL (60)

Superstar-specifics (6)

Flipping Mule Kick x1
Run the Barricade x1
WWE's High-Flying Daredevil x1
X-Treme Poetry in Motion x1
X-Treme Swanton Bomb x1
X-Treme Whisper in the Wind x1

Strategy Notes: You may notice I'm missing Fall-Away Drop Kick. It was cut for the same reason as the X-Treme Twist of Fate...it slows the deck down. X-Treme Poetry in Motion is an exception to that rule as it can potentially give itself Momentum and can be a vital tool in making a comeback if things go awry. Flipping Mule Kick is a stellar omni-reversal while Run the Barricade and X-Treme Whisper in the Wind make great Antic reversals. X-Treme Swanton Bomb is really there to provide another big move and isn't terribly necessary. WWE's High-Flying Daredevil is a backup if you can't get to Live Fast---Fight Hard and allows you to hit Colossals as early as 1F.

Antics (5)

Double Your Value, Double Your Fun x3
Live Fast---Fight Hard x1
Prepare for the POUNCE x1

Strategy Notes: Pretty simple stuff. Double Your Value allows you to bridge into big moves quickly. If you draw into or One for the Money... to grab Live Fast---Fight Hard, you can skip Cores AND Means altogether and jump straight into Colossals which is the ideal strategy for this build. Prepare for the POUNCE can grab an Extreme from Ringside as well as set you up for easier reversing for the rest of the game.

Antic-Reversal Hybrids (0)

Strategy Notes: I saw no reason to include any Antic/Reversal Hybrids in this particular build.

Maneuvers (12)

A New Breed Unleashed x1
Homicidal Lunge x3
Hurricarana x5
Missile Drop Kick x3

Strategy Notes: Very simple stuff. Homicidal Lunge and A New Breed Unleashed are your back-up Maneuvers. Ideally, you'll never need to play those. The goal of the deck is to utilise the Fortitude reduction gained by being an Extremist in combination with effects of Live Fast---Fight Hard or WWE's High-Flying Daredevil to jump immediately into a Hurricanrana (15/19 Extreme: Colossal) or Missile Drop Kick (11/15 Extreme: Colossal). Not much else to say, it's just straight up pain flying at you as quickly as possible.

Maneuver-Antic Hybrids (0)

Strategy Notes: I saw no reason to include any Maneuver/Antic Hybrids in this particular build.

Maneuver-Reversal Hybrids (18)

Chop x2
Collar & Elbow Lockup x3
Double Leg Takedown x2
Headlock Takedown x3
Only One Solution: Revolution x3
Slap x3
Wrist Lock x2

Strategy Notes: Nothing terribly complex here. Some people may prefer 0/3s or 0/4s over the 0/2s but I opted to go for the 0/2s as they tag more Maneuvers. If it suits your play style, swap in the 0/3s or 0/4s in their place. I have nothing else to say on this matter.

Reversals (19)

Here's a Lesson Plan x1
Inertia x1
I Won't Be Beat Tonight x2
Masochist at Heart x1
Not What We Came to See x3
Outmaneuver x2
Overexposure x3
That's Extremely UN-Original x2
Try to Get Away x2
Why Don't You Kiss My A%$? x2

Strategy Notes: Fairly simple again. Reversals are geared mostly towards stopping the popular Extremes and coupled with Prepare for the POUNCE you can reverse much more. There are a few standard cards here, Here's a Lesson Plan is The New Breed's 3/3 Extreme Reversal that can potentially shuffle up to 6 cards in. Between Prepare for the POUNCE, your Extreme Reversals and your Overexposures you should be pretty well set on stopping Maneuvers. A bit light on the Antic Reversals but you must realise that Jeff has 2 Superstar Specifics that reverse Antics as well, so it all evens out.

Final Strategy / Other Notes: Jeff got a huge push in Revolution 3 with the introduction of the Extreme: Colossal: Follow-Ups and cards that let him jump the gun and run straight after them. The deck hits hard and fast and is potentially VERY fun. Just remember that One for the Money... can get Live Fast---Fight Hard and if you have a higher Superstar Value Live Fast---Fight Hard has Momentum. If you can get to the Live Fast you should be able to play (most likely successfully) a Colossal and be set for the game on Fortitude. But why stop at 1? The deck can potentially gain 1st and 2nd turn wins on unsuspecting opponents. Try it out, see what you think, and most importantly...HAVE FUN!