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Deck of the Week
Welcome to the first ever Deck of the Week on the
OP Dojo! Every week we'll be showing a cool new deck based on the
New England Rules Overhaul rule of the week. This week's rule is
the cost-capping rule, which allows you to use more characters in your
decks by in some cases reducing the point cost of characters. Naturally,
this helps those characters who cost too much under the old rules, but
have great specials. So, this week, we'll build a deck with Beyonder,
to show how big a difference this rule makes. While Beyonder still
costs 28 points with cost-capping, we can find excellent characters to
go with him thanks to cost-capping. Now, Beyonder's grid won't be
anything particularly amazing, but his specials should definitely be something
to gawk at.
Deck of the Week | |||
White Queen (7-2-2-6) | Crux (6-6-2-3) | Beyonder (8-6-2-6) | Magneto(OP) (8-1-2) |
Telepathic Manipulator
3 Corporate Cutthroat 2 Hellfire Leader 2 Mental Override |
Payback
2 Coldforce 3 Heatforce 2 Thermodynamics |
Master of Magnetism
3 Magnetic Devastation 1 Power Flux |
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Power Cards:
E: 8 (x3), 7 (x3), 6 (x3), 5 (x2) F: 1 (x2) S: 2 (x2) M: 5, 4 (x3), 3 (x2) |
Teamworks:
6F+EI Ally cards:
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Events: (Shattered Image)
Entropy Field event Gen 13 vs. the Regulators event Hideout Discovered event Other:
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Home Base: Team Overpower | ||
Devourer of Worlds
Power Leech Bastion Gamma Terror |
Guardian Angel
Confusion New Universe Death from Above |
Yes, that's right! The old Beyonder chaining deck again.
Doug Simms built this deck with X-Babies instead of Crux. So why
is Crux so good? Well, Crux has 2 (!) chaining cards which don't
fuse with anything else. In addition, Crux has those nasty 0's,
which make excellent finishing cards, especially after a long chain
of attacks. Here's a not particularly unusual draw this deck might
get:
7E power card, 5E power card, 5S/3S Ally, Heatforce, Magnetic Devastation, Corporate Cutthroat, Death from Above, 3M power card.
So what's our first attack? Death From Above, followed by Heatforce, followed by Magnetic Devastation, followed by Corporate Cutthroat, followed by the 3M power card. Then block an attack with the 7E and concede. Chances are you'll have gotten a bunch of hits on your target, and be left with at most one yourself. Leave the Ally placed for the next battle. Before long you'll kill one of your opponent's characters and then you can start winning venture no problem.
Special effects from this deck include the devastating Corporate Cutthroat
with an 8E power card, the nasty Entropy Field event, and of course (if
you can set it up) Payback can easily net you a character, especially after
you've killed one already. The disadvantage of this deck is that
if you're playing against a deck that's willing to lose characters in exchange
for yours, and is
venturing hard, you may have problems. Of course, if they take
down only one of your characters you'll probably be down 1 card at most...
it's once they kill 2 that you might have a hard time. Watch out
for grid-stripping! If your opponent decides to go for White Queen
and then Magneto, you could be left with Beyonder without a 7 or 8 grid,
which would definitely be a problem. But on the other hand, most
of your deck is specials... if they do that they get rid of 6 cards, which
is about the same as if they kill Beyonder and another character.
If you think this deck isn't all that much of a departure from the possible, you have a point. But on the other hand, this is just one example. There are lots of characters who become far more easy to play after cost-capping. My top list is:
Aquaman (16 cost-capped)
IQ Banshee (17 cost-capped)
IQ Cable (19 cost-capped)
Flash (16 cost-capped)
Inhumans (19 cost-capped)
IQ Magneto (20 cost-capped)
Neron (20 cost-capped)
Nick Fury (18 cost-capped)
Reavers (18 cost-capped)
Shadowcat (16 cost-capped)
Spider-Girl (15 cost-capped)
Starjammers (17 cost-capped)
Team X (18 cost-capped)
Thor (19 cost-capped)
Until Next week, happy gaming!