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


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