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TEAM CHARACTERS & THEIR CARDS (last is Reserve): CAPTAIN MAR-VELL 6-6-6-4 (22) Energy Power Grid Rating is 8 for defense. Universal Alignment, Protector of the Universe x 3, 6S-EF Teamwork THE MARAUDERS 7-7-3-2 (19) Malice, Vertigo, Arc Light x 2 SCARLET WITCH 7-3-2-5 (18) Opponent -5 to Venture Total when KO'd. Hex Power, Spontaneous Combustion, Change Outcome x 3 MOLE MAN 4-4-2-6 (16) Power cards +2 defense if "Social Outcast". Uproot Earth, Social Outcast, Strategic Tunneling, 6I-FE Teamwork ARTIFACT: SUPER SOLDIER SERUM (Fighting Rating increases to 7) TEAMWORKS: 6E-SF x 2, 7E-SF x 2, 6F-SE x 2, 7F-SE POWER CARDS: 7E x 4, 6E x 2, 6F x 2, 5E x 2, 5F x 2, 4F x 4, 3M x 3, 2S x 3, 1S x 3 MISSION & EVENT: ASSAULT ON ONSLAUGHT On the Move (No Intellect Power cards may be played) HOMEBASE: MARVEL UNIVERSE (Opponent's Team is -1 to Venture Total) BATTLESITE, ACTIVATORS & SPECIALS: THE HELLICARRIER Nick Fury x 3: Battle Strategy [OPD], Dum Dum Dugan, Howling Commando Captain America x 2: Stars & Stripes, Mighty Shield Doc Samson x 2: Analytical Assault, Head Shrinker Red Skull x 2: Crossbones, Dust of Death Beyonder C O N C E P T : Believe it or not the plan with this deck is to Knock Out your opponent's Battlesite. It's so easy to do! Just pile every single attack you have onto their Battlesite...Teamworks, Power cards, Arc Lights if your draws are lucky...and it will either crumble within two battles or you will have your opponent conceding to save it because their team's usually-well-prepared defense won't help it. Once it is gone, they will start to shed the Activator discards like you wouldn't believe! You will usually be losing by Missions at that point, but that's what Universal Alignment is for. And with Malice, you have two chances to reset the Missions in case they still have Negaters left on their team after their Battlesite Negate is squashed in the rubble. Cap's Avoids and Scarlet's Negates plus your higher power cards and Battlesite defense will keep this front line alive long enough to take care of business. I played this deck in a tournament and my record was 4 wins, 1 loss. In one of my wins, I didn't knock out the Battlesite, but only because the opponent's discards gave me an easy win. In all other games I KO'd the Battlesite. Once, the other guy discarded 3 Activators in both of two hands after the demolition, and in another game, with his Battlesite gone and two Characters left on his team, MY OPPONENT DISCARDED HIS WHOLE HAND OF EIGHT CARDS, A GREAT PORTION OF WHICH WERE ACTIVATORS. His name will remain secret to avoid embarrasment, but he is a *highly* ranked player. S T R A T E G I E S : Use Nick Fury's BATTLE STRATEGY OPD in one of the first few battles to keep your opponent from getting too far ahead in the Missions race. With three Nicks, he almost always pops up in the first hand or second at the latest. If you draw UPROOT EARTH early, don't place it; discard it and MALICE for it later if necessary. Play SPONTANEOUS COMBUSTION, ANALYTICAL ASSAULT, HOWLING COMMANDO, and DUST OF DEATH smartly so as to draw Negates out of your opponent. You will need to get them out of the way before playing the UNIVERSAL RESET BUTTON. Try to play CROSSBONES before UNIVERSAL ALIGNMENT or the final blow on the Battlesite. It's another fun goal. If you've used all of Scarlet Witch's cards when you draw VERTIGO, use it to put a Spectrum KO on her. Five points might win you the Venture and then Mole Man comes up with a Negate or "nyah nyah you can't attack the other guys until you Knock me Out" placed on him. T W E A K S : Decks I build are ever-morphing. I started with Mole Man on the front line with a Serpent Crown to put on him (and the Best Laid Plans Event to get it to the top of the draw pile faster) but decided I needed a Negater there that could better defend herself. I may yet put Holocaust in place of Scarlet Witch to bring the 6 Strength Teamwork down from Captain Mar-Vell's Special slot. I'm thinking of replacing Mole Man since his Uproot Earth is hardly ever needed (most of my demolitions only require an Arc light or two and a few Teamworks & Power cards), but for now I'm just having much fun with new Classic cards. I was using 3 Arc lights and no Vertigoes (IMAGINE THAT!!!) but decided that I needed to be able to control KO possibilites at least once during the game. I'm going to keep tweaking and playing this deck because Knocking Out the Battlesite is almost as satisfying as KO'ing the opponent's whole team.
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