Palatinus' OverPower Forum

Rules => Game Mechanics => Deck Building => Topic started by: gameplan.exe on January 28, 2011, 03:36:13 PM

Poll
Question: Does the SUM DECK Rule seem necessary, with current strategies and errata?
Option 1: Necessary for balance votes: 14
Option 2: Maybe we still need it votes: 4
Option 3: It has no effect either way votes: 0
Option 4: Maybe we don't need it votes: 3
Option 5: Unnecessary - drop it votes: 1
Title: SUM DECK Rule
Post by: gameplan.exe on January 28, 2011, 03:36:13 PM
I really wanted to make a team with Cable and Domino, but was finding myself really held back by Cable's stupidly expensive grid. Don't get me wrong, It's pretty appropriate (actually, I think 6-8-4-5 would be better, but whatevs), but it's so cumbersome and it really bums me out!

That got me thinking; in the earlier evolutions of the game (IQ-Monumental), it seems like it made sense. But as I continually evaluate the end-game errata, meta-rules, and strategies, it seems like the SUM DECK Rule might be... well... outdated, i guess.

So, think long before answering, and tell me what you think about the SUM DECK Rule.
Title: Re: SUM DECK Rule
Post by: BigBadHarve on January 28, 2011, 04:55:06 PM
I have to say that I'm fine with the sum-deck rule.

Unfortunately, many characters themselves weren't necessarily designed for balance, but the sum-deck rule is good. It makes you think about the teams you're building, and adds an element of strategy and skill.

BTW - I'm sure you're already aware, but Cable and Domino both appear on the X-mansion location card... ;)

-BBH
Title: Re: SUM DECK Rule
Post by: Onslaught on January 28, 2011, 04:59:23 PM
In theory it should have been a tool used for balancing.

Max Level 8 stat + High Point Total = Character Receives Average Specials
Max Level 8 stat + Low Point Total = Character Receives Below Average Specials
Max Level 7 stat + High Point Total = Character Receives Above Average Specials
Max Level 7 stat + Low Point Total = Character Receives Average Specials
Max Level 6 stat + High Point Total = Character Receives Ridiculously Good Specials
Max Level 6 Stat + Low Point Total = Character Receives Above Average Specials

This could also have been tweaked taking into consideration how good or bad the character's inherent ability is, if they appear on powerful homebases, whether or not they were dual stat, etc.

The weird thing about point totals is that trying to balance a character with good specials by giving it bad stats usually makes it stronger due to having a low point total. If there were an 8 character with a negate, I would want all his other stats to be really low - say something like 2-1-1-8. This would hurt your deck composition, but obviously such a low cost would end up being more beneficial instead of a drawback. The only real thing I can think of that would address this would be inherent abilities that make people cost more than their printed stats.

Ultimately, the sum deck rule isn't as nicely balanced as it could have been, but I still think it's necessary. It makes some characters exponentially stronger (like X-Man and Scarlet Witch), but it also retains some value for characters with weaker specials but favorable grid distribution (Mr. Fantastic, Thing, Bullseye, Etc.). If anything, I wish the cost was about two points lower to make the Spawn/H4H anchors harder to build around, but it would make the 23 point characters unplayable.
Title: Re: SUM DECK Rule
Post by: BigBadHarve on January 28, 2011, 05:12:19 PM
Quote from: Onslaught on January 28, 2011, 04:59:23 PM
In theory it should have been a tool used for balancing.

Max Level 8 stat + High Point Total = Character Receives Average Specials
Max Level 8 stat + Low Point Total = Character Receives Below Average Specials
Max Level 7 stat + High Point Total = Character Receives Above Average Specials
Max Level 7 stat + Low Point Total = Character Receives Average Specials
Max Level 6 stat + High Point Total = Character Receives Ridiculously Good Specials
Max Level 6 Stat + Low Point Total = Character Receives Above Average Specials


This could also have been tweaked taking into consideration how good or bad the character's inherent ability is, if they appear on powerful homebases, whether or not they were dual stat, etc.

The weird thing about point totals is that trying to balance a character with good specials by giving it bad stats usually makes it stronger due to having a low point total. If there were an 8 character with a negate, I would want all his other stats to be really low - say something like 2-1-1-8. This would hurt your deck composition, but obviously such a low cost would end up being more beneficial instead of a drawback. The only real thing I can think of that would address this would be inherent abilities that make people cost more than their printed stats.

Ultimately, the sum deck rule isn't as nicely balanced as it could have been, but I still think it's necessary. It makes some characters exponentially stronger (like X-Man and Scarlet Witch), but it also retains some value for characters with weaker specials but favorable grid distribution (Mr. Fantastic, Thing, Bullseye, Etc.). If anything, I wish the cost was about two points lower to make the Spawn/H4H anchors harder to build around, but it would make the 23 point characters unplayable.


I pretty much agree with you on this. Though, a 23 point 8 character might be deserving of good specials too.

Onslaught is a good example of this being done right. He's really pricey, but both his grid AND specials make the cost worthwhile. He has nothing game-breaking, but his cards are all useful.

X-man, by contrast is too good for the point cost. He should either be more expensive, or a little less useful in the specials department.

Characters like Vision or the New Warriors should have truly sick cards.

But the sum deck rule itself is solid, I think.

-BBH
Title: Re: SUM DECK Rule
Post by: Nostalgic on January 30, 2011, 07:56:59 PM
I chose the 'necessary for balance' option, but me and my friend use the NEO cost capping method to calculate sum deck total.  The formula basically makes many of the higher point cost characters cheaper if used on the front line. This also helps many 6 and under characters that may have multiple sixes but no higher stat.  For instance, under the cost capping rules Ghost Rider costs 17 points instead of 20.  To use the character first mentioned, Cable would be 19 points instead of 23. 
Title: Re: SUM DECK Rule
Post by: BigBadHarve on January 30, 2011, 10:16:01 PM
Quote from: Nostalgic on January 30, 2011, 07:56:59 PM
I chose the 'necessary for balance' option, but me and my friend use the NEO cost capping method to calculate sum deck total.  The formula basically makes many of the higher point cost characters cheaper if used on the front line. This also helps many 6 and under characters that may have multiple sixes but no higher stat.  For instance, under the cost capping rules Ghost Rider costs 17 points instead of 20.  To use the character first mentioned, Cable would be 19 points instead of 23.  

The thing about Cable and Ghost Rider, is that they are worth the points you spend on them.

Apocalypse on the other hand... not worth the 23 points so much. What does he work out to under the NEO system?

-BBH
Title: Re: SUM DECK Rule
Post by: Palatinus on January 31, 2011, 09:09:32 AM
I feel like without the sum deck rule homebases are pretty much irrelevant.  Also, I have played a deck using the sum deck rule against one that was way over and the difference is very telling.  I also think it does make you put more effort into choosing your characters and gives some characters a chance to be used where they otherwise would not be.
Title: Re: SUM DECK Rule
Post by: gameplan.exe on January 31, 2011, 12:11:05 PM
QuoteBTW - I'm sure you're already aware, but Cable and Domino both appear on the X-mansion location card...
Yeah, I know. I've actually thought about making a "double date" team with Cable/Domino and Cyclops/Jean.

QuoteI feel like without the sum deck rule homebases are pretty much irrelevant.  Also, I have played a deck using the sum deck rule against one that was way over and the difference is very telling.  I also think it does make you put more effort into choosing your characters and gives some characters a chance to be used where they otherwise would not be.

I don't think the Home Bases lose their usefulness. Most of the Home Bases that come to mind, that skirt the Sum Deck Rule, all tend to have limiting Inherent Abilities in some way. Danger Room is one of the few exceptions I can see to this, since you can get to 80 (by using Angel, Beast, Bishop, and Gambit), but it still has a great I.A. In general, though, I think Home Bases are great for their I.A., not for the ability to go >76 Sum Deck.

In general, it's just a bummer that the best way to use Cable is to also use X-babies. Maybe I'll look into the NEO rules for deck building...
Title: Re: SUM DECK Rule
Post by: BigBadHarve on January 31, 2011, 12:17:33 PM
Quote from: ncannelora on January 31, 2011, 12:11:05 PM
In general, it's just a bummer that the best way to use Cable is to also use X-babies. Maybe I'll look into the NEO rules for deck building...

It's not so bad, because you only need two 17 point characters to offset Cable. If you don't want the Babies, there are plenty of 17 point energy characters who go well with him. That leaves you 19 points for a 4th character. Or a 16 and 18 pointer. Cable, Jubilee, X-Men: Original Team make for a front line that leaves you with 19 points to play with for another character. That's just off the top of my head.

There's no need to try to correct a sum deck balance with only one character, there are many options if you spread the wealth, so to speak.

-BBH

Title: Re: SUM DECK Rule
Post by: gameplan.exe on January 31, 2011, 12:25:20 PM
QuoteIt's not so bad, because you only need two 17 point characters to offset Cable. If you don't want the Babies, there are plenty of 17 point energy characters who go well with him. That leaves you 19 points for a 4th character. Or a 16 and 18 pointer. Cable, Jubilee, X-Men: Original Team make for a front line that leaves you with 19 points to play with for another character. That's just off the top of my head.

There's no need to try to correct a sum deck balance with only one character, there are many options if you spread the wealth, so to speak.

-BBH

I guess I would just have to experience playing against some one who wasn't using the Sum Deck rule to see its value. Obvs I still play with it. And yes, there are lots of ways to use Cable, but it still bugs me.
I might still try the Front Line you just mentioned, though, because that's pretty hairy!
Title: Re: SUM DECK Rule
Post by: BigBadHarve on January 31, 2011, 12:49:49 PM
Quote from: ncannelora on January 31, 2011, 12:25:20 PM
I guess I would just have to experience playing against some one who wasn't using the Sum Deck rule to see its value. Obvs I still play with it. And yes, there are lots of ways to use Cable, but it still bugs me.
I might still try the Front Line you just mentioned, though, because that's pretty hairy!

Imagine the abuse the Beyonder would get if there was no sum deck rule! Yikes!

I actually made an X-men themed team that I have yet to test fully, though it's well beneath sum deck. (tried it once, liked it)

X-men:OT, Magneto, Jubilee with Prof. X in reserve.

X-Men can use the professor's OPDs, so you get his heavy hits, a good mix of defense and attacks between Jubilee and X-Men, plus Magneto's 8 Grid and his cards. You have enough Defense that Any-Heroes are viable, but a good battlesite will also rock that team.

-BBH
Title: Re: SUM DECK Rule
Post by: Onslaught on January 31, 2011, 04:32:51 PM
Quote from: ncannelora on January 31, 2011, 12:11:05 PM
In general, it's just a bummer that the best way to use Cable is to also use X-babies.

They are one of the coolest character cards in the game though, so I'm not sure why you would lament! Their drawbacks and strengths interact nicely...the dichotomy of low stats both hurting and helping - in combination with amazing special cards. I think there is still a stigma attached to using the Marauders, X-Babies, or Four Freedoms homebase. Yes they were all degenerately broken at one point, but they are all fine on the current power scale.

The X-Babies having such a terrible grid means that to maximize their effectiveness, you really need to be hitting the max deck total. Cable is one of the few 23 point characters, so they go well together in terms of making a strong deck that is also interesting. I look at it as "wow, Cable lets me fully maximize the strengths of the X-Babies while minimizing their weaknesses" instead of "oh no, Cable forces me to use the X-Babies." (Of course, there are tons of viable Cable lineups even without the X-Babies. If you are willing to not include an 8 stat or a negate, you can have some pretty interesting teams. If you want to play very standard and have both an 8 and a negate, you can always run Cable, The Ray, Serpent Society, and 3 stat Spider-Woman in reserve.)

My personal deck that I have sleeved up in real life right now is Cable, Spawn, X-Babies, Hawkeye.
Title: Re: SUM DECK Rule
Post by: Hot Rod on January 31, 2011, 06:31:26 PM
Quote from: BigBadHarve on January 31, 2011, 12:49:49 PM
Imagine the abuse the Beyonder would get if there was no sum deck rule! Yikes!

I actually made an X-men themed team that I have yet to test fully, though it's well beneath sum deck. (tried it once, liked it)

X-men:OT, Magneto, Jubilee with Prof. X in reserve.

X-Men can use the professor's OPDs, so you get his heavy hits, a good mix of defense and attacks between Jubilee and X-Men, plus Magneto's 8 Grid and his cards. You have enough Defense that Any-Heroes are viable, but a good battlesite will also rock that team.

-BBH

I totally agree with this, Beyonder is barely within reason as is.  My dad's old Beyonder Jubilee deck was impossible to land a hit agains't, if it wasn't for H4H/the odd White Queen (nobody played New Warriors) he'd hardly of lost any games with it. 

A deck under the 76 sum is actually quite a challenge to build around.  The deck I'm rocking at the moment is 73 points, and all the characters are either too puny, feeble minded or nerdy to make a good follow up on any teamworks!
Title: Re: SUM DECK Rule
Post by: Nostalgic on January 31, 2011, 10:40:15 PM
Quote from: BigBadHarve on January 30, 2011, 10:16:01 PM
Quote from: Nostalgic on January 30, 2011, 07:56:59 PM
I chose the 'necessary for balance' option, but me and my friend use the NEO cost capping method to calculate sum deck total.  The formula basically makes many of the higher point cost characters cheaper if used on the front line. This also helps many 6 and under characters that may have multiple sixes but no higher stat.  For instance, under the cost capping rules Ghost Rider costs 17 points instead of 20.  To use the character first mentioned, Cable would be 19 points instead of 23.  

The thing about Cable and Ghost Rider, is that they are worth the points you spend on them.

Apocalypse on the other hand... not worth the 23 points so much. What does he work out to under the NEO system?

-BBH

Apocalypse is 18pts.  ;D
Title: Re: SUM DECK Rule
Post by: Nate Grey on February 01, 2011, 03:17:44 AM
I will admit I wasn't very thrilled when I came across the Sum Deck Rule. As a comic book fan first and foremost, I like seeing teams made up of characters that make sense being together. Its strange picturing the Marauders teaming up with the X-Babies.  :D I do understand the reason for the rule though and I will adhere to it if I ever play against you guys. I just feel that the rule makes so many people play with the same characters against one another.
Title: Re: SUM DECK Rule
Post by: Kal-el on February 01, 2011, 01:14:58 PM
I actually never used the sum deck rule either, but I want to start playing with it. I feel like it does promote fair teams in the IQ and previous era, which is primarily what my normal opponent plays with.
Title: Re: SUM DECK Rule
Post by: Nostalgic on February 01, 2011, 04:36:05 PM
Quote from: Nate Grey on February 01, 2011, 03:17:44 AM
I will admit I wasn't very thrilled when I came across the Sum Deck Rule. As a comic book fan first and foremost, I like seeing teams made up of characters that make sense being together. Its strange picturing the Marauders teaming up with the X-Babies.  :D I do understand the reason for the rule though and I will adhere to it if I ever play against you guys. I just feel that the rule makes so many people play with the same characters against one another.

QFT!!!!  ;D

This is the fundamental reason why we use the NEO cost capping rules.  It allows for a much broader array of 'real' comic team ups.  Admittedly we haven't been into the most 'efficient' deck building / meta game strategies, but OP was always mostly about recreating comic battles as opposed to only looking at the various combinations characters' special card effects.  However, I'm sure we would have viewed this differently if we were more tournament minded back then.  :)
Title: Re: SUM DECK Rule
Post by: Nate Grey on February 02, 2011, 01:09:53 AM
Quote from: Nostalgic on February 01, 2011, 04:36:05 PM
Quote from: Nate Grey on February 01, 2011, 03:17:44 AM
I will admit I wasn't very thrilled when I came across the Sum Deck Rule. As a comic book fan first and foremost, I like seeing teams made up of characters that make sense being together. Its strange picturing the Marauders teaming up with the X-Babies.  :D I do understand the reason for the rule though and I will adhere to it if I ever play against you guys. I just feel that the rule makes so many people play with the same characters against one another.

QFT!!!!  ;D

This is the fundamental reason why we use the NEO cost capping rules.  It allows for a much broader array of 'real' comic team ups.  Admittedly we haven't been into the most 'efficient' deck building / meta game strategies, but OP was always mostly about recreating comic battles as opposed to only looking at the various combinations characters' special card effects.  However, I'm sure we would have viewed this differently if we were more tournament minded back then.  :)

Wow! Exactly! Now I'm curious to read about this NEO style of play. Being comic fans, we like to recreate comic battles instead of building tournament minded decks. That's something we'll have to reconsider though, but for the moment we are just having fun coming up with all sorts of comic book team ups. For instance a team with the Summers Family (Cyclops, Cable, Havok, Jean Grey), a Mafia team (Kingpin, Elektra, The Hand, Bullseye) or a Cosmic Alliance team (Thor, Adam Warlock, Silver Surfer, Captain Mar-Vell). I haven't checked the Sum Deck on these but those are the types of teams we like to play with.
Title: Re: SUM DECK Rule
Post by: gameplan.exe on February 02, 2011, 05:49:38 PM
Quote from: Nate Grey on February 01, 2011, 03:17:44 AM
I will admit I wasn't very thrilled when I came across the Sum Deck Rule. As a comic book fan first and foremost, I like seeing teams made up of characters that make sense being together. Its strange picturing the Marauders teaming up with the X-Babies.  :D I do understand the reason for the rule though and I will adhere to it if I ever play against you guys. I just feel that the rule makes so many people play with the same characters against one another.

This is exactly how I feel. Almost all of the decks I build are based on actual comic plots in some capacity. Also, my collection is exclusively MUTANT/Gotham I have a hard time using the X-Babies on any other team except Mojoworld.
I guess, having no tournament experience, I'm less driven to make the ultimate win team. Not even close to that mindset, really. Instead, I make a team of 4, then I carefully construct the deck to make them as good as possible.

I use a lot of themes. Here are a few that are together right now.

Age of Apocalypse: Magneto, X-man, Nightcrawler, Quicksilver (R)
                           Outback BattleS with only Dazzler, Jubilee, Sentinels, & Wolvie cards
Fatal Attractions: Gambit, Rogue, Wolverine, Jean Grey (R)
                           Avalon BattleS with only Bishop, Cable, Colossus, & ProfX cards
X-Men Gold team: Colossus, Iceman, Bishop, Storm (R)
                           with Any Heroes
Title: Re: SUM DECK Rule
Post by: Nostalgic on February 02, 2011, 08:16:37 PM
Quote from: Nate Grey on February 02, 2011, 01:09:53 AMWow! Exactly! Now I'm curious to read about this NEO style of play. Being comic fans, we like to recreate comic battles instead of building tournament minded decks. That's something we'll have to reconsider though, but for the moment we are just having fun coming up with all sorts of comic book team ups. For instance a team with the Summers Family (Cyclops, Cable, Havok, Jean Grey), a Mafia team (Kingpin, Elektra, The Hand, Bullseye) or a Cosmic Alliance team (Thor, Adam Warlock, Silver Surfer, Captain Mar-Vell). I haven't checked the Sum Deck on these but those are the types of teams we like to play with.

Group huge for the like-minded!  :D However...innocent..  ;D that mindset may have been, having read through this forum and now understanding some of the finer strategic points of the game I see validity in which ever perspective one comes at the game from.  I love the themes you put forward as those are the same concepts I use in creating decks. 

As far as the NEO style of play goes I must say I'm honestly unfamiliar with it.  I did look into the rules some, but it seemed pretty complex and really changed the game.  However, the formula for recosting charcter was pretty cool so we use that.  Basically, most characters will be cheaper using the NEO formula, if played on the front line, and if they would actually be more expensive (as a small few are) you use the standard cost.  I'll give you a few examples of the points difference.  The first number is the standard cost and the second is the NEO cost.

Cyclops      20/17
Cable         23/19
Havok        19/17
Jean Grey   16/16
Gambit       20/16
Spiderman   21/18
Superman   21/19
Thor          23/19

Post Merge: July 11, 2011, 06:31:25 PM

Quote from: ncannelora on February 02, 2011, 05:49:38 PMI use a lot of themes. Here are a few that are together right now.

Age of Apocalypse: Magneto, X-man, Nightcrawler, Quicksilver (R)
                           Outback BattleS with only Dazzler, Jubilee, Sentinels, & Wolvie cards
Fatal Attractions: Gambit, Rogue, Wolverine, Jean Grey (R)
                           Avalon BattleS with only Bishop, Cable, Colossus, & ProfX cards
X-Men Gold team: Colossus, Iceman, Bishop, Storm (R)
                           with Any Heroes

Some of my themes...

Arachnophobia: Spiderman, Scarlet Spider, Spider-Girl, Spider Woman (R) (fighting artifact)

X-men: Gambit, Nightcrawler, Bishop, Shadowcat: Age of Apocalypse (Battlesite: Ship)

International Business: Captain Britain, War Machine, Colossus, Strong Guy (R)

Charlie's Angels: Jean Grey, Storm, White Queen, Shadowcat (R)

Power Cosmic: Beta Ray Bill, Thor, Silver Surfer, Superman (R)

Admittedly, these are concepts, and some only possible using the NEO cost-capping rules, but most I think are feasible.


Title: Re: SUM DECK Rule
Post by: Nate Grey on February 03, 2011, 02:58:02 AM
Quote from: Nostalgic on February 02, 2011, 08:27:00 PM
Quote from: ncannelora on February 02, 2011, 05:49:38 PMI use a lot of themes. Here are a few that are together right now.

Age of Apocalypse: Magneto, X-man, Nightcrawler, Quicksilver (R)
                           Outback BattleS with only Dazzler, Jubilee, Sentinels, & Wolvie cards
Fatal Attractions: Gambit, Rogue, Wolverine, Jean Grey (R)
                           Avalon BattleS with only Bishop, Cable, Colossus, & ProfX cards
X-Men Gold team: Colossus, Iceman, Bishop, Storm (R)
                           with Any Heroes

Some of my themes...

Arachnophobia: Spiderman, Scarlet Spider, Spider-Girl, Spider Woman (R) (fighting artifact)

X-men: Gambit, Nightcrawler, Bishop, Shadowcat: Age of Apocalypse (Battlesite: Ship)

International Business: Captain Britain, War Machine, Colossus, Strong Guy (R)

Charlie's Angels: Jean Grey, Storm, White Queen, Shadowcat (R)

Power Cosmic: Beta Ray Bill, Thor, Silver Surfer, Superman (R)

Admittedly, these are concepts, and some only possible using the NEO cost-capping rules, but most I think are feasible.

Very creative themes you guys got going!  I'll definitely try them out. I've also been eager to try the Arachnophobia one once I get Spider-man's IQ Hero.
Title: Re: SUM DECK Rule
Post by: Bios on February 25, 2011, 08:04:37 PM
I think the sum deck rule is necessary. But it shouldn't be limited to 76 points. Heroclix for example allows multiples of 100, so you can play with a max 600 or with a max 1000 for example.

I think OP could use multiples of 4, like max 72, max 76 or max 80 points.
Title: Re: SUM DECK Rule
Post by: Nate Grey on March 05, 2011, 01:38:26 PM
Quote from: Bios on February 25, 2011, 08:04:37 PM
I think the sum deck rule is necessary. But it shouldn't be limited to 76 points. Heroclix for example allows multiples of 100, so you can play with a max 600 or with a max 1000 for example.

I think OP could use multiples of 4, like max 72, max 76 or max 80 points.

If the limits were slightly higher then I wouldn't have such a problem with the sum deck rule. ;)
Title: Re: SUM DECK Rule
Post by: Demacus on August 05, 2011, 05:26:00 PM
I just don't understand how anyone who picked up the game and read the rule book that explained every other aspect of the game would consider contending this rule.

I understand that, via variants/house rules you might want to throw this, as well as other, rules out the window, but if you ever planned to play against someone outside your immediate circle of friends, you would need to play by the rules that were distributed world-wide, and not just what you decided to keep.

That would be like disputing the "Max 4" rule in M:TG.  The decks that could be made without these restrictions in place would be severely unfair to anybody playing against them, if they didn't have the same luck to get their hands on the same cards.

To me, ignoring the SUM DECK rule would be equivalent to ignoreing that little note on the bottom of certain specials that state "One-Per-Deck."  The potential for devistation is far too high, because it's no longer checked.

Homebases do allow you to climb above the 76 point limit, under the check that you do it using four of these six characters.  You don't even have to go high over the limit to make the deck too destructive if you chose the right characters.

Team X (23), Wolverine (19), Sabretooth (19), Maverick(19) = 80.  With a 76 point limit in place, and no homebase that lists these 4 characters, those 4 little points are all that keep you from sitting down across from this lethal team.
Title: Re: SUM DECK Rule
Post by: gameplan.exe on August 05, 2011, 06:27:55 PM
Quote from: Demacus on August 05, 2011, 05:26:00 PM
I just don't understand how anyone who picked up the game and read the rule book that explained every other aspect of the game would consider contending this rule.

I understand that, via variants/house rules you might want to throw this, as well as other, rules out the window, but if you ever planned to play against someone outside your immediate circle of friends, you would need to play by the rules that were distributed world-wide, and not just what you decided to keep.

That would be like disputing the "Max 4" rule in M:TG.  The decks that could be made without these restrictions in place would be severely unfair to anybody playing against them, if they didn't have the same luck to get their hands on the same cards.

To me, ignoring the SUM DECK rule would be equivalent to ignoreing that little note on the bottom of certain specials that state "One-Per-Deck."  The potential for devistation is far too high, because it's no longer checked.

Homebases do allow you to climb above the 76 point limit, under the check that you do it using four of these six characters.  You don't even have to go high over the limit to make the deck too destructive if you chose the right characters.

Team X (23), Wolverine (19), Sabretooth (19), Maverick(19) = 80.  With a 76 point limit in place, and no homebase that lists these 4 characters, those 4 little points are all that keep you from sitting down across from this lethal team.

I hear ya. And, for the record, I always play by the Sum Deck Rule - it just annoys very often so I like to do this about it:  :'(

lol
Title: Re: SUM DECK Rule
Post by: steve2275 on September 18, 2011, 02:50:43 AM
Quote from: Demacus on August 05, 2011, 05:26:00 PM
Team X (23), Wolverine (19), Sabretooth (19), Maverick(19) = 80.  With a 76 point limit in place, and no homebase that lists these 4 characters, those 4 little points are all that keep you from sitting down across from this lethal team.
replace one of the 19's with x-babies  :)
Title: Re: SUM DECK Rule
Post by: a_noble_kaz on September 29, 2011, 06:34:40 AM
(http://www.marveloverpower.com/orangeking/files/images/Event%20Infinity%20Guantley%20-%20Silver%20Tongued%20Devil%20-%20MC%20-%20C%20%20Mephisto%20&%20Thanos.preview.jpg)

This Event owns Team X, Wolverine, Sabertooth, Maverick.
Title: Re: SUM DECK Rule
Post by: gameplan.exe on September 29, 2011, 12:06:43 PM
Quote from: a_noble_kaz on September 29, 2011, 06:34:40 AM
(http://www.marveloverpower.com/orangeking/files/images/Event%20Infinity%20Guantley%20-%20Silver%20Tongued%20Devil%20-%20MC%20-%20C%20%20Mephisto%20&%20Thanos.preview.jpg)

This Event owns Team X, Wolverine, Sabertooth, Maverick.

not really. At most, it would drop 3 cards from my hand (8, 7, 6), but I'd probably even split my 6 off, and have only a single 6f PC. If you want, I'll totally build that team and you can use that Event, and we'll see how it goes?  :P
Title: Re: SUM DECK Rule
Post by: a_noble_kaz on September 29, 2011, 04:46:06 PM
(http://www.marveloverpower.com/orangeking/files/images/Event%20Separation%20Anxiety%20-%20Imprisoned%20for%20Science%20-%20MC%20-%20C%20%20The%20Jury%20&%20Symbiote.preview.jpg)
Title: Re: SUM DECK Rule
Post by: Demacus on September 29, 2011, 05:08:17 PM
Imprisoned for Science would be a hindrance, but not all of their specials have a fighting Icon, even if their grids are fighting heavy.
Title: Re: SUM DECK Rule
Post by: a_noble_kaz on September 29, 2011, 06:13:55 PM
exactly two of their specials don't have fighting, three if you count Maverick's Marvels. Granted, that gives you two different ARs with two different icons as well as Wolverine's Tracking Senses. However, the odds of pulling a hand with six or more cards with a fighting icon are great. Your teamworks will probably all have fighting icons, and if you avoid using 1-5 multi you could have a few more cards. I'm not saying that this event is an automatic win, I'm just saying this deck doesn't scare me.
Title: Re: SUM DECK Rule
Post by: gameplan.exe on September 29, 2011, 06:40:41 PM
Quote from: a_noble_kaz on September 29, 2011, 06:13:55 PM
exactly two of their specials don't have fighting, three if you count Maverick's Marvels. Granted, that gives you two different ARs with two different icons as well as Wolverine's Tracking Senses. However, the odds of pulling a hand with six or more cards with a fighting icon are great. Your teamworks will probably all have fighting icons, and if you avoid using 1-5 multi you could have a few more cards. I'm not saying that this event is an automatic win, I'm just saying this deck doesn't scare me.

Even when I'm playing with 3 of these?

Quote* LEGACY REGRESSION (GI) <XM> {C}
        Maverick is not affected by Event cards for remainder of game.
Title: Re: SUM DECK Rule
Post by: a_noble_kaz on September 30, 2011, 03:37:03 AM
probably especially if you're playing with three of those. that would be three cards, with the inherent risk of duplication, to counter a single, crippling event.
i'm just saying, that team seems a bad example of why we need the Sum Deck Rule.
Title: Re: SUM DECK Rule
Post by: gameplan.exe on September 30, 2011, 11:44:23 AM
Quote from: a_noble_kaz on September 30, 2011, 03:37:03 AM
probably especially if you're playing with three of those. that would be three cards, with the inherent risk of duplication, to counter a single, crippling event.
i'm just saying, that team seems a bad example of why we need the Sum Deck Rule.

Hey, I'm not saying it's the best example. Obviously, building something like...
Galactus, Beyonder, Spawn, Magneto
... would be pretty killer, too. But,like I said, I'll totally build this team and play with it tomorrow morning. It's your birthday, so say the word  :D
Title: Re: SUM DECK Rule
Post by: Demacus on September 30, 2011, 03:19:44 PM
Granted, it's not the best example, but I was looking pretty exclusivly at card advantage based on never having to lose cards to being unusable.  Ncann's example is better, as would be a team of Onslaught, Darkseid, Maelbolgia, Beyonder...  I was just looking at teams that people might actually consider building based on synergy, not just stat totals.  and I don't think I'd be all that scared of either of these teams either...  Too inconsistent.
Title: Re: SUM DECK Rule
Post by: steve2275 on November 14, 2011, 07:33:11 AM
Quote from: Demacus on September 29, 2011, 05:08:17 PM
Imprisoned for Science would be a hindrance, but not all of their specials have a fighting Icon, even if their grids are fighting heavy.
if you got activators in your hand  you are screwed
Title: Re: SUM DECK Rule
Post by: thetrooper27 on April 14, 2013, 02:24:53 AM
It might be fun to try with an 80 point total. 

I also liked the cost capping system of NEO.  Very neat, and allowed for a bigger range of teammates.  We used it for awhile, and really enjoyed playing with teams we were used to reading about.  I've come to terms with playing characters that you wouldn't likely ever see on the same team... Marvel vs. Capcom helped me appreciate that.  Having MegaMan on the same team with Gambit and Hulk makes sense when you're writing the story.  But I would, at times like to play a team that goes just a few points over 76. 

I remember someone once asked in a thread, though I don't remember which one, if you could build a team with no sum deck rule, who would be the best team?  I'm not a highly skilled deckbuilder, so I couldn't tell you who would make up the best OP squad/squads.  But I trust that you veterans have had this debate.  So...

Who's the best no sum deck total team?
Title: Re: SUM DECK Rule
Post by: Tussin on November 14, 2013, 02:13:56 AM
whats the consensus of using 3 stat characters with 4 stat characters? how many points do the 3 stats cost when mixing them in? does it save points? how is this worked?
Title: Re: SUM DECK Rule
Post by: Jack on November 14, 2013, 08:00:27 AM
Count the number of 4-stat Characters:

4 of them is 76 points.
3 of them is 72 points.
2 of them is 67 points.
1 of them is 62 points.
0 of them is 58 points.
Title: Re: SUM DECK Rule
Post by: BasiliskFang on May 01, 2017, 04:25:46 AM
anyone got more info on the NEO deck building rules?
Title: Re: SUM DECK Rule
Post by: Zer0evil on December 02, 2017, 02:31:54 AM
Quote from: BasiliskFang on May 01, 2017, 04:25:46 AM
anyone got more info on the NEO deck building rules?

What's NEO?
Title: Re: SUM DECK Rule
Post by: steve2275 on December 07, 2017, 05:31:16 AM
Quote from: Zer0evil on December 02, 2017, 02:31:54 AM
Quote from: BasiliskFang on May 01, 2017, 04:25:46 AM
anyone got more info on the NEO deck building rules?

What's NEO?
North East Overpower i think
maybe New England Overpower https://sites.google.com/site/neogamerules/
Title: Re: SUM DECK Rule
Post by: BasiliskFang on August 17, 2018, 07:49:27 PM
No deck rule? Id use  galactus, inhumans, team x, beyonder
Title: Re: SUM DECK Rule
Post by: Photonicide on August 20, 2018, 08:31:57 AM
If I remember correctly, every team must have a homebase in NEO. Also, The stats on that team are awesome but it seems a little weak due to not having very many specials.
Title: Re: SUM DECK Rule
Post by: BasiliskFang on August 20, 2018, 12:58:40 PM
Quote from: Photonicide on August 20, 2018, 08:31:57 AM
If I remember correctly, every team must have a homebase in NEO. Also, The stats on that team are awesome but it seems a little weak due to not having very many specials.
bey gets 4 pools of specials: Wolverine, Sabretooth, inhumans and maverick

galy pops with the teamworks and 8888

inhumans have an 8 and 9 opd, 8e stat

Title: Re: SUM DECK Rule
Post by: Photonicide on August 21, 2018, 02:14:09 PM
I recant, That team sounds pretty awesome!
Title: Re: SUM DECK Rule
Post by: BasiliskFang on August 24, 2018, 05:48:43 AM
http://overpower.ca/code/EE - one of my favorite cards

hey, if beyonder uses DS, can he fish for any special?
Title: Re: SUM DECK Rule
Post by: Photonicide on August 24, 2018, 08:55:56 AM
I wouldn't think so. The DS special for Inhumans reads "choose one Inhumans special from draw pile..." So if Beyonder played it, he would only be able to draw an Inhumans special.
Title: Re: SUM DECK Rule
Post by: Fractales on August 25, 2018, 02:04:30 AM
I disagree.

When Beyonder plays a special, he's basically replacing the hero name with his own.


For example: Professor X's AH read's "No special cards may be played against Professor X for remainder of battle"

In this case, it becomes "No special cards may be played against Beyonder for remainder of battle"


This is the same way it works from a Battlesite. I can use Muir Island's Banshee DS to grab any special for any living character.
Title: Re: SUM DECK Rule
Post by: BasiliskFang on August 25, 2018, 09:02:15 AM
That's what I thought... Hmm
Title: Re: SUM DECK Rule
Post by: Photonicide on August 27, 2018, 08:43:26 AM
Fractales, I really like the way you handle Beyonder playing specials by replacing the hero name with his own. It makes a lot of sense!

That being said, I like to try and keep the original intent of the card in tact when Beyonder plays it. For instance, If you had a team with Beyonder and Banshee, when Beyonder plays Banshees DS special, I feel like he should be able to pull any Banshee special from the deck but not others. On the other hand, with banshee on a battle site I think he should be able to pull any special other wise it is a useless card. Also, battlesites could use all the help they can get.

I always encourage people to play in the way that is most fun for them, I just wanted to throw my 2 cents in there. :)