Fatal Attraction Masters - Hits to Knock Out Tech Deck

Started by Tussin, December 12, 2013, 02:04:41 AM

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Tussin

the idea of this deck is to build up 10 cumulative energy/intellect power card damage depending on my OPD KD specials, and backup with DQ OPD's for more cumulative KO outside power cards. Alpha Flight can debuff its own type for Puck special, Viper can backup Alpha Flight with Death Adder special. Marrow can later can assist Alpha Flights debuff if needed and also debuff for Sabretooth's dangerous mind special and normal intellect power cards. i could bring Marrow from reserve up front instead of Doctor Polaris... still undecided for now.




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

Team:76
Doctor Polaris 6-4-4-6 (20) ~ Power cards are +1 when used for defense. ~
Alpha Flight    4-7-4-6 (21)
Viper              4-6-3-6 (19) May play any Hydra or Non-One-Per-Deck Serpent Society Special Cards. [Power Balance]
Marrow          2-6-4-4 (16) ~ May have 1 Duplicate "Bone Snap" Special card. ~

Mission: Fatal Attractions

Battlesite: Morlock Tunnels

Battlesite Specials: 12
The Morlocks - Masque (DQ) (OPD)
The Morlocks - Caliban (LJ)
Storm : Neutralized - Run From Slaughter (AL)
Storm : Neutralized - Tar Baby (EX)
The Marauders - Vertigo (LN)
The Marauders - Scalp Hunter (LK)
Mr.Sinister - Malleable Maneuver (AG)
Mr.Sinister - Hidden Agenda (DL)
Sabretooth - Dangerous Mind (EJ)
Sabretooth - Rabid Beast (DK)
Dark Beast - Analyze (AO)
Dark Beast - Brilliant Deduction (HJ)

Specials: 22
Doctor Polaris - Black Hole Force Beam (OPD)
Doctor Polaris - Make The Blood Boil (OPD)
Doctor Polaris - Magnetic Sphere
Doctor Polaris - Magnetic Sphere
Viper - A.I.M. (OPD)
Viper - Baron Von Strucker (OPD)
Viper - Fortunato (OPD)
Viper - Cobra
Viper - Cobra
Viper - Death Adder
Viper - Death Adder
Viper - Sidewinder
Viper - Sidewinder
Alpha Flight - Murmur (OPD)
Alpha Flight - Sasquatch (OPD)
Alpha Flight - Puck
Alpha Flight - Puck
Alpha Flight - Guardian
Alpha Flight - Guardian
Marrow - Morlock History (OPD)
Marrow - Bone Snap
Marrow - Bone Snap

Power cards: 17
Energy: 3 3 4 4
Fighting: 7 7 7
Strength: 2 2
Intellect: 5 5 5 6 6 6
Multi-Power: 1 1

Teamwork cards: 4
1 * Energy 6 or more to use, follow-ups in Fighting and Intellect
1 * Fighting 6 or more to use, follow-ups in Energy and Intellect
1 * Fighting 7 or more to use, follow-ups in Energy and Intellect
1 * Intellect 6 or more to use, follow-ups in Energy and Fighting

Artifact cards: 2
* 6I 5I  THE BOOK OF THE DARKHOLD
Teammate's Intellect Rating increases to 7 for remainder of game.
* 6F 5F  THE SUPER SOLDIER SERUM
Teammate's Fighting Rating increases to 7 for remainder of game.

Event cards: 2
* THE BEST LAID PLANS... 
Sort through the Draw Pile and choose any four cards. Reshuffle Draw Pile. Put four chosen cards on top of Draw Pile.
* A CALL TO ARMS
Move the Reserve Hero to the Front Line this battle. Return that Hero to Reserve at the end of the battle.

Total cards: 59

Jack

It doesn't work.

Quote from: Meta #73Specials which have a lasting duration remain in play and on the table. The Special card should be positioned next to the Character in a manner in which it is obvious that it is not Placed.

Tussin

do you mean there is errata on the specials that im trying to use as the main engine of my deck?

because i would plan to lay hits on my opponent first.... stockpile my specials for one battle to KO all my opponents teams with those specials.

if its only 1... whats the point of having that as a special? its useless.

Jack

All specials have erratas.

And yes, some specials are useless.

Tussin

hmm well thats retarded... why would anyone run this over the -5 hits to KO that lasts the entire game? totally watered down and less effective, i thought it having it last a battle was a fair cost for -3 hits for 3 opponents front line =[ meh.


breadmaster

I think you could still stack DQ specials; you just can't retrieve them with the BQ in the same round they are played

gameplan.exe

Yeah, the main thing is that if the DQ is "in play," i.e., in effect, then it is not in the Dead Pile, so it cannot (yet) be retrieved by the BQ Special.

On the other hand, I have used the DQ from The Morlocks in conjunction with the KD from Marrow, combined with a few Int Power cards... I got the Power cards to land first, then it was 2 non-numerical attacks to KO!

(4+3+1)*2 - 5 = KO!
"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

Tussin

hmm yeah i might have to do it that way to get sneaky finishes.

Alpha Flight 4-7-4-6
All Energy Power Card Hits on Target Character are doubled when
determining Cumulative K.O. for remainder of game. Does not count
toward Venture Total.

Thunderbolts 7-5-4-6
All Fighting Power card Hits on Target Character are doubled when
determining Cumulative K.O. for remainder of game. Does not count
toward Venture Total.

Red Skull 3-5-4-7
All Strength Power Card Hits on Target Character are doubled when
determining Cumulative K.O. for remainder of game. Does not count toward Venture Total.

Marrow 2-6-4-4
All Intellect Power Card Hits on Target Character are doubled when determining Cumulative K.O. for remainder of game. Does not count toward Venture Total.

The Enforcers 3-6-4-3
All MultiPower Power card Hits on Target Character are doubled when determining Cumulative K.O. for remainder of game. Does not count toward Venture Total.

time to redo the deck :)