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TEAM CHARACTERS & THEIR CARDS (last is Reserve):

MR. FANTASTIC    2-5-2-8 (17)
   Inventive Genius, Protect Teammate x 3, 8I-FE Teamwork, 8I Power card

THE STARJAMMERS  3-7-4-5 (18) May have 2 Power cards Placed
   Keeyah, Binary, Raza, Professor X x 2, Hepzibah, 7F-IS Teamwork

SILVER SURFER    7-3-6-5 (21)
   Power Cosmic, Energy Protection x 3, 6S-IE Teamwork

PROFESSOR X      8-2-1-7 (18)
   Telepathic Coordination, Mindwipe, 8E-IF Teamwork, 8E 
Power card

ARTIFACTS:
THE INFINITY GAUNTLET (Discard 5 from Draw to resurrect Hero for battle)
THE SERPENT CROWN (Energy Rating increases to 7)
THE BOOK OF THE DARKHOLD(Intellect Rating increases to 7)

TEAMWORKS:
6E-IS x 2, 7F-IS x 2, 8F-IS x 2, 6S-IF x 2

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

MISSION & EVENTS:
SEPARATION ANXIETY
   Breakout (Reserve may use Power cards to defend Front Line)
   Symbiotic Samples Taken (Do not Discard Duplicates)

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

BATTLESITE, ACTIVATORS & SPECIALS:
ASTEROID "M"
   Blob x 2: Absorb Impact [OPD], Blubber Block
   Scarlet Witch x 3: Change Outcome, Spontaneous Combustion, Sorceress Slam
   Mystique x 2: Cool Under Fire, Mistaken Identity
   Magneto: Magnetic Devastation
   Beyonder

C O N C E P T :

They've all spent a great deal of time in space! That's where 
they Venture again now, scouring the dark corridors of Asteroid 
"M" for the lost objects that Magneto has stolen; the Artifacts 
that will aid them in their Mission against the approaching 
"opponent"...
S T R A T E G I E S :

The most important thing to note is that this deck is built to test 
out ARTIFACTS, especially THE INFINITY GAUNTLET. I have 
packed it chock full of more Power cards and Specials than I 
usually like my decks to have, the reason being that when I start 
to discard cards from my Draw Pile (using the Gauntlet to 
resurrect a KO'd Hero because I've got their "DRAW 3" 
SPECIAL in my hand, lets say) I want to have some filler in there 
that I don't mind dumping to the Dead Pile. Afraid of losing some 
of those obscene multiples to duplication, I buckled and put in 
the "DON'T DISCARD DUPS" EVENT. I have very few 
ACTIVATORS because if they get dumped, there's no way to 
get the Specials out from under the Battlesite.

As for the other Artifacts, they will be needed to play onto the 
Character that looks like they will be surviving to the Power 
Pack so that they can play all the Power cards there (Professor 
X already can). Or, ideally, THE SERPENT CROWN AND THE 
BOOK OF THE DARKHOLD could be played onto THE 
STARJAMMERS early, boosting their stats to 7-7-4-7. Then they 
could defend themselves with all Power cards but the two 8's, 
and hopefully the Gauntlet won't be needed to keep them 
conscious long enough to play all their fun cards. They do have 
the best Specials of the whole squad, plus they can hold on to 
two important Power cards (I forgot this when I made the graphic 
above!), so it's up to you to keep 'em alive and kicking. Drawing 
the SYMBIOTIC SAMPLES Event with Professor X's 8 ENERGY 
POWER CARD Placed helps.

Look at all the different pretty icons on those TEAMWORKS! 7's 
in three different Skill Types and a 6 in the fourth will lead to 
awesome, threatening follow ups if you Place and play 
Teamworks and big Power cards after them effectively and 
consistently. There should be enough defense from the DUAL 
TEAMMATE AVOIDS and the BATTLESITE to be able to let 
the 6's and sometimes 7's go with Teamworks (along with some 
smaller Powers to make three total attacks; keep your opponent 
reeling). If you're really lucky, you might play the 7 off of a 
Teamwork, then "Draw 3" and get another one back!

One of my favorite Specials to play from the Battlesite is 
MYSTIQUE'S MISTAKEN IDENTITY. It just totally screws up 
your opponent's KO strategy, usually making them shift attack 
focus onto a different target, who if you played it correctly now 
has ample defense from a buddy's "Teammate avoid"s...

T W E A K S :

The Battlesite could probably use quite a few more Specials and 
Activators, but I'm testing the slim one out for now; it doesn't 
seem to do too badly as is. This deck is a lot larger than most 
decks I play these days, but I used to have them this big, uh, 
about 2 years ago; it's nostalgic in a way. As long as I keep 
reminding myself that it's so thick to take advantage of the 
Gauntlet, I can deal with it. Just one problem: I've played this 
deck a handful of times and to be honest I have not been able 
to launch and play the Gauntlet *yet*. Either the Spectrum 
capabilities of the team have quickly overwhelmed the 
opponent, or my defense hasn't fallen together just right leading 
to a quick loss for me. Cuts both ways, as usual. Thanks to the 
theme of the team and the cool potential combos, though, it's 
always fun either way and that's what I think is much more 
important.


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


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