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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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