absolute evil image suggestions

Started by breadmaster, January 27, 2013, 05:14:59 PM

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breadmaster

what i'll do here, is list the leading contenders for specials, and people can suggest pics that jack can use for the card

if you have a better name for a card (or any name...some are blank), by all means, throw it out there.  i'm not married to most of these, and just came up with them quckly

iirc, jack needs the issue number that the image comes from.  if he approves an image, i'll put an asterisk next to the character

i'll be adding to this list later.  characters with no special listed haven't had a knockout suggestion yet

ABSORBING MAN-Absorb and Redirect: Absorbing Man or teammate may avoid 1 attack. This special immediately acts identical to card defended, against opponent's character of Absorbing Man's choice.  Opponent may defend attack, and continue turn. OPD  (PA)                 

ACOLYTES-Dedicated Followers: Teammate +2 to all actions for remainder of game.  +3 if teammage is Magneto. OPD (PB)

APOCALYPSE-Four Horsemen: Draw 4 cards.  Discard duplicates. OPD (HQ)       

BARON MORDO-Astral Combat: Opponent's team may not use cards with a Fighting icon for reminder of battle. OPD (EY)                     

BLOB-Big Time: Acts as a level 6 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.(CC)                 

BROOD-Hive Mind: Avoid 1 attack made with a Special card or remove 1 Special card hit from Brood or teammate. (EE)                                         

BULLSEYE:Crosshairs: Acts as a level 1 Multipower attack.  May only be defended by a card with more than 1 icon. (BA) OPD

CARNAGE-Annihilation: Negates the effect of any 1 Special card played by opponent (AO)                                         

CEREBRO-The Creator: Opponent must discard 1 Placed card of the Cerebro's choice. (AI)

CRUX-Elemental Shield: Avoids all attacks from 1 Teamwork card, or target hero must discard 1 Placed Teamwork card. (DB)                             

DOCTOR DOOM-Mysticism: Negates the effects of any 1 Special card. May not be used to avoid a numerical attack, or remove a numerical hit. May be played from reserve.  (ED)       

DR./DOCTOR OCTOPUS-Superior Foe: Opponent must discard 1 placed card of Ock's choice. Return this special to hand where it acts identical to card chosen.  OPD  (PC)

DRACULA-Exsanguination: Opponent must discard 3 cards from Hand.  Cards chosen by Opponent. OPD (OC)                           

THE ENFORCERS-Numbers Racket: Target may not use cards with icons containing values of 5 or less for remainder of game. OPD  (PD)               

GOBLYN QUEEN-Tabula Rasa: Opponent's team may not use cards without icons for reminder of battle. OPD (EY)                                                                       
GREEN GOBLIN-Oscorp Sponsorship:  Sort through Draw Pile card by card.  Place first 3 cards not usable by Green Goblin in hand.  Discard Duplicates and reshuffle Draw Pile. OPD (PE)

GREY KING-Psychic Warning: Teammate may avoid 1 attack with a Strength icon. May be played while Grey King is in reserve. (AD)

THE HAND-Shadowland: Acts as a level 9 Strength or Intellect attack. OPD (HR)                         

THE HELLFIRE CLUB-Harry Leland: Opponent must immediately discard all Special cards in play that affect the "remainder of the battle" or the "remainder of the game." KL
               
HOBGOBLIN.  May play any special cards for remainder of game. OPD

HOLOCAUST-Horseman: Acts as a level 4 Strength or Intellect attack. Attack is not affected by Special cards already in play. (NJ)                         

HYDRA-Two more shall take its place!: Exchange this card for any 2 Special cards in Dead Pile not playable by Hydra.  Play one immediately, and place the other in Hand. Discard this special to defeated characters pile after use. OPD (PF))                             

JUGGERNAUT-Crimson Gem: Acts as a level 10 Any-Power card. May be used to attack or defend. May not be combined with Universe cards. OPD           

KINGPIN-Protecting my Interests: Kingpin or teammate may avoid 1 attack of 6 or less. (AD)                           

THE KREE-Interstellar Empire: Play during battle. Any attack made on Kree or teammate may be made on Front Line Character of Kree's choice for remainder of battle. Character may defend. (LN)                         

LANDSLIDE-Bright Idea: Acts as a level 5 Intellect Power card. May be used to attack or defend.  May not be combined with Universe Cards. (CC)                         

LEADER-Long Term Plan: Acts as a level 12 Intellect attack. Leader's team may not attack for remainder of battle.

MAGNETO-Magnetic Personality: Acts as a level 5 Intellect attack. If successful, Magneto may sort through Draw Pile, select any playable Teamwork card and play it immediately. Reshuffle Draw Pile. (OB)             

MANDARIN-Makluan Rings: Acts as a level 10 Energy attack. (AS)                

THE MARAUDERS-Assassins: Acts as a level 4 Intellect attack. If attack succeeds, add +2 to damage. (EN)                     

MERCURY-Disintigrate: Opponent must discard 1 Placed card of Mercury's choice. May be played from Reserve.(MZ)                         

MR. SINISTER-Eugenics: Play during battle. For remainder of game, any Special played by Sinister or Sinister's teammates may not be Negated until "Eugenics" is Negated.  OPD (MP)         

MOJO-Reruns: On his turn, Mojo may exchange this card for any 1 card in Dead Pile and play it immediately. (BQ)

MOLE MAN-Creature Feature: Acts as a level 7 Fighting or Strength attack. If not successful, Mole Man is -2 to attack for remainder of battle. (NX)                         

MORBIUS-Midnight Son: Acts as a level 9 Strength Power card. May only be used to defend. May defend Morbius or teammate. (MH)             

THE MORLOCKS-Dark Beast: Morlocks may not be attacked with cards having icons containing values 6 or less for remainder of battle.  (PH)                 

MYSTERIO-Oops, Try Again:Mysterio or teammate may avoid 1 attack of 4 or less. Opponent must discard 1 card from hand.  Opponent's choice. (OQ)         

MYSTIQUE-Misdirection: Teammate may not be attacked for remainder of battle. OPD(BJ)             

OMEGA RED-Single Minded: Opponent's team may not use cards with an Intellect icon for reminder of battle. OPD (EY)                                 

ONSLAUGHT-Ethereal Form: Play during battle.  After Onslaught is KO'd, select 2 cards from Power Pack.  May not be duplicates. OPD  (PI)                       

POST-Eliminate Variables: Opponent may not use Activators or Any Hero/Character cards for remainder of battle. OPD  (LS)             

PSYCHO-MAN-Microverse: Next battle, opponent must discard all cards with icons containing values greater than 5.  OPD   (PJ)                     

PUPPET MASTER-Behind the scenes: Play on your turn to concede battle.  All Mission cards Ventured this battle return to piles they were Ventured from. OPD (EN)                     

RAPTURE-Divine Intervention: Negates the effect of any 1 Special card played by opponent (AO)                           

THE REAVERS-Skullbuster II: Acts as a level 2 Intellect attack. May make 2 additional attacks. (DG)                       

RED SKULL-Cloned from the Best: Acts as a level 6 Fighting attack. If not successful, draw top card from Draw Pile. If drawn card is an attack, Red Skull may use it. If drawn card is not an attack, discard it to the Dead Pile.  OPD (OF)                         

RHINO-Tearin' It Up: Opponent must discard 3 placed cards of opponent's choice. OPD  (PK)             

SABRETOOTH-Dangerous Ally: Acts as a level 2 Energy, Fighting, Strength, or Intellect attack. Each Front Line teammate may make 1 additional attack at -2. May be played from reserve.  (FE)

SCARLET SPIDER-Joe Wade: Acts as a level 3 Intellect attack.  May make 2 additional attacks at +2.  Bonus not applied to damage, or Venture total.  OPD (DG)   

SCORPION-Explosive Temper: Negates the effect of any 1 Special card played by opponent (AO)                           

SENTINELS-Reformat: Opponent must immediately discard all Special cards in play that affect the "remainder of the battle" or the "remainder of the game." KL             

THE SERPENT SOCIETY-Black Mamba: Only attacks made with Universe cards may be played against Serpent Society for remainder of battle. (CD)               

SHADOW KING-Quick Thinking:  Acts as a level 1 Intellect attack. May make 2 additional attacks at +1, or 1 additional attack at +2. Bonus not applied to damage, or Venture total. (ID)                     

THE SHI'AR-Vulcan: This Special acts identical to any Special currently on the table. OPD                     

SUPER SKRULL-Engine of Destruction: Acts as a level 10 Anypower attack. If successful, Super Skrull or Super Skrull's teammates may not defend Super Skrull with Special cards for remainder of game. (FT)         

TASKMASTER-Infiltration: Opponent must reveal all special cards in hand. Opponent takes turn as normal.  This special acts identical to any card revealed for remainder of battle.   (PL)                   
                     
TYPHOID MARY-Mutant Zero: Avoids all attacks from 1 Teamwork card, or target hero must discard 1 Placed Teamwork card. (DB)                                                   

VENOM-Destructive Obsession: Look at top 8 cards in opponent's draw pile. Remove 1 card to dead pile and reshuffle. Exchange this card with top card in Venom's draw pile, and place in hand.    (PM)           

XAOS- Acts as a level 2 Energy, Strength, or Fighting attack. Can only be defended by a defensive Special card. OPD

X-BABIES-L'il Bullies: Acts as a level 4 Energy attack, may make 1 additional Energy attack (AB)

ADAM WARLOCK- Acts as a level 2 Intellect attack. If successful acts as a level 10 Any-Power card.

ANGEL- Acts as a level 10 Fighting attack.

MAGGOT- For remainder of battle, any attack made on Front Line may be moved to Maggot. May be played from Reserve.

REYES- Play during battle. For remainder of game, any attack made with a Universe Card against Reyes' team may be moved to Sterile Environment. Reyes' team may not defend.

WASP-Opponent must immediately discard all Special cards in play that affect the "remainder of the battle" or the "remainder of the game."

WASP- Acts as a level 8 Any-Power attack.  If successful acts as a level 2 Fighting card.


BasiliskFang

#1
Carnage - carnage cosmic

Amazing 431

Jugg - I'm the Juggernaut

xmen unl v2 #4

Doom - Dictator
http://25.media.tumblr.com/tumblr_m2l3w8dxvz1qatbfko1_500.jpg
i cant find the ish.

Jack

I'm still hoping to get play testing done before sourcing images. Grant there's a good chance that the cards above will be finalized, I wouldn't want to be attached to an image to only realize it's not a fair card or useless.

Also, I haven't been following the other thread but since it's all nicely laid out here, I want to provide feedback (which may or may not have been addressed):

QuoteABSORBING MAN-Absorb and Redirect: Shift one attack from Absorbing man or teammate to any character on opponent's team.  Opponent may defend.  OPD
I completely disagree with this card, it introduces a completely new game mechanic with "self-inflicted" hits and would probably cause problems with card collection in the end game.

QuoteLEADER-Long term plans: Play in front of Leader. Next battle, or later, acts as a level 12 Intellect Attack. OPD
Confusing, might as well just make it +12 venture like Thunderbolt's MV card.

BasiliskFang

Quote
QuoteABSORBING MAN-Absorb and Redirect: Shift one attack from Absorbing man or teammate to any character on opponent's team.  Opponent may defend.  OPD
I completely disagree with this card, it introduces a completely new game mechanic with "self-inflicted" hits and would probably cause problems with card collection in the end game.
i wouldn't know how to fix that.

Quote
QuoteLEADER-Long term plans: Play in front of Leader. Next battle, or later, acts as a level 12 Intellect Attack. OPD
Confusing, might as well just make it +12 venture like Thunderbolt's MV card.
may only be played from placed. may not be played in the turn it was placed.

BigBadHarve

Yeah, I'm not sure about some of these as finalists - where are all of the other suggestions?

I was hoping we'd put a comprehensive list of ALL suggestions together first so we can see them, then start the shortlisting process.

breadmaster

#5
i dig what you're saying about images jack.  just thought we'd get a head start.  if a card is changed, is it that hard to change the image?

with all the images we'll need, getting a bunch done earlier can't hurt

i've tested a bunch of the new mechanics (not all) and nothing seems to out of whack yet

good call on the card collection aspect...hand't even considered that

how's this:  a.m. or tm may avoid 1 attack.  this special acts identical to attack defended (opd)

ABOMINATION

Energy: 1
Fighting: 6
Strength: 8
Intellect: 3

Brawler: Acts as level 4 Fighting attack, may make 1 additional attack. AA
Thunderclap: Acts as a level 7 Energy attack. AR
Abombinable: Acts as a level 10 Strength attack. AS
KGB Agent: Acts as a level 7 Fighting or Intellect attack. If not successful, Abomination is -2 to attack for remainder of battle. NX
Impenetrable Hide: Only Intellect attacks may be played against Abomination for remainder of battle. CD
Tank the Hit: Cards with a Strength icon do not count toward Abomination's Spectrum or Cumulative KO for remainder of game. FQ

BLINK

Energy: 6
Fighting: 6
Strength: 2
Intellect: 5

Broken Supply Lines: Opponent must discard 1 Placed card of the Blink's choice. AI
Exile: Target Character may not attack or be attacked for remainder of battle. DZ
Leadership: Acts as a level 9 Intellect Power card. May only be used to defend. May defend Blink or teammate. MH
Blitz: Acts as a level 2 Energy attack. May make 2 additional attacks. DG
Blink Wave: Acts as a level 9 Fighting or Strength attack. OPD HR
Eye for an Eye: KO Blink and any 1 of Opponent's Characters of Blink's Choice. May not be played if Blink is the last active character.  OPD

EXPEDITER

Energy: 2
Fighting: 6
Strength: 2
Intellect: 6

The Price of Information: Move 1 of Expediter's missions to the Defeated pile. Draw 4 cards. Do not discard duplicates. [OPD]
Intergalactic Resources: Expediter may play any Power cards playable by Target Teammate for remainder of game. NF [OPD]
Overboss Gem: Negates the effect of any 1 Special card played by opponent. AO
Cloaking Technology: Avoids all attacks from 1 Teamwork card, or target hero must discard 1 Placed Teamwork card. DB
Scanner Surveillance:  For remainder of game, if Opponent draws cards during battle, Expediter may draw an equal number from Draw Pile. Expediter must show drawn cards. May not keep duplicates. LX OPD
What can Expediter do for you?: Choose one of Teammate's specials from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile. DS

KLAW

Energy: 7
Fighting: 2
Strength: 5
Intellect: 6

Sound fuels my power: Avoid 1 attack with an Energy icon. Klaw may draw 1 card from the top of the Draw Pile. Discard duplicates. LO
Disposable Allies: Discard one card not usable by Klaw to draw 4 cards from top of the Draw Pile. May keep duplicates. JA [OPD]
Wakanda is Mine!: Only Klaw and Target Character may attack, be attacked, or defend this battle. FD [OPD]
Vibranium: Acts as a level 2 Energy attack. If successful acts as a level 10 Any-Power card. EJ
Sound Constructs: Acts as a level 4 Intellect attack. If successful, Opponent must discard 1 card of Opponent's choice from Hand. EM
Genius or Madman?: Opponent -3 to Venture Total for this battle. If Klaw has "Secret Wars" Mission, opponent -6 to Venture Total for this battle. KH

LIZARD

Energy: 4
Fighting: 6
Strength: 6
Intellect: 2

Dr. Connors: Play during battle. For remainder of game, any Special played by Lizard or Lizard's teammates may not be Negated until "Dr. Connors" is Negated. (MP) OPD
Bio Geneticist: Remove 1 Special card Hit from Lizard's or teammate's Permanent Record or Hits from Current Battle. (AL)
Cold Blooded: Acts as a level 6 Intellect attack. If successful, opponent -4 to Venture total. (HO)
Back to the Sewer: Avoid 1 attack. AG
Twitching Distraction: Play during battle. For remainder of game, any attack made with a Power Card against Lizard's team may be moved to Twitching Distraction. Lizard's team may not defend. Twitching Distraction is discarded after 1 Hit. EB
Tail Whip: Acts as a level 10 Strength or Energy attack. If not successful, Lizard is -2 to attack for remainder of battle. OPD

MEPHISTO

Energy: 8
Fighting: 2
Strength: 6
Intellect: 7

Altered Reality: Play to concede battle.  All Mission cards Ventured this battle return to piles Ventured from. EN (OPD)
Pact made in Hell: Mephisto's Hits to KO is reduced by 5 points. Mephisto's actions are +2 for the remainder of the game. [OPD]
Captured Soul: For remainder of game, Mephisto's team may draw 2 cards when a character on either team is KO'd. OPD
Devil is in the Details: Sort through opponent's Power Pack and remove any 3 cards of Mephisto's choice. Discard chosen cards into Dead Pile.  Reshuffle Power Pack. HB
Fire and Brimstone: Acts as a level 2E attack. If successful remove all special card hits from Mephisto's and teammate's permanent record and hits to current battle. Affects venture total.
Servant of the Mad Titan: Opponent -3 to Venture Total for this battle.  If opponent has "Infinity Gauntlet" Mission, opponent -6 to Venture Total for this battle. If both players have "Infinity Gauntlet" Mission, opponent is -9 to Venture Total for this battle.  KH

SAURON

Energy: 6
Fighting: 6
Strength: 6
Intellect: 2

Karl Lykos: Acts as a level 7 Intellect attack. AR
Weapon X Initiate: Acts as a level 5 Fighting attack. If successful, Sauron may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile. OB
Breathe Fire:  Acts as a level 4 Energy attack. Sauron may make 1 additional Fighting and/or 1 additional Intellect Power card attack. CY
Energy Vampire: Avoid 1 Energy attack. Sauron's Energy skill is increased to 8 for remainder of battle. AY
Mesmerize: Target hero must discard all placed cards and may not attack for remainder of battle. CH (OPD)
Absorb Lifeforce: Acts as a level 5 Energy attack. If successful, remove 1 hit from Sauron's Permanent Record. AL

SHATTERSTAR

Energy: 5
Fighting: 7
Strength: 5
Intellect: 5

Luck of the Father: Teammate may avoid 1 attack with a Fighting icon.  Shatterstar may draw 1 card from the top of the Draw Pile.  Discard duplicates. LO
Genetic Upgrades: Acts as a level 5 Strength attack. Attack may not be defended with a Special card. (JW)
Arena Tactics: Acts as a level 3 Intellect attack. If attack is defended, Shatterstar may draw 1 card from top of Draw Pile. Discard duplicates. (NK)
Vibratory Shock Wave: Acts as a level 11 Energy attack. Shatterstar may not attack for remainder of battle. (AS) OPD
X-Portal: Avoid 1 attack. May not be attacked for remainder of battle. CW [OPD]
Swordplay: Acts as a level 4 Fighting attack.  May make 1 additional attack. AA

SILVER SAMURAI

Energy: 6
Fighting: 7
Strength: 3
Intellect: 3

Tachyon Field: Acts as a level 10 Fighting attack. AS [OPD]
Shin Harada: Remove all hits from Silver Samurai's hits to current battle and permanent record then switch places with the reserve.  OR [OPD]
Shuriken:  Acts as a level 3 Strength attack. If attack is defended, Silver Samurai may draw 1 card from top of Draw Pile. Discard duplicates. NK
Master of Kenjutsu: Acts as level 1F attack. Silver Samurai may make one additional attack at +2,  two additional attacks as +1, or 3 additional attacks. Bonus does not apply to damage or venture total.
Yakuza Connections: Acts as a level 6 Intellect attack. If successful, Target Character must discard 2 cards of Opponent's choice. Cards may be Placed or in Hand. HO
Samurai Armor: Silver Samurai may avoid any numerical attack. (AD)

VIPER: May play any Serpent Society Specials.

Energy: 3
Fighting: 7
Strength: 2
Intellect: 6

WARLOCK

Soulmerge:  Remove all hits from Warlock's Permanent Record and Current Battle.  Warlock's teammates may not attack for remainder of battle. OPD
Lifeglow: Remove 1 Hit from Warlock's or teammate's Permanent Record or Hits from Current Battle. (AL)
Selffriend: Avoid 1 attack made with a Special card or remove 1 Special card hit from Warlock or teammate. EE
Technarchy: Acts as a level 4 Energy, Fighting, Strength, or Intellect attack. May be used against Character in Reserve, who may defend. (AN)
Douglock: This Special acts identical to any Hit in Warlock's Hits from the Current Battle or Permanent Record. (DY) OPD
Transmode Virus: Acts as a level 5 Intellect attack. If successful and Target has Hits totaling 15 or more, then Target is KO'd regardless of Inherent Abilities and other Special cards. (NW) OPD

Jack

Changing the image is quite easy. It's not something we should focus on but gathering image sources is welcome if anyone has the time to dedicate.

thetrooper27

It seems like there were a bunch of suggestions on some of those characters.  Maybe they're in different threads. ???
"wow...never notice how JACKED pym is in that pic before!" -breadmaster


garose74

#9
I'm not very good at deciding what specials to use but how about these names:

BULLSEYE-Crosshairs:

CARNAGE-Carnage Rules: Negates the effect of any 1 Special card played by opponent (AO)

CEREBRO-Cerebro's X-Men

CRUX-Elemental Shield: Avoids all attacks from 1 Teamwork card, or target hero must discard 1 Placed Teamwork card. (DB)

DOCTOR DOOM-Doom Armour: Negates the effects of any 1 Special card. May not be used to avoid a numerical attack, or remove a numerical hit. May be played from reserve.

GREY KING-Telepathic Manipulation:

HOBGOBLIN-Goblin Formula

HOLOCAUST-Apocalypse's Horseman: Acts as a level 4 Strength or Intellect attack. Attack is not affected by Special cards already in play. (NJ)

JUGGERNAUT- Crimson Gem of Cyttorak: Opponent may not play any Activator Cards for remainder of battle. (LS)

THE KREE-Military Might:

LANDSLIDE-Bright Idea: Acts as a level 5 Intellect Power card. May be used to attack or defend. May not be combined with Universe Cards. (CC)

THE MARAUDERS-Sinister's Assassins:

MERCURY-Metal Hide:

MR. SINISTER-Scientific Genius:

MORBIUS-Vampire Bite:

POST-Cloaking Field: Play during battle. For remainder of game, any Special played by Post or Post's teammates may not be Negated until " Cloaking Field " is Negated. (MP)

RAPTURE-Devine Intervention: Negates the effect of any 1 Special card played by opponent (AO)

RED SKULL-Captain America's Clone:

SCARLET SPIDER-Spider Bite:

SCORPION-Full Body Battlesuit: Negates the effect of any 1 Special card played by opponent (AO)

SHADOW KING-Psychic Probe:

THE SHI'AR-Avian Evolution:

TYPHOID MARY-Mutant Zero: Avoids all attacks from 1 Teamwork card, or target hero must discard 1 Placed Teamwork card. (DB)

XAOS-Plasma Burst:

KObossy

Quote from: breadmaster on January 27, 2013, 05:14:59 PM
         
MOJO-Reruns: Acts as a level 7 Energy attack. Discard to Power Pack. OPD               


I dont like this card. Mojo would have to still be alive when you get to the power pack to be able to use it (with his grid he is always targeted early). If he is KO'd you now have a unusable card for whoever is still alive. Also with it being OPD not even a Beyonder deck could use it. At a first glance I would not use this card. :'(

breadmaster

great ideas gareth, i'll definitely look to use some of em

love the juggernaut pic, jon.  not sure about the carnage one. although i love the pic, it was a one time deal, more fitting of a opd.  also, red character/red backround/red card border might be overdoing it.  then again, it IS carnage, so maybe not!  we'll see what jack thinks

BasiliskFang


thetrooper27

Please use some Humberto Ramos art.  I don't care who it's for.  :)
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

garose74

Are we limited to specific years when looking for images for these cards, much like the Marvels set?