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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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