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TEAM CHARACTERS & THEIR CARDS (last is Reserve):


HEROES FOR HIRE  2-7-8-4 (21)
   Iron Fist, White Tiger x 2, The Black Knight x 2, 8S Power card x 3, 8S-IF Teamwork

THE STARJAMMERS  3-7-4-5 (19) May have 2 Power cards 
Placed. not dups. 
   Binary, Professor X x 2, Keeyah, Raza

THE REAVERS      5-7-6-3 (21)
   Pretty Boy, Bone Breaker, Skull Buster, Donald Pierce x 4

MORPH (original) 1-6-3   (10)
   Substitute Death


TEAMWORKS:
6F-IS, 7F-IS x 2, 6S-IF


POWER CARDS:
7A, 7F x 2, 6A, 6F x 2, 5A, 5F, 4S x 2, 3M x 2, 2I x 2, 1M x 2



MISSION & EVENT:
THE CROSSING
   Avengers Attack Headquarters (No Energy Power cards may be played)



HOMEBASE:
MARVEL UNIVERSE (Opponent's Team is -1 to Venture Total)

BATTLESITE, ACTIVATORS & SPECIALS:
ASTEROID "M"
   Blob x 3: Absorb Impact [OPD], Blubber Block, Immovable Obect
   Rogue x 2: Sky Soar, Intercept Attack
   Scarlet Witch x 2: Change Outcome, Spontaneous Combustion
   Mystique x 2: Mistaken Identity, Commando Raid
   Magneto x 2: Power Flux, Magnetic Devastation
   Quicksilver x 2: Agile Avenger, Superspeed
   Beyonder

C O N C E P T :

Look at what you can do with a Front Line when you decide to 
put Morph in Reserve. I decided to just squeeze in three of the 
most powerful, expensive Characters that people hate to play 
against (okay, that would mean "Marauders", but my three 
choices are all better than them in my opinion) and run with it. 
This deck got me qualified for the 1998 Nationals competitions 
when I played it in the Atlanta Regional.

S T R A T E G I E S :

If SUBSTITUTE DEATH is Placed, in Hand, or KEEYAH is 
Placed or in Hand, you can keep all unusables through the 
Discard Phase. It's one of the few cases where bluff cards come 
into play.

One of the best ways to insure clearing out your opponent's 
Negating power is to play an "Opponent must discard one 
Placed card" to get rid of their Negate-in-waiting. So hold off on 
using Scarlet Witch's SPONTANEOUS COMBUSTION until just 
before attempting to play SUBSTITUTE DEATH.

Four DONALD PIERCEs means you can play them from Hand 
freeing up The Reavers's Placing slot open for PRETTY BOY.

Use PRETTY BOY and Blob's ABSORB IMPACT from the 
Battlesite onto Heroes For Hire to bottleneck the opponent's 
attacks onto The Starjammers, who have the fewest number of 
Special cards to worry about losing to KO discards.

Another way to get rid of The Starjammers first is to move hits 
from your opponent's main target to them using Mystique's 
MISTAKEN IDENTITY. Or use her to move hits behind 
PRETTY BOY's protection.

Attack smartly with BLACK KNIGHT for easy Venture points 
(follow with a LEVEL 8 STRENGTH POWER CARD onto a 
level 7 opponent) or swift Knock Out (follow it with some skill 
type for the Spectrum).

T W E A K S :

This deck went through a lot of tweaking before and even after 
the Regionals. I've used different Battlesites including 
Onslaught's Citadel. I've put in different intentional KO 
techniques like Onslaught's Merciless Conqueror and the 
Crossing's "KO a Hero" Event, knowing that Morph was waiting 
in the wings to rectify 'em. But ultimately I've settled on letting my 
opponent working hard for his KO's and giving myself enough 
time to get at least a few of my Specials played out first.



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The Overpower Dojo© 1998 Moses Liskov. Please report bugs or problems to mango_juice@yahoo.com.


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