How to identify a good special when you see one

Started by thetrooper27, November 19, 2012, 01:26:29 AM

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thetrooper27

Is there a site or a thread where you guys have rated the specials playability?  Which specials are worth playing and to what degree?

Here are a few I'm curious about.

EI - Lots of characters have these, but are they strong enough to include in your deck?

AL - Does anyone remove hits anymore?

CN - kinda limited in its usage, right?  Is it worth putting in your deck when you could play something else?

HJ - has anyone EVER used this card?

AI - Are there enough targets for these?  Are Universe cards other than teamwork's played much?

HL - kinda like CN, seems very limited if they aren't using a team that focuses on that power type

DU - Dr. Doom's seems alright, but what about Morbius?

AE - I like these, but are they worth using if they don't combine to be a big attack, say over 7 or 8?

HE - limited in its usage

BU - Five cards for a potential 10???  Seems steep...

KB - Ugh... doesn't count to venture?  EJ for Gambit does.  AR for cyclops does.  Why not for Deathlok or Dracula or Rapture? 
Lamestreet...

FB - Why even bother?  At the very least, AT's let you keep a duplicate.  And that isn't to mention that if the drawn card isn't an attack, you can still keep it???  What were they thinking???

I'll come up with a few more later.  There are a lot of junk cards in overpower, and alot of characters that seem to just stink because they don't have any good cards.  Malebolgia is a 23 point character and has maybe 2 playable cards.  But Scarlet Witch is like 17 points, and she raises the roof.  If a character is 19 or more points, their specials should fit nicely into decks.
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

Jack

A lot of the cards (the non-OPD ones) in question are useful from the Battlesite though not so much as a random draw.

EI is good if it's off-stat and your site is still decently small. Same with AL, most of them are pretty useless as a random draw (exceptions: hit+heal and Morlocks'). Same goes for CN (lock down when combined with a compatible CD).

For Universe cards, Ally cards seem to be quite popular in our play group. AI isn't just limited to Universe cards though.

Morbius' DU is overshadowed by Teamworks because it limits the attacks to Power cards. Doom's and Darkseid's are good chaining cards if you have a good hand.

AE is tough to play, since you can do a 10+ attack with 2 spectrums at the risk of a single avoid. Good play as a surprise if you have card advantage.

HE, the ones that allow you to choose the stat, are good. Preventing your opponent from using attacking with an icon is always a plus, it's almost as good as Leech.

BU is crap.

KB, at least  the 2/8 variant, can be useful in a Battlesite KO deck.

FB is probably the precursor to OF specials, not sure why they didn't clobber them together. The Trickster's FB is an interesting one, I've been tempted to throw it into a deck.

BigBadHarve

I'm of the mind that you shouldn't write off any card without properly playing it, generally speaking.

I completely wrote off Spider Woman's Marvels card for years, and boy was I wrong. That card's a potential game winner. Each time I've had it in play, I've been able to take victory from it.

Any card that can be used to defend, or used to force a defense is a playable card. Jack's right, some are better suited to a battlesite... but that still makes them useful.

Attacks that don't count to venture still have great use. They're good against battlesites (don't rule out attacking the site, it's an effective option). Also, many of them are offsuit for their respective characters, and often worth through out at a kill shot. Any kill shot is good because at best, you KO an enemy, at worst you flush defense.

-BBH

steve2275

#3

is that a good special

i mean attack 1 character with say low level card power card attacks (perhaps level 1 2 3 4 multipower card[4hits])then play that and
opponent discards 4 cards
then play it again in another round(opponent discards 4 cards )
and opponent keeps losing cards
department h seems like the easiest way to do it

rucker73

It is a very good card.  Even if you only get one or two cards it's generally something unexpected and can screw up an opponents strategy.
"Wade! into action!"

thetrooper27

I'm a fan of any cards that force a discard at one for one.  If you can get two for one, even better.  Three for one, broken.  Siberian Strength is way too awesome IMO.
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

Hotobu

I think it'd be a bit silly to try and rate playability because there are way too many variables. There are some cards that are obviously great i.e. Negates, Character + teamate may avoid, and there are cards that are obviously terrible i.e. may have one extra universe card placed, draw 1 card do not discard duplicate, but about 70% of the cards in the game fall into a grey area.

AE specials can range from fantastic to trash. For someone like Deadpool who gets to combine an off stat that his team will probably be weak in with a card from a stat he's got a 7 in for up to an 11 dual power attack is mindblowing. There are other AE specials who's followup will be to something they've only got a 3 in (I don't remember my OP too well so I can't give an example). This is pretty awful. Of course if played from a battlesite this can get even crazier because you've got potential 12s.

The few times I've played Dr. Strange I've never wanted to play Necromancy, but what if you're playing Dr. Strange and the Marauders together? This card in play + Vertigo would be hilarious. Just move all the hits to the puppet zombie. Same thing goes for if you're using one of those events that KOs a hero, or something like Martyr for the Cause? It'd be a dice roll, but what if you get to KO someone who's already dead?

I've never been a fan of the cards that are +/- to venture. Even the OPD +/- 6. It's good that it's one less thing to worry about being duped, but I'd rather take my chance of getting even a 3 or 4 power card in order to try and force a block or save myself. I'm sure someone else will argue to their death that these cards are great, but I wouldn't use it.


steve2275

#7
Quote from: Hotobu on December 13, 2012, 11:33:22 AM
AE specials can range from fantastic to trash. For someone like Deadpool who gets to combine an off stat that his team will probably be weak in with a card from a stat he's got a 7 in for up to an 11 dual power attack is mindblowing. There are other AE specials who's followup will be to something they've only got a 3 in (I don't remember my OP too well so I can't give an example).
kinda like http://overpower.ca/cards/specials/1361.png
and everyone with an AE http://overpower.ca/tools/quickspecials.php?code=AE

thetrooper27

Never thought about the Necromancy and Vertigo combo. 

It amazes me the combos people think of that go right over my head.
"wow...never notice how JACKED pym is in that pic before!" -breadmaster