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TEAM CHARACTERS & THEIR CARDS (last is Reserve): BLACK KING 3-3-6-7 (19) May play any Hellfire Club Special Cards. 6S-EF Teamwork THE MARAUDERS 7-7-3-2 (19) Vertigo x 4, Malice, Blockbuster, 7F-EI Teamwork THE HELLFIRE CLUB 6-4-4-7 (21) Sebastian Shaw x 3, Tessa, Selene, Hellfire Soldiers WHITE QUEEN 7-2-2-6 (17) Telepathic Manipulator DOUBLE SHOT: 6E-I-F TEAMWORKS: 6E-FI x 2, 7E-FI x 2, 6I-EF x 2, 7I-EF x 2 POWER CARDS: 7E x 2, 7I x 2, 6E x 4, 5E x 4, 4F x 3, 3M x 3, 2F, 2M x 2, 1F, 1M x 2 MISSION & EVENTS: AGE OF APOCALYPSE Mutant Rebels Held Captive! (No Strength Power cards may be played) Martyr for the Cause (All Hits in Permanent Records move to one Hero) HOMEBASE: MARVEL UNIVERSE (Opponent's Team is -1 to Venture Total) BATTLESITE, ACTIVATORS & SPECIALS: THE OUTBACK Wolverine x 2: Wounded Animal [OPD], Rage Reavers x 2: Donald Pierce, Bone Breaker Longshot x 2: Hollow Bones, Roll with the Punches Jubilee x 2: Distracting Burst, Troublemaker Sentinels x 2: Master Mold, Overhaul Beyonder C O N C E P T : The whole Hellfire Club, allied with the merciless Marauders, have plans to conquer the world of OverPower...starting with the Outback and the aid of their former and once-again partner in conquest, Donald Pierce. Woe to all good guy teams, or bad guys for that matter, that stand in their way on the other side of the table. Vertigo keeps them dizzy and off-balance while her cohorts keep "drawing" on their deadly resources to cripple them with Teamwork and trickery. The total theme of it all makes this one of the funnest decks I've ever played, and it's pretty darn competetive to boot. S T R A T E G I E S : Always Place 4 FIGHTINGS on The Club and 1 MULTIS on Black King. This will setup for the DOUBLESHOT and TESSA when they come out of the Draw Pile. After Tessa is played the first time, start placing the 1 Multis on The Marauders so you can MALICE for it again. Place the Doubleshot on The Marauders. Use it to defend them if necessary, or save it for a well-timed Spectrum KO smack on an unsuspecting opponent. Ideally you'll not discard on VERTIGO (cross your fingers!) so you'll have four battles where you decide where to take or block your opponent's attacks. This frustrates your opponent more than almost anything in OverPower, and that gives you a *huge* advantage. Place SEBASTIAN SHAW on The Club if you don't have a Vertigo to go along with it yet. Vertigo to Sebastian and keep track of how many times you draw another Sebastian to replace it (I've done it twice!) Watch what you take, because the "SQUISH EVENT" (Martyr) is coming. If you can take Hits that don't Spectrum when put together, great. If not, don't worry, just move all the Hits to Black King. Also experiment with spreading out your attacks on different opposing Characters and get the easy "Squish Event" KO. If you suspect the other guy might be about to concede and you have a WOLVERINE ACTIVATOR in hand, get ready to look away quickly and say "Hold your cards!!!" You want to be able to make that additional attack and not feel bad about it because you accidentally saw their cards, as most people show you what they had left in hand immediately after saying "I concede". Rage is AWESOME from the Battlesite. T W E A K S : There are no Classic cards in this deck yet. I like White Queen's Corporate Cutthroat, so I may put one of those in and switch her and Black King to try it out. I sometimes play the "Rebel Forces Regroup" Event (move Lost Missions back to Reserve) because I hate to lose the game by Missions. If you want a defensive rather than offensive Outback, replace Wounded Animal with Snikt and add in Pretty Boy plus another Reavers Activator. Dazzler's Absorb Sound might seem like a must-play OPD, but I think there are too many Energy icons in this particular deck to use it effectively.
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