so i was thinking about ultimate evil

Started by breadmaster, August 12, 2012, 04:32:24 PM

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thetrooper27

Aside from using Beyonder, I don't know if there's a max 6 team that is over the 76 point limit that would actually be worth making that ability to abuse them.:)  I was thinking more in terms of bonuses because that's would help the max 6 guys out.  But maybe there are some other good ideas.  Anyone have any character specific locations in mind for new deck possibilites?  Cool inherents?  Aspects for the new location?
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

gameplan.exe

Quote from: thetrooper27 on January 23, 2013, 12:17:56 AM
Aside from using Beyonder, I don't know if there's a max 6 team that is over the 76 point limit that would actually be worth making that ability to abuse them.:)  I was thinking more in terms of bonuses because that's would help the max 6 guys out.  But maybe there are some other good ideas.  Anyone have any character specific locations in mind for new deck possibilites?  Cool inherents?  Aspects for the new location?

I would LOVE to work out a new X-Men location that has Gambit on it  ;D
"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

Jack

It still breaks the game, having the restriction is what makes it fun. How many times have you thought of decks but realize after pulling out your calculator that the stats add up to 77?

Captain Mar-vell is one such character that's worth abusing. Two extremely good OPDs, with defense and a 7 from Marvels.

It's actually not that hard to make max 6 teams that are viable and stick within Sum Deck. BBH famously uses his max 6 Trick or Treaters to regular matches and has a solid win-loss record. He's even taken down a pure 8 Strength deck at one of our events with it.

gameplan.exe

Quote from: Jack on January 23, 2013, 12:45:12 AM
It still breaks the game, having the restriction is what makes it fun. How many times have you thought of decks but realize after pulling out your calculator that the stats add up to 77?

Captain Mar-vell is one such character that's worth abusing. Two extremely good OPDs, with defense and a 7 from Marvels.

It's actually not that hard to make max 6 teams that are viable and stick within Sum Deck. BBH famously uses his max 6 Trick or Treaters to regular matches and has a solid win-loss record. He's even taken down a pure 8 Strength deck at one of our events with it.

and you didn't even mention that Captain Mar-Vell has his own inherent ability which could easily be worked up to a max-8 with the Witchblade Artifact.
"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

thetrooper27

BBH is an OverPower ninja... that's why he can rock you with a max 6 team.  I'm a deli ninja... not an OP ninja.  I need max 8 characters and a zillion defensive cards to work a deck.  Maybe if I offer my opponent a ham and cheese before the match, I can sneak all of his 7 and 8 power cards out of his deck while he's chewing.

Anyway, I thought bonuses would be cool, but you're right... there are lots of good max 6 guys.  I just need someone to play against and I could figure all that out.  I'm a lone wolf in my OP community.
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

steve2275

#245
a max has to have the motorcycle hero  8)
and a spider woman that can provide reserve defense
or a woman clad in silver

BasiliskFang

Cap Mar-vell
New Warriors
Beyonder

lastly either
Vision 3 grid or Gordon

16 points over sum deck either way.

steve2275

#247
beyonder jubilee mojo x-babies
avoids and negates two HO (+or-20 venture depending on viewpoint)
thats evil

what if everyone used that with different battlesites
i wonder how that would look

halcyon1234

Quote from: Jack on January 22, 2013, 11:31:03 PM
Ignoring the Sum Deck rule opens up a huge problem with Beyonder decks. The beauty of Beyonder decks is finding characters that fit the 48 points envelope to make a viable deck. I would never consider that as an Inherent due to the game breaking nature of such.

Bah, forgot about Beyonder. Never mind. Any way I can think around that is either too complex, or is a magic bullet card.  Best I could do:

"Ignore sum deck rule. May not use characters with an inherent that modifies their deck-point value."

That'd take out Beyonder, Malbogia, both Backlashes (boo hoo?).

Okay, back on theme-- it's a team of the B-list super heroes. They're not all that powerful. They need a boost. Chances are you could build a perfectly cromulant team of Max-6 without this homebase. So why use it (and give up your 1 venture OR ability to place Any Heroes).

Sure, they're underpowered-- but as a team, they gang up like no-one's business. All at once.  How about:

Big Little's Team's reserve starts game in Front-Line, and may have 4 characters in Front-Line


thetrooper27

 JUGGERNAUT- Crimson Gem of Cyttorak: Opponent may not play any Activator Cards for remainder of battle. (LS)

This special was posted in the new thread, but I wanted to open up discussion in this thread to keep the new one tidy.

I had an idea for a Juggernaut card that's a little different.  Might be too powerful, but I wanted to submit it for the approval of the OP society.

Crimson Gem of Cyttorak - Hits in Juggernaut's Hits to Current Battle do not count for venture and Juggernaut may not be ko'd for remainder of battle.  OPD

Now, the activator special seems pretty good.  But since we're still brainstorming, I wanted to see what you guys thought of something like this.  Is it weak, strong, tweakable?  You guys know me, I'll go with whatever, but the Gem makes Juggernaut who he is.  A special of this name seems fitting that it should make him unstoppable for a turn.  Any thoughts?
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

garose74

Quote from: thetrooper27 on January 28, 2013, 03:36:35 PM
JUGGERNAUT- Crimson Gem of Cyttorak: Opponent may not play any Activator Cards for remainder of battle. (LS)

I like the card name ;)

breadmaster

how bout this for shadow king

quick thinking: Acts as a level 1 Intellect attack. May make 2 additional attacks at +1, or 1 additional attack at +2. Bonus not applied to damage, or Venture total. (ID)

thetrooper27

Quote from: breadmaster on January 29, 2013, 03:15:51 PM
how bout this for shadow king

quick thinking: Acts as a level 1 Intellect attack. May make 2 additional attacks at +1, or 1 additional attack at +2. Bonus not applied to damage, or Venture total. (ID)

Love it.  I really like Shadow King.  If anyone has any cool decks they've played him in, message them to me.:)
"wow...never notice how JACKED pym is in that pic before!" -breadmaster


breadmaster

here's another idea for mojo's 'reruns':

choose any 1 special, and any 1 universe from dead pile, and place in power pack. OPD

characters that still require a card

BULLSEYE
CEREBRO
GREEN GOBLIN
GREY KING
HOBGOBLIN
KREE
MARAUDERS (someon suggested 4f+2 to damage if successful...this looks pretty good)
MERCURY
MR SINISTER
MORBIUS
RED SKULL
SCARLET SPIDER
SHIAR
XAOS

also, it occured to me that subconsiously, i must have been pumping up the cape citadel as both a homebase and site.  do you think these are too much?

landslide: 5i CC
rapture: negate
crux: confusion

with these 3 not for sure

mercury: discard 1 placed from reserve
xaos: none
grey king: none