Using Department H HB with Sabretooth, Wolvie, Alpha Flight, and Maverick. Asteroid M BS with High Speed Impact OPD. Thinking of switching to Big Apple so I can use Thunderbolt's Citizen V to up those fighting attacks.
Anyway, I've always sort of sucked at deck building. Any advice on this deck? How would you optimize it? Thanks everyone!
I've used big apple as a battlesite before, because it has a unique card I needed for a theme deck. it is not a very good site
unless you're absolutely married to the idea of the citizen V card, I'd switch it up
ideally, you want to use 2 or maybe 3 alpha flight ADs in your deck. that means your opponent will be attacking them, so you need a battlesite that can keep attacks off of them. danger room is perfect for this (it's also one of the best overall sites in the game)
using gambit's 'charm' (BJ) and beast's 'acrobatics' (CD), you can deflect attacks off of AF for 2 rounds. this will allow you to use their beefy attack specials, as well as the teammate avoids.
some people don't like to use a defensive opd in the battlesite, so test it out, and let us know how it goes!
Right on. Thanks for the advice. What about quantity of cards? I looked at the threads that advise deck-building but I tend to have a much larger deck than the typical deck breakdowns described. I go heavier on power cards because of Dept. H's teamwork inherent and I have a bunch of activator cards, heavy on defense and non-fighting attacks, mostly to protect Alpha Flight and ensure spectrum KO's.
Who would you put in reserve?
Thanks for the reply btw. I've used Danger Room before and really enjoyed it!
i would say Sabretooth in reserve since has special access from there... an ability not many have which is very useful to have
yeah, on dep h, sabretooth is probably the best choice for reserve, since he has the AD playable from there. if you put in the 6s tw and his 7s special, he can be coming up to the front line with 13 venture.
for quantity of cards:
2 or 3 of each power card (I'd lean towards 3 for 6/7/8, 2 for 1-5)
1 of each usable tw
1 of each attack special
2 (or maybe 3) alpha flight ADs
I'd probably add in a 2nd of wolverine's 5i attacks, since it's such a great card (make sure you add anext as well)
for battlesite, I like to include 2 for each character (usually 1 defensive and 1 offensive), a third for whoever has the opd, and a beyonder, so for danger room
angel: AG/HO
beast: CD/AO
bishop: AY/AA (but I'd probably switch the AA for the AR intellect card with dep h)
gambit: BJ/EJ/HN
iceman: AD/___ (the attack depends on your deck. the AI, AR, and FU are all great)
rogue: AC/NT
i can build you a prototype soon given the homebase and battlesite and go from there, you can take what you want from it or change it to your liking, just as a rough guide
for my deckbuilding help i use these 2 sites mainly for look at cards for faster referencing, the template below is just a format i have adopted from previous posters, you can do it how you want it, its just good in a way to show all details of a deck.
(i switched Bishop's AR for AC so Rogue could get AE instead of AC for a higher combine possibly up to 12) this is a high offense deck so i went with the mission and artifact to make it more potent when you want to.
http://overpower.ca/
http://www.overpowercards.com/Checklist.php
Homebase: Department H ~ Department H Team's Universe: Teamwork card bonuses are an additional +1. ~
Team:
Maverick 5-8-3-3 (19)
Alpha Flight 4-7-4-6 (21)
Wolverine 2-8-5-4 (19)
Sabretooth 2-8-6-3 (19)
Mission: Maximum Carnage
Battlesite: The Danger Room
Battlesite Specials: 13
Angel - High Flyer (AG)
Angel - Neuro-Toxin (HO)
Beast - Analyze (AO)
Beast - Acrobatics (CD)
Bishop - Draw Enemy Fire (AC)
Bishop - Absorb Energy (AY)
Gambit - Charm (BJ) [OPD]
Gambit - Full House (HN)
Gambit - Kinetic Detonation (EJ) [Beyonder placeholder]
Iceman - Hail Storm (AD)
Iceman - Frozen Prison (FU)
Rogue - Combination Punch (AE)
Rogue - Power Wipe (NT)
Aspect Cards: 1
Any-Homebase - A-Next [OPD]
Specials: 22
Maverick - Freelance Spy (OPD)
Maverick - Legacy Regression
Maverick - Reaction Time
Maverick - Kinetic Absorption
Maverick - Combat Armor
Maverick - Power Channel
Alpha Flight - Sasquatch (OPD)
Alpha Flight - Madison Jeffries (OPD)
Alpha Flight - Guardian
Alpha Flight - Guardian
Alpha Flight - Puck
Alpha Flight - Snowbird
Alpha Flight - Vindicator
Wolverine - Wounded Animal (OPD)
Wolverine - Standoff (OPD)
Wolverine - Canucklehead (OPD)
Wolverine - Fighting Instinct
Wolverine - Tracking Senses
Wolverine - Snikt
Sabretooth - Government Operative
Sabretooth - Government Operative
Sabretooth - Wildcat Attack
Power cards: 20
Energy:
Fighting: 6 6 6 7 7 7 8 8 8
Strength: 3 4 5
Intellect: 3 4 5
Multi-Power: 1 1 2 2
Any-Power: 5
Teamwork cards: 4
1 * Fighting 7 or more to use, follow-ups in Strength and Intellect
1 * Fighting 8 or more to use, follow-ups in Strength and Intellect
1 * Strength 6 or more to use, follow-ups in Fighting and Intellect
1 * Intellect 6 or more to use, follow-ups in Fighting and Strength
Artifact cards: 1
* 6S 5S PYM PARTICLES <CL> {C} [OPD] During each Draw Phase, teammate and opponent draw either 6 cards, 8
cards, or 10 cards. Teammate's choice before Draw Phase. May change each battle.
Event cards: 3
* FRIENDS AND ALLIES <MC> {R} Morbius
Move the Reserve Hero to the Front Line this battle. Return that Hero to Reserve at the end of the battle.
* LAMBS TO THE SLAUGHTER <MC> {R} Carnage
Continue this battle with no venture, and no conceding.
* TO SAVE THE WORLD! <CL> {R} Squadron Supreme
For remainder of Battle, after Venturing, if one player either draws or discards cards, Placed or in Hand, then other player must draw or discard an equal number of cards, either Placed or in Hand.
Total cards: 64
im a wolverine in reserve with his AS
i like the teamwork hit with (http://overpower.ca/cards/specials/964.png)(http://overpower.ca/cards/specials/1168.png) for the 20 point ko
especially with the no venture no conceding time to take a beating event from the maximum carnage mission
(http://overpower.ca/cards/specials/613.png)(http://overpower.ca/cards/specials/966.png)
http://www.beenhereandthere.com/SMF/deck-construction/department-h-plaza/
what can i say i like the idea of sabertooth up front throwing sevens and possible eights
You guys are geniuses; thanks for the deck advice! Absolutely loved the breakdown of card quantities since my clearest building weakness is that I tend to put too many cards in a deck.
Regarding Sabretooth in reserve: wouldn't that limit my ability to play Pym Particles? In your opinions, would it be worth it to have Sabretooth in front just to play that card? Who goes in back? Alpha Flight?
ALSO: I'm working on building two new decks. One is Landau, Luckman, and Lake with Wolverine, Cap, Psylocke, Deadpool. The other is Madripoor with Omega Red, Wolverine, Psylocke, and Elektra. Any advice come to mind with those two decks? Of course, I'd love as many details as you're willing to provide, but even if you have a suggestion or two about a particular card, I'd love to hear that as well.
Quote from: department_J on August 18, 2014, 06:01:55 PM
Regarding Sabretooth in reserve: wouldn't that limit my ability to play Pym Particles? In your opinions, would it be worth it to have Sabretooth in front just to play that card? Who goes in back? Alpha Flight?
of course im a wolverine in reserve with his AS guy (im the same way with deadpool) (i dont have anything maverick related)
yeah give sabes the pym particles
alpha flight has just too much special power(36) to be in back
flight and sabes both have the EJ special(16 when they both hit and say a teamwork will bring a 22 point ko)