My Draw

Started by Tussin, November 09, 2014, 03:55:15 AM

Previous topic - Next topic

Tussin

major combo potential... create a possible +1/2/2/2/3 (+10) when everything fires off in the same turn. venture 7 and take the cake. flash in reserve, went with doppleganger to setup my events better so i'm less likely to draw them with cards and reduce duplicates giving me more consistent pluses instead of minuses. Banshee can tutor a draw card or another relevant special. Colossus turns defense into another +1 with LO. Serpent Crown on Doppel, Witchblade on Ghostrider, Pym on Ray.



Homebase: Marvel Universe ~ Opponent's Team is -1 to Venture Total per Battle. ~

Team:  73
The Ray           8-4-4-2 (18)
Ghost Rider     6-6-6-2 (20) ~ May only be Spectrum KOd by four Power Types. ~
Doppelganger 3-6-6-1 (16) ~ May play any Spider-Man Specials. ~
The Flash        6-6-4-3 (19) ~ May play Reap the Whirlwind from Reserve. ~

Mission: Fatal Attractions

Battlesite: Muir Island

Battlesite Specials: 13
Banshee - Luck O' The Irish (DS)
Banshee - Interpol (JC)
Colossus - Haymaker (AR)
Colossus - Organic Steel (ET)
Colossus - Stoic Defender (LO)
Captain Britain - Battleworthy (KL)
Captain Britain - Britain's Champion (EB)
Nightcrawler - BAMF! (AD)
Nightcrawler - Tactical Teleport (FP)
Professor X - Read Mind (AG)
Professor X - Psychic Shield (AH)
Shadowcat - Computer Genius (HQ) [OPD]
Shadowcat - Ninja Adept (CC)

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

Specials: 23
The Ray - Blinded By The Light (OPD)
The Ray - In A Blaze Of Power (OPD)
The Ray - Light Constructs (OPD)
The Ray - Speed Of Light
The Ray - Energy Shield
The Ray - Energy Shield
Ghost Rider - Hell On Wheels (OPD)
Ghost Rider - Penance Stare (OPD)
Ghost Rider - Play With Fire (OPD)
Ghost Rider - Demon Chain
Ghost Rider - Fire And Brimstone
Ghost Rider - Bat Out OF Hell
Ghost Rider - Spirit Of Vengeance
Ghost Rider - Skeletal Summoning
Doppelganger - Taunt (OPD)
Doppelganger - Web (OPD)
Doppelganger - Wall Crawl
Doppelganger - Wall Crawl
Doppelganger - With Great Power...
Doppelganger - With Great Power...
The Flash - Tapping The Speed Force (OPD)
The Flash - Reap The Whirlwind
The Flash - Reap The Whirlwind

Power cards: 19
Energy: 2 2 3 3 7 7 7 8 8
Fighting: 5 5 5 6 6 6
Strength: 4 4
Multi-Power: 1 1

Teamwork cards: 4
1 * Energy 7 or more to use, follow-ups in Fighting and Strength
1 * Energy 8 or more to use, follow-ups in Fighting and Strength
1 * Fighting 6 or more to use, follow-ups in Energy and Strength
1 * Strength 6 or more to use, follow-ups in Energy and Fighting

Artifact cards: 3
* 6E 5E THE SERPENT CROWN <CL> {R} [OPD] Teammates Energy Rating increases to 7 for remainder of game.
* 6F 6A THE WITCHBLADE <IM> {VR} [OPD] Teammate may play any Power card currently usable by Front Line to attack.
* 6S 5S PYM PARTICLES <CL> {C} [OPD] During each Draw Phase, teammate and opponent draw either 6 cards, 8
cards, or 10 cards. Teammates choice before Draw Phase. May change each battle.

Event cards: 3
* THE BEST LAID PLANS <MC> {R} Bishop
Sort through the Draw Pile and choose any four cards. Reshuffle Draw Pile. Put four chosen cards on top of Draw Pile.
* A CALL TO ARMS <MC> {R} Quicksilver
Move the Reserve Hero to the Front Line this battle. Return that Hero to Reserve at the end of the battle.
* SOVEREIGN SEVEN <JL> {VR} Sovereign Seven
Remove one hit from the Permanent Record of all characters with an Inherent Ability.

Total cards: 66