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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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