Survival of the Fittest

Started by Tussin, August 19, 2013, 01:15:16 AM

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Tussin

brainstorming some ideas to create a very deadly and sick combo...

worth it? and or ideas to improve? this is a massive one per deck overkill combo, but if the stars align... this isn't about venture, this is pure beatdown focus.

Morph 1-6-3 (10) is the main dude to become a pure unstoppable beast. Maximum Morph is the primary focus
Galactus 8-8-8 (24) is in reserve as a battery to power Morph. or swap out for another solid 8?
Apocalypse 6-4-4 (14) is a backup for Morph. (can also boost stats to 6-4-8 with special)

so Morph fully buffed up... combine massive attacks for 8+4, 7+5, 6+3, 2+1. and if used with Mysterio's Alter Perception all face down attacks, you can really add in the chaos.

main cards of the deck

MAXIMUM MORPH (DW)
Morph may combine 1 Fighting Power card with 1 Strength or Energy Power card for a single attack, for remainder of battle.

AMAZING X-MAN (DG)
Acts as a level 2 Fighting attack. May make 2 additional attacks.

CHANGELING (DX)
Morph gains the Power Grid of any active hero for remainder of battle.

COPY TEAMMATE (CL)
Play in current battle. Morph may play any 1 KO'd teammate's Specials in next battle.

INSTANT EVOLUTION (CL)
Play in current battle. Apocalypse may play any KO'd teammate's Specials in next battle.

ENHANCE STRENGTH (AY) <OP> {U}
Apocalypse's Strength skill increases to 8 for remainder of battle.

Mysterio 6-3-4 (13)
Daredevil 3-7-4 (14)

i was thinking of splashing Mysterio/Daredevil for Alter Perception/Blind Man's Bluff (BK)
Mysterio plays numerical attacks face down for remainder of battle. Opponent must guess defense.

Spiderman 6-7-6 (19)

maybe even Spiderman - Taunt (BL) ? Play when Opponent concedes battle. Opponent may not concede battle.

could also add Bishop/Thor in for their specials that boost their Energy stat to 8.

Bishop 5-6-4 (15)
Thor 4-3-6 (13) easier to use special, plus can self boost for devastating AE attacks

Sabretooth 1-8-5
Wolverine 2-8-4
Domino 3-8-3
Thing 1-4-8
Namor 1-4-8
Hulk 2-4-8

for a 4 stat deck i was thinking of any of these considering how many points i would have left to spend. all would feed Morph for his combined attacks good.
Spawn 8-7-3-3 (21)
Thing 1-5-8-3 (17)
Bullseye 4-8-4-2 (18)

breadmaster

how has it worked in testing?  it's a neat idea

I believe there is a meta that says when you use those 'combine' specials, the power cards have to be usable by the character playing the special. 

gameplan.exe

#2
Quote from: breadmaster on August 19, 2013, 01:21:50 AM
how has it worked in testing?  it's a neat idea

I believe there is a meta that says when you use those 'combine' specials, the power cards have to be usable by the character playing the special.

there is, but that's where Morph's DX would come into play. the potential is huge, with the right set up... so maybe Thor would, in fact, be ideal, for his Viking Pyre card (IG)???
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

breadmaster

nice.  never considered the DX before

'Morph gains the Power Grid of any active hero for remainder of battle.'

-is the reserve 'active'?
-can you copy an opponent's character?

seems they should have made the DX opd, and remainder of game.  using 3 cards for 1 attack is usually not a good idea

Tussin

Thor would be great indeed, deck thinning to get the required cards to combo.

yes its a cost to hold and save cards to create this, and card advantage, but if you strike correctly, you can drop whoever you want and opponent won't be able to stop the 12+ attacks normally.

i would have to check errata... but i think Morph can gain stats of any hero on either team.

just a fun idea to wield the power of gods and abuse it as much as you can.

imagine if you could top load the deck with so many 8's... and with cards with drawing power to get new cards and keep duplicates... 8+8 in the face. ouch almost a 1 hit kill.

you might feel like a boss to hit opponent with an 8 power card, and use a +3 universe card to make an 11, but if you hit anyone with 12 and higher, they can't block it ever. :)

gameplan.exe

Quote from: Tussin on August 19, 2013, 02:16:16 AM
Thor would be great indeed, deck thinning to get the required cards to combo.

yes its a cost to hold and save cards to create this, and card advantage, but if you strike correctly, you can drop whoever you want and opponent won't be able to stop the 12+ attacks normally.

i would have to check errata... but i think Morph can gain stats of any hero on either team.

just a fun idea to wield the power of gods and abuse it as much as you can.

imagine if you could top load the deck with so many 8's... and with cards with drawing power to get new cards and keep duplicates... 8+8 in the face. ouch almost a 1 hit kill.

you might feel like a boss to hit opponent with an 8 power card, and use a +3 universe card to make an 11, but if you hit anyone with 12 and higher, they can't block it ever. :)

back in the Original days (when we weren't playing quite correctly), I was addicted to using Gambit's Charge Object with a Training card (+4 = +8) and a lv.5 Fighting Power card for a 13 (which we took as full damage  ;D) - then I learned the correct rules... then my brother introduced me to Cyclops' Remove Visor 8)
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

BasiliskFang

#6
Avoid 1 attack
Avoid any numerical attack
Negate
---
These 3cards are battlesite staples. 2 of these exist in any hero decks as well.

There are a lot of instances for a 12 or 13 (3card combo) to be blocked with one card.

Spawn, apoc, galactus, morph?

gameplan.exe

Quote from: BasiliskFang on August 19, 2013, 03:34:48 PM
Avoid 1 attack
Avoid any numerical attack
Negate
---
These 3cards are battlesite staples. 2 of these exist in any hero decks as well.

There are a lot of instances for a 12 or 13 (3card combo) to be blocked with one card.
Spawn, apoc, galactus, morph?

This is true enough, but that's when you sucker the opponent into using that avoid(s) on other stuff. There are few things sweeter than having your opponent block a 9 and then following it up with an 11 that they can no longer block! Besides, I don't think Tussin was arguing that this is a tournament-worthy deck build, or even competetive - just really cool to see it if/when it's pulled off  :)
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27