EDIT: Deck has since drastically changed from the original posting. Below is the new deck.
I'm wondering if using Any Heroes is a better choice, but I really like the amount of defense Outback provides.
I'm also only running 2 Beast AOs to reduce the amount of duplicates the deck has. The outback has 2 negates, but I'm worried 4 negates isn't enough.
I also considered taking out the 8I because MrF is the only one who can use it, but I REALLY like having the extra there with his AV. The only problem is, I automatically place it on him, and the other 8 sometimes gets drawn and discarded.
This is the deck I'll be using for the Championships in October. I would really appreciate some advice!
The Starjammers, Mr. Fantastic, Dark Beast, Silver Sable (R)
Homebase: The Omniverse
Battlesite: The Outback
Jubilee NB DB
Wolverine AG AA
Longshot AC DO
Sentinels GA EE
Reavers AO BJ
Dazzler AD
Mission: Infinity Gauntlet
Event: Gods of Stone!
Specials
Starjammers: AD KB HQ HN AE HN CH
Mr. Fantastic: FV AG HQ AR AV
Dark Beast: CD AO X2 EB AS AA
Silver Sable: AD X3
Teamwork
8I FS
7I FS
61 FS
7F IS
6F IS
Allies
5E 3E
5S 3S
Power Cards
1F 1S
2S 2S
3F 3F
41 4M
5A 5M
61 6A
71 7A
8I 8A
I would take out an AG for Mr. Fantastic, he's always a target. i would throw in an avoid for star jammers. Use tracking senses for wolverine instead of the AG and let Angel have the AG. Needs another ally card in my opinion. I would also add in another 1 PC, another 6 PC and switch the 8I to 8A.
Why 8A instead of 8I? Mr. Fantastic is the only one who can use an 8. Is there some kind of strategic reasoning? The onyl reason I can think of is to prevent "avoid an attack with an intellect icon" from being used agains it.
I would use the 8I. No one plays avoid 1I attack.
i was thinking in case of power leech and other cards like it.
Good point.
That IS a good point. The deck already has a heavy intellect presence, so replacing the 8 won't hurt it at all. I also like the idea of removing an AG; I now have a vacant slot, but I'm not sure what would be the best choice to put in.
Another Ally is a good idea, but I'm tempted to put in another power card, due to the heavy Teamwork presence. I'm not sure I want to add in another special for anyone; my first choice is The Starjammers AD.
In regards to changing the battlesite, I'm not sure it's worth adding in Wolverine's OB, mainly because it's really just a 5 and I can't take advantage of it's secondary ability. It would also increase the chances of drawing dupes, as I'd have to add in another activator for Angel. I'll give it a shot, though :)
Is it worth swapping out Polaris' DB for her GF? My intuition is saying no.
EDIT: I switched up the power card distribution and added an ally card.
i say
let angel be the AG and have COLOSSUS be an AC(to shift away from reed or the starjammers)
http://overpower.ca/tools/battlesites.php
Are AC generally considered useful? They can shift an otherwise fatal attack away and also be redirected to an avoid, but using two cards to avoid one attack goes against the cardinal rule of card advantage, doesn't it?
thats what reed is for
to get 3 more
if reed it about to get(http://overpower.ca/cards/specials/1388.png)AC to the starjammers to (http://overpower.ca/cards/specials/1310.png)
then reed can draw 3 cards
ACs seem bad on paper, but if you put one in your battlesite, or throw in the JLA any, you'll seldom regret it being there. the shift in a battlesite is particularly good, because it's usually paired with another card, and can be pulled in an emergency
That's a good point. Thanks for the input.
The deck has changed quite a bit since posting. Hopefully for the better! Here's the new build:
Mr. Fantastic, The Starjammers, Dark Beast, Silver Sable (R)
Homebase: The Omniverse
Mission: Infinity Gaunlet
Event: Gods of Stone!
Here's the specials I'm using. There are some that (I believe) are noticably absent, but the build is so tight, I feel I'm forced to.
Mr. Fantastic
AR
AG
AV
HQ
FV
Dark Beast
AS
AO X3
CD
EB
The Starjammers
HN
HN (OPD)
HQ
CH
AD
Silver Sable
ADx3
Battlesite: Krakoa
Angel HO, AG
Colossus OC, AR
Polaris DB, EB
Sunfire NJ
Thunderbird NK, LO
Wolverine AA, AC
Universe: Ally
* 5E 3E
* 5S 3S
* 6A 1E
Universe: Teamwork
* 8I FS +2+3
* 7I FS +2+2
* 6I FS +1+2
* 7F SI +2+2
* 6F SI +1+2
Power Cards
1S
2S 2S
3F 3F
4F 4M
5A 5M 5I
6I 6I 6A
7A 7I 7I
8A
Mr. Fantastic's FV also seems good on paper, but could be huge if executed correctly, much like any AC. Thoughts?
reed defends with 8 i
gets back 8 i
then attacks with said 8 i
Exactly. That's the best case scenario for sure.
I've play tested this deck quite a bit since its inception. It feels like it's missing defense, I'm afraid. I'm going to change the battlesite from Krakoa to The Outback and work from there.
Dazzler AD, ??
REAVERS AO, BJ
JUBILEE DB, ??
LONGSHOT AC, DO
SENTINELS GA, EE
WOLVERINE AA, AG
I'm not sure which of Jubilee's other specials to run. I really like her NG, but I think her HK can be really useful, if used properly. Does her HK mean that place cards must also be played? Is that card THAT literal?
For Dazzler, most likely NJ, but I think her IA could be really useful in defense of MR F.
I'm also considering taking out The Starjammers for Captain America, but that might be a little zealous. However, he fits the grid (better, in some ways), he has a bit more defensive capabilities, and he has a BA, among other great specials. Plus, he's another 8 on the team.
i say keep the starjammers for their special power
(http://overpower.ca/cards/specials/1309.png)(http://overpower.ca/cards/specials/1313.png)(http://overpower.ca/cards/specials/1312.png)
while its only 12 venture
its 12 venture and a ko'd opponent
(http://overpower.ca/cards/specials/1314.png)(http://overpower.ca/cards/specials/1307.png)(http://overpower.ca/cards/specials/1311.png)
not to mention opponents loss of cards inability to attack take big damage and you get to draw for more
Yeah, the 'jammers are pretty good...
'Corsair' is an interesting point. I wouldn't think that players would generally run it, as playing it doesn't create card advantage with its secondary ability. Granted, it's off suit for the deck, but I never see AEs being run.
I am, however, still learning quite a bit.
learn by practicing against yourself
(http://overpower.ca/cards/specials/1308.png)(http://overpower.ca/cards/specials/1309.png)(http://overpower.ca/cards/specials/879.png)
spectrum ko and 15 venture
my point is you dont have to combine ;)
of course if your opponent has no cards left then go for it
That chain ain't kosher. Wiki says AE specials combine with PCs and your deck doesn't have any energy PCs. Also CHOD is unique(?) in that teammate adds the PC. Another thread mentions silver surfer chipping in. IF you could combine with specials AE + bone breaker or skull buster from Pierce would be pretty sweet but...sigh.
i didnt show a chain
i showed an example of a spectrum ko:)
So what, in the general opinion, is the better card to include for The Starjammers: AE or KB?
I personally think the KB is a great addition to the deck.
Quote from: Kyoujin on August 06, 2014, 08:12:20 PM
I personally think the KB is a great addition to the deck.
as do i
The outback as a battlesite is fantastic! There are any number of defensive capabilities at your disposal.
I'm toying with the idea of only including two of any card as a maximum in the deck. It will further decrease the amount of duplicates drawn and allows for more cards to be included in the deck itself. This, however, decreases the amount of the defense the deck, if only slightly. I'm using this method in another deck I'm play testing, and it seems to work well. I'm not sure I like the idea of decreasing major defense cards, though.
I think this is a very interesting lineup, but you may want to maximize one of its strengths instead of trying to do a little bit of everything. Single 8 stat, single blanket defense card for the team, awkward stats, and an over-reliance on your Battlesite for defense is risky. Jammers + Fantastic gives you the double HQs, but there is nothing else in the deck to augment them (like a DS special from the site, a Malice type effect, etc). So you have many of the downsides of a Mega Draw deck (shaky defense) without most of the upside (quick wins before DOW lands). I would normally suggest dropping Jammers for Iron Man and considering a switch to Any Heroes, but I quite like Jammers + Fantastic as a duo. Instead, try switching your battlesite to something with a GL special and running Fatal Attractions as your missions.
As far as individual card choices go, it is extremely hard to justify running more than five specials for the Jammers. Both of their level 4 attacks have some niche applications, but they aren't warranted here. Definitely cut Mr. Fantastic's Marvels card, in a best case scenario its value is a character specific and conditional level 8 power card. It's junk, even if you had Vertigo. Running 0-2 AD for Fantastic and 0-1 CD for Dark Beast are decisions based entirely on preference, but I don't see reason to run them here. Fantastic will always be the first target in this deck, meaning the AD is automatically a dead card and the CD is most likely a dead card until much later in the game. If you switch to a battlesite with more than 1 way to get attacks off Fantastic (whether it be through shifting or a floating effect), then x1 AD becomes reasonable. You should never run more than x1 of an Ally card. Your power card distribution is almost optimal, but definitely cut the 5i for an 8i. From there it's mostly preference, but personally I would drop a 6 for the third level 8 powercard.
Thanks very much for the help Onslaught! Really appreciate it.
I have change the deck slightly since posting it, but your criticism is still very relevant, as some of the questions you've brought about are worth revisiting.
I've chosen Any Heroes over a battlesite, as you suggested, and switched Mr. Fantastic with for Captain America. The grid becomes tighter, Cap is able to defend himself more efficiently (as well as his teammates), and he has more offense. Now I have to figure out whether or not his AD is worth including, and if so, how many.
remember
the star jammers are pretty powerful
For Cap, i usually limit it to one AD, he's got a hugh target on his head.
Yeah, agreed about the AD.
What about AoA Wolverine in place of Cap? I lose the second 6I in the grid, but I can use Canucklehead, which arguably, is more useful than cap's AD given the right situation. Also, an 8+ special , a-next fetch chain, and it replaces a 20 grid for a 19, which would let me use Beast in place of Dark Beast, giving me another teamwork (6S) to use.
looks like you've got options and choices to make
Don't stray to far from your Original Idea.
Your original Build of Fantastic/Jammers/Dark Beast/Sable, had a lot of big boy cards. I actually ran and tested this deck in a few meet ups, however, I chose any heros. Defence was sparse, card advantage through placement was phenomenal, although I found when my HQ's were absent in the first 2-3 hands the game came down to pure card advantage and good old fashioned luck. Big Boy Cards WIN Games!
See you at the Championships
M
OP GOD
say OP GOD what do you call big boy cards?
Big boy cards.
The definition is fuzzy. However the idea is cards that are game changers (could range from hq - to leaders no teammate). The more big boy cards in your deck the more powerful it is. I found in buffalo this year I played /spawn/jammers/serpent doc st r. Though it looks like a strong deck, I oft found myself watching the game and not able to do anything big boy. When my jammers cards weren't in the first few hands, the game got shaky. So I said I need more big boy cards. It was born. If you look at my current build (last tourney). You see I have big boy cards for days.
Big boy usually references a must negateable, you only have so many.
Hope this helps.
Marcel
OP GOD
so would a level 9 level 10 level 11 be considered big boy cards?
i think level 10 and up would be considered a "big boy" card since it can't be defended with a 9 or less avoid.
Oh yeah. Big time big boy cards. However, you still have to find the balance. This game is a unique blend of offence and defence. Also there are always fad decks that are powerful, but could never get through the gauntlet of 10 rounds. Not yet at least.
OP championships. May be the first. If BBH has anything to do with it.
M
OP GOD
Quote from: OP GOD on September 27, 2014, 11:36:59 PM
Also there are always fad decks that are powerful, but could never get through the gauntlet of 10 rounds. Not yet at least.
OP championships. May be the first. If BBH has anything to do with it.
M
OP GOD
I've given up most hope of winning these days. If it happens, great, I'll take it, but I'm not counting on it.
BUT - I do plan to make a real nuisance of myself on the battlefield. Gotta make you top tier boys sweat a little and earn your prize. Mwa-hahahahaaaa....
Haha, well said. I'm really interested in doing my best and learning as much as possible. I don't think my chances of placing are very good, given the experience of other players.