My DC3

Started by fennshysa, December 29, 2016, 01:57:48 PM

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fennshysa

Here is my take on a third DC set. Same as marvel i will have a number of updated cards plus new cards.
Also, I recommend an adblocker if you are viewing the cards in photobucket. I just tried it on a computer without and adblocker and it was horrendously slow, sorry.

Black Adam is right up there with superman in my book. So he gets really good grid levels and some staying power along with good attacks.
Black Adam
Black Adam   Eye For An Eye
Black Adam   Isis
Black Adam   Power Of Shazam
Black Adam   Ruler Of Kahndaq
Black Adam   Stamina Of Shu
Black Adam   Strength Of Amon
Black Adam   Teth Adam

Cheetah i had to build based off of wiki entries since I've never really read anything with her in it. Hopefully i got her close to right. I had to mix in some new 52 style images but they don't look too different to bother me.
Cheetah
Cheetah   Barbara Ann Minerva
Cheetah   Duck
Cheetah   Enchanted Claws
Cheetah   Feline Fury
Cheetah   Killer Instinct
Cheetah   Vessel Of Urzkartaga


Deathstroke. He's the guy who can go up against anyone regardless of their powers. Hopefully i did a decent job with his specials. I went with 5 of the 6 card titles from the DC3 set.

Deathstroke
Deathstroke   Army Of One
Deathstroke   Battlestaff
Deathstroke   Broadsword
Deathstroke   Immortality Factor
Deathstroke   Instant Reflexes
Deathstroke   Sidearm
Deathstroke   The Terminator

Doctor Fate. This one was hard. So many different variations. I settled on the 8 E since he is dc's doctor strange's. This one is more influenced by the Hector Hall version of Dr Fate (Agent of Balance instead of Agent Of Order). These are my least favorite bunch of specials that i've done from DC. Open to other ideas.
Dr Fate
Dr Fate   Agent Of Balance
Dr Fate   Amulet of Anubis
Dr Fate   Cloak Of Destiny
Dr Fate   Helm Of Nabu
Dr Fate   Mystic Bolt
Dr Fate   Tower Of Fate

justa

great takes!  i've only seen Black Adam & Cheetah done once before.  very little overlap with other creators - i like.
all characters except Deathstroke seem a little high in grid total, but hey, we all have opinions.  the specials are definitely playable, though Deathstroke's Battlestaff would be better if the Fighting card came from the Power Pack, or if you could DTR if defended.
keep it up, fenn.   :)

fennshysa

#2
Thank you! Well i almost went 7 energy 7 intellect Dr Fate.  and the battlestaff i debated so hard making a 3 energy +1 fighting power card.

The Rogues 7   4   3   5   19   
The Rogues Universe: Ally cards are +1 and they may play a Rogues' Special card as a follow up attack.

The Rogues   Abra Kadabra   
Draw 3 cards. Discard duplicates.

The Rogues   Heat Wave   
Acts as a level 5 Energy attack. The Rogues may play 1 additional Special card.

The Rogues   Captain Boomerang   
Play when The Rogues make a Power card attack. If defended, The Rogues' Power card is returned to top of Draw Pile.

The Rogues   Captain Cold   
Acts as a level 6 Fighting attack. If successful, Target Character may not play Special cards for remainder of battle.

The Rogues   Mirror Master   
Play with any Energy, Fighting, or Strength Power card attack. Power card must be blocked twice.

The Rogues   Pied Piper
The Rogues may attack any Front Line teammate using 1 of opponent's Placed cards. Teammate may defend.

The Rogues   Weather Wizard
Play in current battle. Next battle, Opponent may not Place any cards.



Solomon Grundy is a cheap beatstick with serious staying power. No Inherent ability because his specials are good and his grid total make him cheap for deck building
Solomon Grundy      2   4   7   2   15

Solomon Grundy   Beatdown   
Acts as a level 7 Strength attack.

Solomon Grundy   Born On A Monday   
Play during battle. On your turn, after Solomon Grundy is KO'd, discard this Special to move Solomon Grundy from Defeated Characters Pile to Reserve. Play as normal.

Solomon Grundy   Christened On A Tuesday   
Solomon Grundy is +3 to defense against any attack made with a Power card with the same Power Type as any Power cards on Solomon Grundy's Permanent Record for remainder of game.

Solomon Grundy   Plant Elemental   
Negates the effect of any 1 Special card played against Solomon Grundy only.

Solomon Grundy   Reborn Intelligence   
Acts as a level 8 Intellect atttack. If not successful, attack hits Solomon Grundy instead.

Solomon Grundy   Slaughter Swamp   
Solomon Grundy cannot be Cumulative KO'd for remainder of game.




Zatanna 7 3 3 5 (18)
Multipower cards are +2 when used for defense.

Zatanna   Card Trick   
Reshuffle Power Pack into Draw Pile.

Zatanna   Transmutate   
Target character may not play Specials for remainder of battle.

Zatanna   Force Field   
Avoid 1 attack.

Zatanna   Alter Mind   
Acts as a level 7 Intellect attack. If successful, target character may not use cards with Intellect icon for remainder of battle.

Zatanna   Top Hat
Choose one Zatanna Special from Draw Pile and place in Hand. Cannot be a duplicate. Reshuffle Draw Pile.

Zatanna   Eldritch Blast
Acts as a level 5 Energy attack. If successful, Opponent must discard all Activator cards from Hand.



Lobo      2   8   8   6   24

Lobo   I'm Not Givin' Up   
Acts as a level 12 Intellect attack. May only be played if Lobo has Hits totaling 15 or more in his Permanent Record.

Lobo     Is That The Best Ya Can Do?   
Remove 1 Hit from Lobo's Permanent Record or Hits From Current Battle.

Lobo   Last Czarnian   
Lobo cannot be Spectrum KO'd for remainder of game.

Lobo   Main Man   
Acts as a level 4 Energy attack. May make 1 additional attack.

Lobo    Mindless Violence   
Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.

Lobo    One Mean Bastich   
Lobo is +2 to all attacks against target character and +2 to defense from attacks made by target character for remainder of battle.

Lobo     Ya See This Hook?   
Acts as a level 7 Fighting attack. If successful, target character may not attack for remainder of battle.


I could really use an Inherent ability for Harley but couldn't come up with anything thematic. Taking suggestions.
Harley Quinn       2   6   3   6   17

Harley Quinn   Bud & Lou   
Acts as a level 4 Fighting attack. May make 1 additional attack.

Harley Quinn   I'm Not Listening   
Harley Quinn and Target Character may not attack for remainder of battle.

Harley Quinn   Just A Lil' Off The Top   
Opponent must discard top 5 cards from Draw Pile into Dead Pile.

Harley Quinn   No Shame In Running   
Avoid 1 attack. May not be attacked for remainder of battle.

Harley Quinn   Pop Gun   
Acts as a level 6 Fighting attack.

Harley Quinn   Puddin'   
Harley Quinn may Place and play any Joker Special cards for remainder of game.

Harley Quinn   Ridiculously Large Hammer   
Acts as a level 7 Strength attack. If successful, Target Character must immediately discard 1 placed card.

justa

a few comments of encouragement....
The Rogues:  several of the specials are remakes of your old cards for "Rogues Gallery".  i like the choices of special effect vs. character!  i note that you changed the text of Captain Cold from Energy to Fighting, but the card still has the Energy icon.  which do you intend now?
Solomon Grundy:  first time i've ever seen him done as a complete character!  despite the "unwritten rules", i could even see taking a point off Intellect & adding it on to Strength to make 2481.  maybe even 2581.  team him up with hulk, abomination, and (depending on the versions used for the last 2) any high-grid 8-Strength character & you've got one hell of a Strength team!  (who to put in Reserve??)  not sure if i'd play Reborn Intelligence - that's one dangerous mo-fo of a card.
Zatanna:  bios, chuu, & OP3 have all done versions of her, yet you've developed a new take.  only 1 overlap special.  bravo.

fennshysa

#4
Thank you for the kind words. I fixed the Captain Cold Special, it was supposed to be energy.

Grundy was originally an 8 when i was drafting ideas but there are so many other more deserving 8 Strength characters. And he varies in power each time he is reborn so i went with the more acceptable 7.  Reborn Intelligence must have been an old idea of mine or I stole it from someone else. I found it in a set of old ideas and went with it.

Added Lobo and Harley Quinn to the post above.

Grodd. Because Gorilla Grodd took to much space on the character card.  ;) I lifted a few of his specials straight from Onslaught. He could probably use an Inherent too. Looking for ideas.

Grodd    6   3   6   6   21

Bestial Brawn   
Grodd may avoid any numerical attack.

Genius Intellect   
Acts as a level 7 Intellect attack. If successful, opponent must move 1 Mission card from the Completed Missions Pile to the Reserve Missions Pile.

Gorilla Warfare   
Acts as a level 9 Energy or Strength attack.

Merciless Conqueror   
KO any one of Grodd's teammates. All of teammate's Hits from Current Battle are discarded and do not get added to Venture Total for this battle.

Savage Beast   
Acts as a level 5 Strength Attack. May be made after opponent has conceded the battle. Opponent may defend.

Telepathic Attack   
Acts as a level 5 Energy attack. If successful, Target character may not attack Grodd for remainder of battle.


Firestorm. Since he's a varied character I tried to use the specials to encompass some of his variations.  But it's mostly inspired by the Raymond/Stein version. He's another one of those DC Characters like The Ray and Superman who could be a level 8 Energy but you never usually see him using that kind of power.

Firestorm      7   2   4   5   18   
Firestorm's Basic Universe cards count toward Damage and Venture Total.

Firestorm   Fire Elemental      
For remainder of game, Firestorm may Draw 1 card from top of Draw Pile for each Basic Universe card played by Firestorm. Discard duplicates.

Firestorm   Firestorm Matrix   
Target teammate may play any Firestorm Special cards for remainder of game.

Firestorm   Fury Of Firestorm      
Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.

Firestorm   Merged Being      
Acts as a level 1 Intellect attack, +1 for each card in Firestorm's hand. If successful, acts as a level 5 Fighting or Strength Power card.

Firestorm   The Nuclear Man      
Acts as a level 7 Energy attack.

Firestorm   Rearrange Matter      
Opponent must discard 1 Placed card of Firestorm's choice.

Firestorm   Transmutate   
Negates the effect of any 1 Special card played by opponent.

Some Green Arrow Stuff coming soon. I solved my Ollie Queen/Connor Hawk dilemma by simply making alternate art specials. Including for the Justice League set specials. So you can play a game with either Oliver or Conner on your cards.

justa

Lobo:  i think you really need to reconsider his stats - 24 total cost?!?  something has to give here, maybe to somewhere in the 20-22 range.  but they are your cards, and the specials do look fun.
Harley Quinn:  i agree she needs an IA.  the only thing specific to her i can think of is "Harley's power cards are +1 when used to follow up a teamwork attack".  she seems more effective when she hits right after someone else attacks.
Grodd:  seems strange without the "Gorilla", but i can get used to it.
Firestorm:  agreed that a 7 Energy is appropriate here.  i love the art on Merged Being - is that "as is", or did you resize two different pictures to create the split effect?
Green Arrow:  without the identity added, i don't think it matters which character the art is from.  if you're not differentiating between Firestorms in that set, why do it for Green Arrow?  either use some art of each to make a generic GA set, or make 2 separate sets - one for GA: Queen and one for GA: Hawke.  if you decide to do Green Lantern, how will you handle that?  (it gets complicated!)   ;D
they look good.

fennshysa

#6
I considered giving him an 23 or 22 pts for tournament deckbuilding inherent. Then i figured since his stats are so good maybe just leave him at 24.
I may just go with your idea for Harley, Thank you!

Merged Being was a cover for one of the newer pre 52 series.

Well, i did it because Green Arrow bothered me for some reason while Green Lantern really didn't bother me. I know, kind of irrational but that's just me.

Thank you.

EDIT: Well, here we go again.

One of the things i loved about Overpower was the extras and  tie-ins that they did. All the any characters in random different places but especially the Onslaught cards in comics and as chase cards in the trading card sets and the wildstorm chromium cards and batman holo heroes. I always though it would have been awesome as the movies started coming out to release movie versions of the hero cards and other tie in things in big comic book storylines. So here is an Oliver Queen from the CW.

Green Arrow   Oliver Queen   2   7   4   5   18

Green Arrow   Canary Love      
Green Arrow may Place and Play any Black Canary Special cards for remainder of game.

Green Arrow   The Longbow Hunter      
Acts as a level 4 Fighting attack. May be used against Reserve, who may defend. If successful against Reserve, Green Arrow may attack Reserve for remainder of game.

Green Arrow   Quiver Of Arrows (Ollie)      
Green Arrow   Quiver Of Arrows (Conner)         
Choose one Green Arrow Special from Draw Pile and place in Hand. Cannot be a duplicate. Reshuffle Draw Pile.

Green Arrow   Survivor   (Ollie)      
Green Arrow   Survivor   (Conner)      
Negates the effect of any 1 Special card played by opponent against Green Arrow only.

Alt Art Green Arrow Hero

Alt Art Akido Strike      

Alt Art Kyudo Discipline      

Alt Art The Emerald Archer      

Green Lantern  Emerald Knight      
Negates the effect of any 1 Special card played by opponent.

Green Lantern   Goin' Ballistic      
Avoid 1 attack with an Strength icon. Green Lantern may draw 1 card from the top of the Draw Pile. Discard duplicates.

Green Lantern   Heroic Legacy      
Choose one Tactic: Artifact card from Draw Pile and place in Hand. Cannot be a duplicate. Reshuffle Draw Pile.

Green Lantern   Power Ring   
Target teammate may play any Green Lantern Special cards for remainder of game.


These have all been done before. Modified specials and a few new one. New artwork on many. Dropped a couple and changed one or two.

Azrael   Avenging Angel
Acts as a level 3 Strength attack, +1 for each Mission card in Azrael's Defeated Missions Pile.

Azrael   Battle Armor
Azrael may avoid any numerical attack.

Azrael   Divine Inspiration   
For every Hit in Azrael's Permanent Record, move 1 Mission card from the Defeated Missions Pile to the Reserve Missions Pile.

Azrael   From On High   
Acts as a level 4 Intellect attack. May make 1 additional attack.

Azrael   Gotham Knight   
Acts as a level 6 Intellect attack. If successful, opponent must discard one Tactic card. Card may be placed or in play.

Bane   Intimidation
Target Character may not attack or play Special cards for remainder of battle.

Bane   Vicious Offensive
Play during battle. For remainder of battle, any Special card played must be a Special card that acts as an attack. Other Special cards may not be played.

Batgirl   1st Language
Acts as a level 10 Fighting attack.

Batgirl   Agility
Batgirl may avoid any numerical attack.

Batgirl   Batarang   
Acts as a level 4 Fighting attack, may make 1 additional attack against a different opponent.

Batgirl   Death Match
Only Batgirl and Target Character may attack, be attacked or defend this battle. Neither player may concede this battle.

Batgirl   Martial Artist   
Acts as a level 6 Strength attack, cannot be defended by a card with an Energy icon.

Batgirl   Patrol
Play during battle. Next battle, opponent must reveal any Activator cards in hand and play Activator cards open handed for remainder of battle.

Batgirl   Shadow Of The Bat   
Play during battle. For remainder of game, any Fighting attack made by Batgirl may not be moved from Target Character.

Batgirl   Silent Vigil
Teammate may avoid 1 attack of 9 or less.

Batman   Backup Plan   
Look at top 8 cards of Draw Pile and choose any 1 card. Put chosen card in Hand. Put "Backup Plan" on top of Draw Pile. Reshuffle Draw Pile.

Batman   Master Detective
Opponent must reveal hand and play open handed for remainder of battle.

Batman   Olympic Level Athlete
Avoid 1 attack with a Power card. Batman may draw 1 card from the top of the Draw Pile. Discard duplicates.

Batman   Shadow Of The Bat
Acts as a level 9 Fighting or Intellect attack.

Batman   The Dark Knight
Opponent's team may not use cards with an Intellect icon for remainder of battle.

Black Canary   Canary Cry
Acts as a level 6 Energy attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand.

Black Canary   Defensive Posture   
Target Character gains +1 to defense for remainder of game.

Black Canary   Green Arrow Connection   
Black Canary may Place and Play any Green Arrow Special cards for remainder of game.

Captain Marvel   Earth's Mightiest Mortal   
Captain Marvel cannot be Cumulative KO'd for remainder of game.

Captain Marvel   Shazam!   
Acts as a level 6 Energy attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand.

Captain Marvel   Wisdom Of Solomon
Acts as a level 5 Intellect attack. If successful, Target Character may not play Activator cards for remainder of battle.

Catwoman   Cat-Like Reflexes
Catwoman may avoid any numerical attack.

Catwoman   Nine Lives
Remove up to 2 Hits with a Fighting icon from Catwoman's Permanent Record.

Catwoman   Shadow Of The Bat   
Acts as a level 5 Fighting or Intellect attack. May not be defended by a card from a Battlesite.

Catwoman   Whip Strike   
Acts a level 3 Strength attack. If attack is defended, Catwoman may draw 1 card from top of Draw Pile. Discard duplicates.

Darkseid   Dark Disciple   
Darkseid may Place and Play any of Target Character's Special cards for remainder of game.

Darkseid   Parademon Swarm   
Play on Target Character as an attack. For remainder of battle, Target Character may not attack or use Special cards unless Opponent also discards 2 cards per attack. Cards may be Placed or in Hand.

Doomsday   Tough Hide
Doomsday may avoid any numerical attack.

Doomsday   Unearthly Strength   
Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.

Flash   City Patrol
Remove 1 Hit from The Flash's Battlesite.

Flash   Motion Blur   
Target Character must discard 1 Placed card. If successful, Opponent must discard 1 card from Hand for each Hit on Flash's Permanent Record.

Hawkman   Aerial Combat   
Cards with a Fighting Icon do not count toward Hawkman's Spectrum or Cumulative KO for remainder of game.

Hawkman   Endless Flight   
Hawkman may increase either his team's or opponent's ventured Mission cards by 1.

Hawkman   JSA   
Target Character may follow up a Universe: Teamwork card with any Power card, regardless of Power type.

Huntress   Crossbow
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.

Huntress   Lone Hunter   
Acts as a level 0 Intellect attack. May only be defended using a Power card with a value of 5 or greater.

Huntress   Shadow Of The Bat
Target Character gains +1 to defense for remainder of game.

Huntress   Vendetta   
Acts as a level 7 Energy, Fighting, Strength or Intellect attack.

Joker   Double Cross
All attacks made on Joker are made on target teammate until teammate is KO'd. Teammate may defend.

Joker   Insane Strategy
Avoids all attacks from 1 Teamwork card, or Target Hero must discard 1 placed Teamwork card.

Joker   Joker and Harley
The Joker may Place and play any Harley Quinn Special cards for reaminder of game.

Joker   Killing Joke
Play during Battle. Both players move all Mission cards to Reserve Missions Pile. Mission cards Ventured this battle are now Ventured from Reserve Missions Pile.

Joker   Maniacal Genius
For remainder of game, Joker may draw 1 card from top of Draw Pile for each Basic Universe card played by Joker. Discard duplicates.