wanted to try a deck abusing decking an opponents hand and giving them dead draws later in the game... hurts activator decks and duplicates or killed off character cards and with Doc Samson any cards with remainder of game/battle. Tentacles on Red Skull
(http://overpower.ca/cards/specials/1354.png)(http://overpower.ca/cards/specials/1109.png)
why do they have different codes? same card?
(http://overpower.ca/cards/specials/767.png)(http://overpower.ca/cards/specials/766.png)
(http://overpower.ca/cards/specials/366.png)(http://overpower.ca/cards/specials/361.png)
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:
Super Skrull 6-4-7-4 (21)
Red Skull 3-5-4-7 (19) ~ May not be Cumulative KO'd with Intellect Power cards. ~
Doc Samson 2-2-7-6 (17)
Maggot 4-6-4-4 (18) ~ May play Slugfest from Reserve. ~
Mission: Shattered Image
Battlesite: Any Heroes
Battlesite Specials: 9
Bastion (ZZ)
Confusion (DB)
Deal With The Devil (BW)
Devourer Of Worlds (OD)
Gamma Terror (AR)
Guardian Angel (AG)
New Universe (EN)
Power Leech (BY)
Web-Headed Wizard (BQ)
Aspect Cards: 1
Any-Homebase - A-Next [OPD]
Specials: 23
Super Skrull - Alien Fire (OPD)
Super Skrull - Invisible Invasion (OPD)
Super Skrull - Skull And Crossbones (OPD)
Super Skrull - Alien Methods
Super Skrull - Alien Methods
Super Skrull - Fantastic Enemy
Super Skrull - Flexible Form
Red Skull - The Scourge (OPD)
Red Skull - Crossbones
Red Skull - Depraved Evil
Red Skull - Depraved Evil
Red Skull - Dust of Death
Red Skull - Dust of Death
Red Skull - Master Racist
Doc Samson - Analytical Assault
Doc Samson - Analytical Assault
Doc Samson - Head Shrinker
Doc Samson - Head Shrinker
Doc Samson - Out-Think
Doc Samson - Out-Think
Maggot - Chowtime (OPD)
Maggot - Intestinal Fortitude (OPD)
Maggot - Slugfest (OPD)
Power cards: 17
Strength: 4 4 5 5 5 6 6 6 7 7 7
Multi-Power: 1 1 2 2 3 3
Teamwork cards: 4
1 * Energy 6 or more to use, follow-ups in Fighting and Strength
1 * Fighting 6 or more to use, follow-ups in Strength and Intellect
1 * Strength 7 or more to use, follow-ups in Fighting and Intellect
1 * Intellect 7 or more to use, follow-ups in Fighting and Strength
Artifact cards: 1
* 6S 5S ADAMANTIUM TENTACLES <CL> {R} [OPD] Teammates Strength Rating increases to 7 for remainder of game.
Event cards: 2
* 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.
Total cards: 57
Cool deck!!! Thee HZ/HW is the perfect card for correcting the BW - very nice work.
I had a question about the following:
Quote from: Tussin on November 30, 2014, 08:37:05 PM
hurts activator decks
I have always put discarded activators in the DHP - am I doing it wrong? I can see how forcing additional "dead" discards would hurt a battle site deck ANYWAY, but it made me think of the question..
Quote from: Tussin on November 30, 2014, 08:37:05 PM
(http://overpower.ca/cards/specials/1354.png)(http://overpower.ca/cards/specials/1109.png)
why do they have different codes? same card?
(http://overpower.ca/cards/specials/767.png)(http://overpower.ca/cards/specials/766.png)
(http://overpower.ca/cards/specials/366.png)(http://overpower.ca/cards/specials/361.png)
the skull skrull are dead pile specific (but yeah 2 codes for the same effect)
maggots OA is special specific (in this case i like to place it)
maggots GM is battle site specific
and for
teesawactivators=dead pile
under site specials=KO'D heroes pile
course the thing with the HW/HZ is that the chosen cards dont on top of draw pile (which is where the most effective use of that special would be)
im not gonna change it (referring to tussin asking why do they have different codes? same card?)