Wanna See A Magic Trick?

Started by Tussin, November 02, 2014, 02:36:10 PM

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Tussin




how would i build a deck to exploit this? here is what i came up with, Taskmaster in reserve. a perfect 19 deck? madness

Homebase: Team Overpower ~ Team OverPower may Place Any-Character Specials and Aspects to HomeBase, using normal Placing rules. Only one of each card may be Placed. Any-Character Specials may be played by Any Character on team. ~

Team: 76
Grifter               4-7-4-4 (19) ~ May not be Spectrum or Cumulative KOd with Universe: Teamwork cards.~
The Trickster     6-5-1-7 (19)
The Marauders 7-7-3-2 (19)
Taskmaster      3-7-4-5 (19) ~ May use Intellect Power cards to avoid any Fighting attack. ~

Mission: Shattered Image

Battlesite: Any Heroes

Battlesite Specials: 11
Alien Symbiote (AL)
Bastion (ZZ)
Confusion (DB)
Deal With The Devil (BW)
Devourer Of Worlds (OD)
Gamma Terror (AR)
Guardian Angel (AG)
Justice League Of America (AC)
Power Leech (BY)
Unlucky At Love (AM)
Web-Headed Wizard (BQ)

Aspect Cards: 1
Any-Homebase - A-Next [OPD]

Specials: 18
Grifter - Bull's Eye Shot (OPD)
Grifter - Nerves of Steel (OPD)
Grifter - Team 7
Grifter - Wildc.a.t
Grifter - Wildc.a.t
The Trickster - The Shell Game (OPD)
The Trickster - Clean Getaway
The Trickster - Clean Getaway
The Trickster - Bait and Switch
The Marauders - Harpoon (OPD)
The Marauders - Malice (OPD)
The Marauders - Arc Light
The Marauders - Blockbuster
The Marauders - Blockbuster
The Marauders - Vertigo
The Marauders - Vertigo
Taskmaster - Photographic Reflexes (OPD)
Taskmaster - Spy Camera (OPD)

Power cards: 17
Energy: 5 5
Fighting: 2 2 6 6 7 7
Strength: 4 4
Intellect: 1 1 3 3
Any-Power: 5 6 7

Teamwork cards: 4
1 * Energy 7 or more to use, follow-ups in Fighting and Strength
1 * Fighting 7 or more to use, follow-ups in Energy and Strength
1 * Fighting 7 or more to use, follow-ups in Energy and Intellect
1 * Intellect 7 or more to use, follow-ups in Fighting and Strength

Artifact cards: 2
* 6F 5F THE SUPER SOLDIER SERUM [OPD] Teammates Fighting Rating increases to 7 for remainder of game.
* 6I 6A LINKSTONE On his turn, Teammate may discard 1 card from top of Draw Pile to Dead Pile to immediately play any card Placed to any Front Line character.

Event cards: 3
* ENTROPY FIELD <IM> {R} Clown
No Activator cards may be played this battle.
* GEN 13 VS. THE REGULATORS <IM> {U} Gen 13 & The Regulators
No cards with the word Negate may be played this battle.
* SPAWN SPIES <IM> {U} Spawn
No cards with the word Draw may be played this battle.

Total cards: 56