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TRIPLE-A-TEAM... ANY-POWER, ANY-HERO, AD-AVOID TEAM CHARACTERS & THEIR CARDS (last is Reserve): ZEALOT 3-8-4-5 (20) WildC.A.T. x 2, Clef Blade x 2, Warrior Soul [OPD], Kherubim [OPD], 8F Power card, 8F-ES Teamwork HEROES FOR HIRE 2-7-8-4 (21) Iron Fist [OPD], The Black Knight x 2, White Tiger x 2, 8S Power card x 2, 7S-EF Teamwork, 8S-EF Teamwork SERPENT SOCIETY 3-6-6-3 (18) May play Tactic cards from Reserve Sidewinder x 2, Cobra x 3, Asp [OPD] SPIDER-WOMAN 4-2-6 (12) Rescue Operation x 3 ANY HERO SPECIALS: Bastion, Confusion, Guardian Angel, Justice League Of America, Massive Muscles, New Universe, Power Leech, Savage Land, Web-Headed Wizard TEAMWORKS: 6F-SE, 7F-SE, 6S-EF POWER CARDS: 8A, 7A, 7F x 2, 6A, 6F x 2, 5M, 5A, 4M (noI) x 2, 3M (noI) x 2, 2E x 2, 1E x 2 MISSION & EVENTS: SHATTERED IMAGE Entropy Field... (No Activator cards may be played) Witchblade On The Scene... (All Power cards may be played by any Front Line Character) C O N C E P T : I've been using this deck a lot in the past few months since Image OverPower came out. It was my best attempt at making great use of the new Any-Power 8 that I got in my first few packs. It also resparked my interest in Any Hero Specials, which I hadn't touched in a long, long time. Without the Battlesite to protect my Characters, I looked hard for wide defense; "who to attack first?" Teammate Avoids, works for me. S T R A T E G I E S : Say aloud to your opponent "Discard 'em if you got 'em" when you draw the "NO ACTIVATORS" EVENT and Venture big if they lose half of their hand or more. If they're playing an Any Hero deck too, um, don't say anything, just redraw for the Event quietly. Don't place the defensive Specials if you can possibly help it. It's important that your opponent not know whose TEAMMATE AVOID you may have in hand. JUSTICE LEAGUE a big hit away from a defending Character if you have their AD and they know it. Luckily most players' favorite target, Heroes For Hire, is protected by every AD possible. If your opponent decides to attack someone else to try to stick you with unusable ADs, noone can punish them for leaving them alone better than H4H. Your Serpents might draw fire for their Negate power so hope for the WITCHBLADE EVENT which will let them block with 7's and 8's. It's also hoped that it might come up in the unlucky "event" that your two level 8 Character get KO'd and all you're left with is two max-6 schmoes. Having the two must-block attacks that cause discards from hand if successful, especially combined with Power Leech, is fun. A lot of times you'll find yourself with a CLEF BLADE and a WHITE TIGER...you can use one to ferret out a Negate or other defense and follow-up with another one (alternate to keep the opponent guessing). Play Teamworks before them, to deplete the defense against them ahead of time, or save the Teamworks for afterwards knowing that their chances of hurting have been helped, it all depends on your KO strategy at the time. Any time I don't need the Intellect icon, I'll use the old MultiPower Power cards that only have Energy-Fighting-Strength on them. This is insurance that an opponent using Grunge won't be able to defend these crutial KO attacks with his Dense "avoid an Intellect icon" Special. T W E A K S : Add the "CyberForce Vs. The Mercs" (no shifting) Event if any Barneys in your area are still playing with Vertigo or Four Freedoms. Otherwise this deck has already been tweaked to the max by myself, as I have played it in quite a few competitive tournaments, even winning one.
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