X-Men 2 Set

Started by fennshysa, December 05, 2017, 11:01:28 PM

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fennshysa

low hanging fruit :). That made me laugh. I don't really consider it a competition. Sorry about the fire still messing with you.

As to the Horseman version of Thunderbird, I'm not sure they ever mentioned who the other Horsemen were. He was from an alt-earth but lasted through the first few volumes of Exiles. The story that the picture came from was great. He beat the snot out of one worlds Hulk but he met that worlds version of himself. He was pretty much the exact opposite, a peaceful version who was Alpha Flight's Shaman.

The first 30 or so issues of Exiles were great. Worth reading if you haven't. I also recommend Nextwave.

justa

thanks for the recommended reading.  I posted here this time justa so that I could see when/if you put up any more cards.

Arctursa

I super look forward to a lot of what Fenn is talking about. A lot of those characters I either tried my hand at or intended to try down the line. Life has been super busy, we have been short-handed at work and my playgroup is sporadic so the interest in it comes and goes. Im not familiar enough with a lot of the characters you have done lately Fenn but do enjoy the Fantomex.

fennshysa

#108
I decided to revisit the Exiles with the alternate Thunderbird card and decided to add Nocturne as a character as well. The alternate reality daughter of Nightcrawler and The Scarlet Witch. She has her father's looks and agility, can fire Hex Bolts like her mother (but they are powered by Nightcrawlers brimstone dimension) and can temporarily possess someones body. I never liked her as much as Blink, Mimic, Morph or Thunderbird but she lasted a long time and ended up in the 616 universe. I continued the Exile theme of manipulating Events with her specials.

Nocturne      6   7   3   3   19   
May be included on a team with Panoptichron as a Homebase.

Nocturne   Exile   
Nocturne is not affected by Event cards for remainder of game.

Nocturne   Hex Bolts   
Acts as a level 5 Energy attack. If successful, Target Character loses Inherent Ability and is considered to have no Inherent Ability for remainder of battle.

Nocturne   Reality Hopping   
Sort through Defeated Heroes Pile and remove 1 Event card. Put Event card into Draw Pile. Reshuffle Draw Pile.

Nocturne   Temporary Possession   
Acts as a level 5 Intellect attack. If successful, may immediately make an additional attack against target's teammate using any card placed to target.

Nocturne   Vertical Ambush   
Draw a random card from the Power Pack. Nocturne may immediately make an attack with it.

Nocturne   Wagner Agility
Avoid 1 attack made with a Special card. Nocturne may draw 1 card from the top of the Draw Pile. Discard duplicates.

Also got 4 of the Specials for Cerise completed.

Cerise   Coherent Light Blast   
Acts as a level 4 Energy attack, may make 1 additional attack.

Cerise   For A Just Cause   
Add 3 to Venture Total this battle (5 if Cerise does not attack this battle).

Cerise   Hard Light Shield   
Cerise or teammate may avoid 1 attack of 9 or less.

Cerise   Sensor Gauntlets   
Look at top 8 cards of Opponent's Draw Pile and choose any 4 cards. Reshuffle Draw Pile. Put four chosen cards on top of Draw Pile.



Also...... Nimrod is coming (cue ominous music).

I've wanted to create a card for him for a long time. Turns out, looking at the Sentinels, their Specials are pretty spot on for their abilities. It's taking longer to come up with a set of specials that just doesn't duplicate their cards. Here is one to start.
Nimrod   Adaptive Learning   
Negates the effect of any 1 Special card played by opponent against Nimrod only.

justa

I can't comment too much on the Exiles.  but I have noticed quite a few AA specials in your cards, and a lot of them in Energy.  I guess we all default to mechanics we like to use and work for us.

I think the hardest part of doing Nimrod would be his grid level.  anything above a 21 makes it difficult to team him with Sentinels, even using Bastion.  I have seen 3 versions of his character card (one at 21, the other 2 at 23).  along with 2 for Master Mold (at 21 & 27) and 1 for Omega Class Sentinels (at 24).  all of these only played Sentinels Specials.  even throwing in Bastion, they don't make for a very effective team.  but good luck.  i'm sure you'll come up with something.

fennshysa

Crap, I hadn't considered that about Nimrod and the Sentinels. It's kind of necessary to be able to do that since one of his specials was going to be a HI which lets him play Sentinels Specials. Nimrod is really annoying me. I just can't ever quite seem to make him work.

I hadn't noticed that about my AA specials at all. Thank you.

justa

I haven't researched it, so what I say next may be worthless, but... if you can come up with a lower version or 2 of Sentinel-associated characters, it may be doable.  allowing Sentinel Specials to be played by all in some fashion would help the theme, but the would definitely need their own Specials to round out the deck and expand the possibilities of what it can do.  as I said, a deck with nothing bu Sentinel Specials is not very effective in game play.  (I tried.)

fennshysa

Problem solved simply by lowering his value if he plays on a team with both Sentinels and Bastion.

Nimrod      7   4   7   5   23   
Counts as 19-Points for Tournament Deckbuilding if on a team with Bastion and Sentinels.

Nimrod   Adaptive Learning   
Negates the effect of any 1 Special card played by opponent against Nimrod only.

Nimrod   Extermination Directive
Only Nimrod and Target Character may attack, be attacked or defend this battle. Neither player may concede this battle.

Nimrod   Mighty Mutant Hunter   
Acts as a level 10 Energy attack.

Nimrod   Prototype Sentinel
Nimrod may Place and play any Sentinels Special cards for remainder of game.

Nimrod   Temporal Tracking
Play in current battle. Negates the effect of next Event card played by Opponent. Opponent may still draw for played Event. Nimrod may draw 1 card from top of Draw Pile.

Nimrod   Targets Aquired   
Opponent must immediately discard all Special cards in play that affect the "remainder of the Battle" or the "remainder of the Game".



Cerise's remaining 2 Special cards

Cerise   Shi'ar Fugitive   
Opponent's team may not use cards with an Intellect icon for reminder of battle.

Cerise   Protective Bubble   
Avoids all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card.



A few more Aspect cards. Fixed Hall Of Mirrors so it keeps the same idea but is no longer and impossible card.

The Future   Dystopian World   
Opponent -6 to Venture Total for this battle. If opponent has "Sins Of The Future" Mission, opponent -9 to Venture Total for this battle.

Murderworld   Hall Of Mirrors   
Play during battle. For remainder of game, any attack made with a Power Card against Murderworld's team may be moved to Hall Of Mirrors. Murderworlds's team may not defend. Hall Of Mirrors is discarded after 1 Hit.

X-Factor Investigations   Layla Miller   
Opponent must reveal hand and play open handed for remainder of battle.

Also I'm working on another Mission/Event set. X-Cutioner's Song
Here's a couple quick samples of them.
https://imgur.com/vm3feGp
https://imgur.com/W3bPFNt

justa

I like what you did on Nimrod.  the IA is a little dicey, but it works.  now, to build a team (not a Battlesite), you need Master Mold (at 21 or less) and a set of specials for Bastion.  he should at least get a card allowing him use of Nimrod & Master Mold specials, and he should get a set that distinguishes him.
but alas, I must mention:  you forgot the "c" in "Acquire".

fennshysa

#114
I don't think I ever fixed that spelling error. I'll have to do that. In the meantime. In all their glory from the UK to the Multiverse, to the timeline. The worst team of bounty hunters ever, with some cool powers.... Technet.

Technet      7   3   5   3   18   
+2 to Venture Total for each of opponent's Characters who cannot attack or play Special Cards at end of battle.
Technet   Bodybag   
Target Character may not attack or play Special cards for remainder of battle.
Technet   China Doll   
Acts as a level 6 Intellect attack. If successful, Opponent must discard from Hand until both players have an equal number of cards in Hand. Opponent's choice.
Technet   Gatecrasher   
Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
Technet   Joyboy   
Target character may not attack or be attacked for remainder of battle.
Technet   Scatterbrain   
Acts as a level 5 Energy attack. If successful, Target Character loses Inherent Ability and is considered to have no Inherent Ability for remainder of battle.
Technet   Waxworks   
Acts as a level 4 Fighting attack. If successful, Target Character may not play Specials for remainder of battle.

In the Marvel > X-Men 2 Folder
https://drive.google.com/drive/folders/0B7X77jXZZhDaVnc1V2VHb2RBdlk?resourcekey=0-uPqF-H3r_ijpPi-8U9XYNg&usp=sharing

Edit: I've been looking at 1 more card for all of Cerebro's X-Men. I find their inclusion in the X-Men Overpower set to be interesting. They literally only appeared in 3 issues i believe. Whoever designed the X-Men Overpower set did and impressive job of making their specials for them. They really match to their personalities and powers as they briefly appeared.

justa

Technet are classic "tweeners" - they are good or bad depending on who they're working for at the moment.  you nailed their specials pretty nicely except maybe Gatecrasher.  i don't have a mechanic to suggest instead, but i kind of figured it would be telepathic of some sort.  but the CC mechanic works well in the game sense - gives them a plus for defense.
the IA is slightly questionable, though.  if you play the battle to the point where you are out of cards, then none of your characters can "attack or play specials".  i have to assume you meant "due to the requirements of a Special card" at the end of the IA.  Bodybag, Joyboy, and Waxworks all fit that bill, not counting what the rest of the team might have.
another new & unique addition to the great game of OP!

fennshysa

#116
Yes, I was aiming for your assumption. As to Gatecrasher, even though wiki says she's telepathic I never remember seeing that. She just seems to be a leader and tough so since they needed a defensive special of some kind ended up with the CC. Also, fixed the spelling error on Nimrod - Targets Acquired.

I'm guessing some of the new stuff you said you discovered might have been these...
Pete Wisdom      6   6   3   4   19   
Intellect Power cards are +2 to defense. May be included on a team with Excalibur's Lighthouse as a Homebase.
Pete Wisdom   Black Air   
Shuffle your Power Pack. Draw cards til you have 2 cards playable by Pete Wisdom. Add those 2 cards to your Venture Total for this battle.
Pete Wisdom   One Tough Bloke   
Play during battle as an attack. Target Character must discard 1 card for each Hit currently in his Hits to Current Battle and Permanent Record. Cards may be Placed or in Hand.
Pete Wisdom   Hot Knives   
Acts as a level 4 Energy attack. May make 1 additional attack.
Pete Wisdom   Sod Off!   
Acts as a level 5 Intellect attack. If successful, Target character may not attack Pete Wisdom for remainder of battle.
Pete Wisdom   Special Operative   
Play during battle, shuffle into opponent's Draw Pile. When drawn by opponent they must reveal Hand, you choose 1 card to discard and opponent's characters are -1 to all actions for remainder of battle.
Pete Wisdom   Wisdom & Pryde   
Acts as a level 4 Fighting attack. May combine with 1 Energy card for a single attack.

And a 6th Special for Cerebro and his imaginary X-Men.

Cerebro   Access Power Profile   
Choose one Activator card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
Crux   Split Nature   
Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
Grey King   Careful Planning   
Add 3 to Venture Total for this battle. Grey King may play with Fighting or MultiPower Power card usable by Grey King. Value of Power Card is also added to Venture Total for this battle.
Landslide   Redneck Wrecking Ball   
Target Battlesite must discard 1 Placed card chosen at random.
Mercury   Deep Cut   
Acts as a level 4 Fighting or Strength attack. Attack not affected by Special cards already in play.
Rapture   Sister Joy   
Draw 3 cards. Discard duplicates.
Xaos   Tangerine Daisy Doorbell   
Acts as a level 6 Energy attack. If not successful, draw top card from Draw Pile. If drawn card is an attack, Xaos may use it. If drawn card is not an attack, discard it to the Dead Pile.

justa

#117
Quote from: fennshysa on June 18, 2022, 08:03:11 PM

I'm guessing some of the new stuff you said you discovered might have been these...


nope - none of this were up when i looked.

Pryde & Wisdom - a good team-up to start a max-6 team.

you are the 4th person (that i've seen cards from) to add an extra special to 1 or more of Cerebro's X-Men.  quite frankly, i saw their inclusion in X-Men OP to be a blatant marketing gimmick; free advertising for a short comic-arc.

Landslide's card should be coded LA - reference New Warriors Nova

fennshysa

finished the mission and event cards for X-Cutioner's Song

justa

4 out of 7 Mission cards titled Stryfe seems a little repetitive, but it is what it is.
nice flesh out on the events - Heroic Sacrifice & Trouble on the Moon stand out as being particularly disruptive to game play.   8)