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GRUNGE'S GIMMICKS! 

TEAM CHARACTERS & THEIR CARDS (last is Reserve):

GRUNGE         6-5-4-2 (17) Must have a MultiPower Hit to be KO'd
   Danger Seeker [OPD], Molecular Assimilation [OPD], Dense x 3,
   Martial Arts Training, 6E-SF Teamwork

NICK FURY      3-7-4-6 (19)
   Howling Commando x 3, Dum Dum Dugan x 3, Battle Strategy [OPD],
   6I-FS Teamwork

THE REAVERS    5-7-6-3 (21)
   Donald Pierce x 4, Bone Breaker, Skull Buster, Pretty Boy [OPD]

SPIDER-WOMAN   4-2-6   (12)
   Rescue Operation x 4
ALLY:

CHRISTINA REID (5I-3I)
ARTIFACTS:

THE SUPER SOLDIER SERUM (Fighting Rating increases to 7)
PYM PARTICLES (During Draw Phase either 6 cards, 8 cards, or 10 cards)
SHADOWHELMET (May make 1 attack after Opponent has Conceded the battle)
TEAMWORKS:

6F-SE, 7F-SE, 6S-EF
POWER CARDS:

7F x 4, 6A, 6F x 2, 5M, 5A, 5F, 4E, 4S x 2, 3M x 3, 2E, 2S, 1M x 2
MISSION & EVENTS:

SHATTERED IMAGE
   Gen 13 Vs. The Regulators... (No cards w/ word "Negate" may be played)
   Witchblade On The Scene... (All Power cards may be played by any
                               Front Line Character)
   Any Mission S7 (Remove 1 Hit from the Permanent Record of all
                   Characters with an Inherent Ability)
HOMEBASE:

OMNIVERSE (Opponent's Team is -1 to Venture Total)
BATTLESITE, ACTIVATORS & SPECIALS:

SPAWN'S ALLEY
   Curse x 2: Exoskeleton (AG), Religious Zeal (LT)
   Overtkill x 2: Armor (AD), High Caliber (HF)
   Spawn x 3: Living Costume (MF) [OPD], Heavy Weapons (AR),
              Preternatural Powers (GJ)
   Tiffany x 3: Holy Order (HH), Costume Ribbon (MG), Lance (BA)
   Violator: Clown Morph (AZ)
   Beyonder
 


C O N C E P T :

Plain and simple, this deck is fun. Just how many gimmicks can 
we load this dude up with, and maybe even win the game while 
we're at it (um, probably not)? His Teammates and I decided, if 
silly ol' Grunge is going to stick around for so darn long and 
be such a fight hog, we're going to give him a lot of our stuff 
to hold. He's got those big muscles, he can handle it. Let's go 
lounge at the computer, eat cereal, and watch TV while he 
finishes the Battles for us.

S T R A T E G I E S :

The answer to the burning question is: SEVEN GIMMICKS. I 
consider my job done when I have Grunge holding all of the 
following (listed in the ideal chronological stacking order):

LIVING COSTUME - Use the first Spawn Activator to play this from 
Nick Fury onto Grunge so that he can play two LOs & redraw for 
avoiding an Energy icon or Intellect icon attack! 

HOLY ORDER - With this card in play, Grunge can have a veritable 
TON of placed cards, his and Nick's. Fun, fun, fun. So great to 
have both LOs placed and then put the next card in play... 

DANGER SEEKER - Maximum opponent annoyance factor! Let the 
lounging begin! Assuming they don't negate it as you have to use 
it offensively; thusly, I'll try to place KC and wait until the 
"NO NEGATES" EVENT comes up to Venture big and get it into play. 
After that, REAVERS' NEGATES should be devoted to making sure KC 
sticks around. It's kinda crucial {UNDERSTATEMENT 
ALERT...UNDERSTATEMENT ALERT...} 

SUPER SOLDIER SERUM - Now the dude can hog all of the deck's 
Power cards as well, and start blocking 9's with his 7's. The 
WITCHBLADE EVENT also serves this purpose very well, in case the 
Serum gets stuck at the bottom of the Draw Pile. 

COSTUME RIBBONS - Oh, okay, you can even take the Power cards 
I've got placed over on these other guys. What a pig! But 
seriously, no more frustration of having to keep all but one 
Power card to defend Grunge up in your hand knowing that your 
opponent might concede on you (ah, shucks, all your Multis have 
Intellect icons on them?). Place them on Nick or Reavers for 
future Teamwork insurance and use them to block for Grunge if 
necessary. Cool. 

PYM PARTICLES - Control over the draw is a nice thing to achieve 
indeed. Draw 10 just about every time. Why? Because it's fun 
darnit! 

SHADOW HELMET - Dude, find another gimmick to stack on me, I 
need more! Ah, here's something semi-useful to throw in. 
Hopefully by this time you're close to KO's on your opponent's 
Heroes; they'll have to start sweating the Battles because you 
can pretty much "take" all their Hits and use all of your cards 
for offense. 

Once I've finally got all those cards tucked under Grunge, it's 
pretty much a moot point whether or not I win the game, but it's 
surprising how easy it is to win if my opponent doesn't put me 
out by then.

Obviously, it's going to take multiple battles to get all these 
cards into play, and Grunge may get a Multi Hit snuck in on him 
before he gets all beefed up. If so, think about conceding a 
Battle or two to get to the ANY MISSION EVENT, removing that 
Multi will ensure smooth sailing from then on.

T W E A K S :

I'm sure there are much more devious and annoying ways to cheeze 
the opponent into an easy loss with Grunge in the deck, so I 
doubt that most people's idea of a tournament worthy Grunge Team 
would look much like this. Here I started with just the idea of 
getting him to play a lot of two different "avoid icon and 
redraw" cards, and found that stacking gimmicks on him was 
almost as much fun as beating up on the other guy.


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