We Built The Ultimate Nullifier

Started by Tussin, November 24, 2013, 05:06:16 PM

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Tussin

inspired by steve2275... i always wanted to build a deck that abuses basic universe cards however niche it is. really manipulate certain properties.... deck search for special plus captain britains special adds the main ingredients for basic universals power. Callisto in reserve to search activators and get captain britains card into play faster.



Homebase: Marvel Universe ~ Opponent's Team is -1 to Venture Total per Battle. ~

Team:73
Forge               5-5-3-7 (20) ~ Team Basic Universe card bonuses are an additional +1. ~
Hawkman         4-6-6-4 (20) ~ Basic Universe card bonuses are an additional +2. ~
Mr.Fantastic     2-5-2-8 (17)
Callisto             2-6-3-5 (16)   ~ May play any "Morlocks" Special cards. May play "Caliban" from Reserve. ~

Mission: Eye Of The Storm

Battlesite: Muir Island

Battlesite Specials: 12
Banshee - Luck O' The Irish (DS)
Banshee - Cassidy Keep (BR)
Captain Britain - Physics Genius (NP)
Captain Britain - Britain's Champion (EB)
Colossus - Stoic Defender (LO)
Colossus - Organic Steel (ET)
Nightcrawler - BAMF! (AD)
Nightcrawler - Tactical Teleport (FP)
Professor X - Read Mind (AG)
Shadowcat - Soul Sword (EJ)
Shadowcat - Ninja Adept (CC)
Shadowcat - Computer Genius (HQ) (OPD)

Aspect Cards: 1
Any-Homebase - A-Next [OPD]

Specials: 17
Forge - Cherokee Magic (OPD)
Forge - Spiritual Purging (OPD)
Forge - The Neutralizer
Mr.Fantastic - Elasticity (OPD)
Mr.Fantastic - Inventive Genius (OPD)
Mr.Fantastic - Python Hold (OPD)
Mr.Fantastic - Fantastic Mind
Mr.Fantastic - Fantastic Mind
Mr.Fantastic - Ingenuity
Mr.Fantastic - Ingenuity
Mr.Fantastic - Ingenuity
Mr.Fantastic - Ingenuity
Mr.Fantastic - Protect Teammate
Hawkman - Mace
Callisto - Run From Slaughter
Callisto - Caliban
Callisto - Caliban
Callisto - Caliban

Power cards: 20
Energy: 4 4
Fighting: 5 5 5
Strength: 3 3
Intellect: 7 7 7 8 8 8
Multi-Power: 1 1 2 2
Any-Power: 6 6 6

Universe cards: 4
2 * 6I +3 {U} Blackout (Robin)
1 * 7I +3 {U} Bluff (Joker)
1 * 8I +3 {U} Home Turf (Lex Luthor)

Teamwork cards: 3
1 * Fighting 6 or more to use, follow-ups in Strength and Intellect
1 * Intellect 7 or more to use, follow-ups in Fighting and Strength
1 * Intellect 8 or more to use, follow-ups in Fighting and Strength

Event cards: 3
* File #061906.01  {C}
         All Universe card bonuses receive an additional +1 this battle.
* File #061906.05  {C}
         No cards with the word "Avoid" may be played this battle.
* File #061906.10  {C}
         Do not discard any duplicates for this battle.

Total cards: 60



so many rulings will come into question with this build...

with * PHYSICS GENIUS (NP)
Captain Britain's team's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.
and * MOLECULAR MIMIC (KN)
Play with any Basic Universe card. Absorbing Man's Power Grid gets Bonus in that Power Type for remainder of game.
and * INGENUITY (AK)
Play with 1 action involving a Universe card, Universe card bonus is doubled

ok so Absorbing Man plays his Mimic... i process to play Ingenuity with a +3 Strength Basic Universe card... would he get +6 to Strength attacks permanently with boost? would this effect stay permanent with Physics Genuis as well providing a +3-6 damage and venture bonus on each attack? add in possible innate bonuses from Forge/Hawkman... +1, +2. so say +10 potentially if you use a lineup of Hawkman/Mr.Fantastic/Absorbing Man/Captain Britain.

or drop Absorbing Man for a Hawkman/Forge/Mr.Fantastic/Captain Britain comp for a possible +12 bonus with everything multiplied for damage/venture bonus. combo with Mr.Fantastic's 8 Intellect Power card, you have a one hit unblockable knockout? damn.

chuu

Grids max out at 8 so you cant raise absorbing man's stats past that. Also, i love that are making so many decks with new concepts :) one thing you should keep in mind though is that youre giving up major card advantage for these attacks and actions. One well placed avoid or negate can spell doom that turn and youll have to concede the battle.

Tussin

yeah maybe not the highest tier deck... but want to make them the best they can be.

so with Absorbing... does his Mimic increase his grid? or only his power card attacks that receive a bonus from previous universe card?

so is the benefit really just a permanent universe card of that bonus for him for the rest of game?

i play a +1 Strength bonus basic universe with his Mimic special... so any attacks i make with my 1 thru 7 strength power cards get a +1 bonus for remainder of game?

just want to clarify.

could you imagine getting hit in the face with a 20 from Mr.Fantastic? if i was the opponent i would flip out hahaha

chuu

Here's some good reading material from Overpower.ca

Meta #90: Specials which alter a Character's abilities/skills that have a lasting duration are discarded when the Character is K.O.'d. Should the Character be resurrected or brought back into play later in the game, the discarded Special would not be in effect. Specials with a lasting duration that do not alter a Character (but affect the opponent or a teammate(s), etc.) remain in play after the Character playing the Special has been K.O.'d.

Meta #115: Specials which allow for Universe cards to modify the grid cause an alteration in the actual grid number - quite different from the standard bonus that a universe normally provides. Any of the specified Universe type can be played with this Special, not necessarily those which the Character could normally play.

Meta #132: When a Special affects the usability/effectiveness of Universe cards, it can only be played with a Universe card if the Special specifically says so.

steve2275

#4
hawkman bonuses would be +3 with forge not ko'd
+ the bonus from the basic u card itself
+
a maximum possible of 18 point fighting or strength hit
it avoids those pesky avoids of 9 or less

Tussin

ok updated, if i can get clear answers it will factor if i even keep absorbing man in this deck, ill swap him out for someone to aid my team.