Crux Code

Started by Tussin, July 25, 2014, 10:19:30 PM

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Tussin

exploiting limitless potential... all i need is crux alive, anyone else is a bonus. direct attacks from both front line heros to crux, and with the card i can infinitely block every single attack with duplicate intellect 1's. pym particles to give them more dupes and gives me edge in power pack showdown. callisto to speed up zealot activators




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

Team:  75
Onslaught   8-2-6-7 (23)
Mandarin     7-4-3-5 (19) ~ Fighting Power cards are +2 when used for defense. ~
Crux            6-6-2-3 (17) ~ Crux may avoid any attack with a level 1 Intellect Power card. ~
Callisto        2-6-3-5 (16) ~ May play any Morlocks Special cards. May play Caliban from Reserve. ~

Mission: Into The Depths

Battlesite: Coda Island

Battlesite Specials: 10
Zealot - Kherubim (MP) [OPD]
Zealot - Sister's Support (LY)
Zealot - Clef Blade (EM)
Grunge - Martial Arts Training (JC)
Grunge - Dense (LO)
Grifter - Wildc.a.t (AD)
Grifter - Smart-Ass (EX)
Fairchild - Level-Headed Leader (DB)
Voodoo - Wildc.a.t. (NE)
Beyonder

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

Specials: 20
Crux - Payback (OPD)
Crux - Coldforce
Crux - Heatforce
Crux - Thermodynamics
Mandarin - Mind Control (OPD)
Mandarin - Mastermind (OPD)
Mandarin - Energy Void (OPD)
Mandarin - Electromagnetic Shield
Mandarin - Electromagnetic Shield
Mandarin - Disintegrate
Mandarin - Vortex Beam
Onslaught - Cannon Fodder (OPD)
Onslaught - Dark Enigma (OPD)
Onslaught - Baptism by Fire (OPD)
Onslaught - Psychic Absorption
Onslaught - Raw Power
Callisto - Caliban
Callisto - Caliban
Callisto - Caliban
Callisto - Run From Slaughter

Power cards: 15
Energy: 3 4 5 6 7 8
Fighting:
Strength:
Intellect: 1 1 1 1 1 1 1 1
Multi-Power: 2
Any-Power:

Teamwork cards: 4
1 * Energy 6 or more to use, follow-ups in Strength and Intellect
1 * Energy 7 or more to use, follow-ups in Strength and Intellect
1 * Energy 8 or more to use, follow-ups in Strength and Intellect
1 * Fighting 6 or more to use, follow-ups in Energy and Intellect

Artifact cards: 3
* 6S 5S PYM PARTICLES [OPD] During each Draw Phase, teammate and opponent draw either 6 cards, 8 cards, or 10 cards. Teammates choice before Draw Phase. May change each battle.
* 6F 6A THE WITCHBLADE [OPD] Teammate may play any Power card currently usable by Front Line to attack.
* 6E 5E THE INFINITY GAUNTLET [OPD] Teammate may discard 5 cards from top of Draw Pile to Dead Pile after
Draw Phase, before Events are played, each battle to resurrect any 1 K.O.d teammate for that battle. Discard teammate at end of battle.

Event cards: 3
* File #271266.02 {C}
Level 1 Intellect Power cards may be used to avoid any numerical
attack this battle.
* File #271266.04 {C}
All level 1 Power card attacks cannot be blocked this battle.
* TO SAVE THE WORLD! <CL> {R} Squadron Supreme
For remainder of Battle, after Venturing, if one player either draws or discards cards, Placed or in Hand, then other player must draw or discard an equal number of cards, either Placed or in Hand.

Total cards: 56

chuu

don't get me wrong, i love the concept but i think the deck needs a little to fall back on since the combo won't work every game.


breadmaster

I love the use of the LY from the battlesite here

gen-active, not so much.  I believe each player has to have one out before one can defend the other, so not very useful from the site

I see at least 6 cards that have to be played offensively as set ups, so that's a lot of venture to overcome as well. 

let us know how testing goes!

Tussin

hmm thanks. i will switch out that special if i cant use it :)

i just have onslaught/mandarin to force opponent sooner on crux, but i could care less if they die. all i need is crux alive with LY activated then i can rely just on her :)

it can be a long drawn out fight, but i win through attrition, one avoid at a time :)