Police (Group)

The Police Group is a Blue Group based on controlling the field by locking. The Police Group keeps the opponent's cards at bay by keeping them constantly locked, while buffing themselves in the process. They also have many other options for stalling, such as suspending or repetitive summoning. It can be quite annoying if you jail your opponent's plays a lot, and it's one of the most evil things this Group can do. 
Police does not fare well against decks or Groups that can work without the need to attack, such as Meeboids or any other control deck. In general, cards that can bypass locks, outspeed, or stallbreak are the main counter to this Group, such as Toys. 
Pros:
* Excels in locking both the opponent and its own fighters.
* Moderately cheap fighters.
* Strong Group buffs for its cost and effects.
*Group can potentially stall for a long amount of time.
*Lock and Suspend effect benefit more to this group.
*
Cons:
* Locking becomes useless against a deck that can work without attacking or the ability to unlock.
* Vulnerable to aggro and stallbreakers.
* Slow and lack in terms of power and bread compared to other Groups.
* SwatPhantom and Police Combatant also lock all allied fighters, making it quite a nuisance without card like Gato Luz and Rapid Response .
=LIST OF POLICE CARDS=
<tabber>Police Fighters (Blue)= 
----
----
----
----
----
|-|Police Actions=
----
|-|Police Alt Arts=
----
----
----
----
----
|-|Former Police Card(s)=
----
<-
<-
<-
<-
----
</tabber>
Category:Lists
Category:Groups