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About the Game => Deck Construction => Topic started by: thetrooper27 on November 20, 2012, 11:44:11 PM

Title: "THUD" Deck
Post by: thetrooper27 on November 20, 2012, 11:44:11 PM
Okay, this is my deck.  Any suggestions would be cool!

Colossus, Savage Dragon, Heroes for Hire, and Thing in reserve.
Marvel Universe home base, Asteroid "M" battlesite

Specials:
Colossus = 3 Haymaker (AR) 1 Skin of Steel (AG) 1 Fastball Special (BI) 2 Mighty Metal (AA) 1 Siberian Strength (OC)
Savage Dragon = 3 Freak Force (FE)
Heroes for Hire = 3 White Tiger (HY) 1 Iron Fist (AS) 2 The Black Knight (JW) 1 Power Man (AD)
Thing = 1 Clobberin' Time (AS)

Activators:
2 Rogue / Mutant Missle (AS) Intercept Attack (AC)
2 Scarlet Witch / Change Outcome (AO) Spontaneous Combustion (AI)
2 Quicksilver / Rapid-Fire Punches (DG) Mutant Momentum (AG)
2 Magneto / Power Flux (AR) Magnetic Devastation (GJ)
2 Blob / Blubber Block (AD) Avalanche (AE)

Tactics:
1 Doubleshot 6S Teammate 6F combine with Intellect

Universe:
1 Ally 5I or less acts as 3I
2 Teamwork 8S + I/F
2 Teamwork 7F + I/S
2 Training F/I +3 (I don't have any +4 bonus trainings of these power types)

Power Cards:
4x 8S
4x 7S
4x 6S
4x 5F
4x 4Multi
3x 3I

I've had this deck for years.  I think it's cool.  So I wanted to see what you guys thought of it since you guys are way more schooled than we are.  I will tweak it, and I still think we play some of the rules incorrectly... are there special rules for multipower cards?  Can they be combined with doubleshots and teamworks?  Can I follow up Magnetic Devastation with Freak Force?  Can I follow up Rapid-Fire Punches with special cards or a teamwork?  Am I using too few specials or power cards?  I tried to look up some of Onslaughts deckbuilding tips, but there's so much to comb thru... okay, you guys help me out!!!
Title: Re: "THUD" Deck
Post by: steve2275 on November 21, 2012, 05:37:36 AM
i like that you've chosen COLOSSUS
(http://overpower.ca/cards/specials/1081.png)
follow with universe cards.....no
specials...yes
lose the training(others will say the same thing)
put 1 or 2 ally fighting of 5 or less
and maybe use a 6tw s and a 7tw s

"Can I follow up Magnetic Devastation with Freak Force?"
yes and still make 1 follow attack from each front

if you got mystique why not use her AG and her commando raid
and use quicksilver's hit & run instead of his AG

no jy special  for dragon?
but those are just my thoughts
Title: Re: "THUD" Deck
Post by: BigBadHarve on November 21, 2012, 10:36:28 AM
Normally, I'd be the first to say go for a doubleshot... but this team doesn't maximize their use. Doubleshots can be effective, but the power pack must be crafted around them, and the team needs to be really catered to their use. That's why most people avoid them.

For the training cards, I'd say use EITHER the Doubleshot OR the Training, and only 1 of whichever you choose. My suggestion if you wanted to keep one would be the training for this team. And no, Doubleshots cannot be combined with multipower power cards. But training cards can. Though ultimately, you're better of with a basic universe card here. More oomph.

You risk duping a lot with the heavy multiples - my suggestion is drop down to 2 of the specials that you're currently running 3 of. For Colossus only run a single Mighty Metal. And add Savage Dragon's other cards. His OPD is good, and his 5F special is also handy.

For your battlesite, I echo Steve's comment, add Mystique for her avoid and commando raid, and get Quicksilver's Agile Avenger into the mix.

You're running 4 of each of the high level power cards. Also, you'll likely get heavy duping, I'd suggest running 3 of each.

For your teamworks - it's never worth running duplicate teamworks in my opinion, I always run unique teamworks. Your deck is capable of running 6 unique teamworks (if you count the Any Power TW). Don't worry about a slightly lesser bonus. It's much more valuable to cut down on duplicates.

My two cents.

-BBH
Title: Re: "THUD" Deck
Post by: thetrooper27 on November 21, 2012, 04:48:47 PM
Okay, this is good stuff.  Why Agile Avenger?  If their team doesn't use Energy, I'll have a dead card in hand with the extra activator.  Hit and Run seems better because it's an attack.  It may be a preference, but I want to understand the playability of cards, in case I'm missing something in the bigger picture, so I'm not against trying the Agile Avenger.

I can reduce the power pack.  We would often end up in a power pack battle and I didnt' want to have a hand without an eight in it because my eights were on someone's permanent record, unavailable for me to use.  If I include Savage Dragon's OPD I'll need 2multipowers, but what about 1's?  Do I have a good mix of power types?

More teamworks will work for me.

I could change a character if that would be a good option.  I like HFH and Colossus, but I would change the others if here are better choices for rounding out the team.

And while I'm at it, what's the rule about activators per battlesite specials in your deck?

I really appreciate the input guys.  I'll take all the suggestions anyone wants to pitch.
Title: Re: "THUD" Deck
Post by: steve2275 on November 22, 2012, 05:19:55 AM
Quote from: thetrooper27 on November 21, 2012, 04:48:47 PM
And while I'm at it, what's the rule about activators per battlesite specials in your deck?
1 act per special per character
so
2 quicksilver specials  you put in 2 quicksilver acts
while there is no limit...you must try not to duplicate  ;)

and yes id go with hit and run(if it hits you could save a character who is damaged from being ko'd)
Title: Re: "THUD" Deck
Post by: gameplan.exe on November 22, 2012, 03:14:49 PM
one of my favorite decks is an Age Of Apocalypse themed, Gambit & The Xternals deck. it uses Wundagore Battlesite, but only with the Xmen involved. despite how good Colossus' OPD is (Siberian Strength), I'm currently in love with KOing people in 2 hits 11 from 'Jammers, 11 from Quicksilver). so, I started using 3 cards for Quicksilver, and the 11 & AG were no-brainer. so for a 3rd card, I started using his CN and it's been great! First of all, it's a good sacrifice for DoW. but secondly, I don't know I I've ever played against a deck with NO Energy Power cards. so from a Battlesite, it gets plenty of defensive use still :)
Title: Re: "THUD" Deck
Post by: thetrooper27 on November 22, 2012, 08:39:06 PM
So agile avenger can be played as a defensive action?
Title: Re: "THUD" Deck
Post by: BigBadHarve on November 22, 2012, 11:05:13 PM
Quote from: thetrooper27 on November 22, 2012, 08:39:06 PM
So agile avenger can be played as a defensive action?

Of course it can, which is why it's great from a site. ;)

-BBH
Title: Re: "THUD" Deck
Post by: gameplan.exe on November 22, 2012, 11:08:12 PM
Quote from: thetrooper27 on November 22, 2012, 08:39:06 PM
So agile avenger can be played as a defensive action?

oh definitely! otherwise, your reservations about it would be totally apt!! it can be played defensively because it's affecting Quicksilver (card player) not the opponent (or their team). that's generally the rule on defensive/offensive played.
Title: Re: "THUD" Deck
Post by: thetrooper27 on November 23, 2012, 07:32:51 AM
Alright I'm following... but if you can use all these cards to avoid attacks, why do you suppose you can't remove a hit from the permanent record as a defensive action?
Title: Re: "THUD" Deck
Post by: rucker73 on November 23, 2012, 07:47:37 AM
Because you aren't playing it to avoid or defend the attack in any way.  You can only play cards defensively if they aid in the actual defense of the attack being played.
Title: Re: "THUD" Deck
Post by: steve2275 on November 23, 2012, 08:22:24 AM
because you cant heal while being agile?
Title: Re: "THUD" Deck
Post by: thetrooper27 on November 23, 2012, 08:09:18 PM
So with Agile Avenger, I can use it to avoid an energy attack because it prevents energy attacks from being made on my character and it doesn't effect my opponents characters or his ability to play cards against me?  And any card that works this way can typically be played as a defensive action? 

This is also the case with numerical modifiers as long as I'm making a numerical defense, correct?  Snow Blind, Telepathic Coordination, etc.?  Does anyone use Magneto's Magnetic Shield for their battlesite?
Title: Re: "THUD" Deck
Post by: rucker73 on November 23, 2012, 11:11:48 PM
Yes you can use a modifier to aid in a defensive action.  I don't recall the rule about an artifact though, does anyone know if you can use an artifact defensively?

Also some specials can't be played defensively in this way (yes I know it's confusing) I think that there is a debate about these specials going on under the "Aunt Petunia" thread.
Title: Re: "THUD" Deck
Post by: thetrooper27 on November 24, 2012, 01:33:58 AM
Any events I could drop in to make it sweet?  I haven't chosen a mission set for it.
Title: Re: "THUD" Deck
Post by: steve2275 on November 24, 2012, 01:35:45 AM
could always go with fatal attractions
* SHOCKWAVE ROCKS THE WORLD!  <MC> {R}    Magneto
        No cards with an Energy icon may be used to attack this battle.

* THE BEST LAID PLANS...  <MC> {R}        Bishop
        Sort through the Draw Pile and choose any four cards. Reshuffle Draw
            Pile. Put four chosen cards on top of Draw Pile.

perhaps set up 2 ally+2special combo

or
* ASSAULT ON ONSLAUGHT   my favorite

* FIGHTING SPIRIT LIVES!  <OS> {VR}       Juggernaut
        All Special cards in your hand may be played by any Hero, for remainder
            of battle.

* FUEL FOR THE MACHINE  <MN> {R}          X-Man
        Sort through Draw Pile card by card. Put the first card with more than
            one icon in your hand. May be a duplicate. Reshuffle Draw Pile.
might be able to draw and keep a dupe activator

* HELPING HANDS  <OS> {VR}                Black Panther
        Draw two cards after the Discard Phase. Do not discard if duplicates.
Title: Re: "THUD" Deck
Post by: gameplan.exe on November 24, 2012, 01:47:38 PM
Quote from: rucker73 on November 23, 2012, 11:11:48 PM
Yes you can use a modifier to aid in a defensive action.  I don't recall the rule about an artifact though, does anyone know if you can use an artifact defensively?

Also some specials can't be played defensively in this way (yes I know it's confusing) I think that there is a debate about these specials going on under the "Aunt Petunia" thread.

if you refer back to my reply earlier, key-in on the "opponent" vs. "teammates" logic. Snow Blind says "Opponent's team is -1" which makes it offense-only. Freelance Spy says "Team is +2" making it offensive or defensive. make a little more sense?

also, Troop, yes I have used that Magneto card under several battlesites. the biggest challenge using a lot of those (Which I sometimes do from Savage Land or XMansion) is that you need to build your deck with the idea that Power Cards will be defensive a lot (so don't use a lot of Teamworks, for example)
Title: Re: "THUD" Deck
Post by: thetrooper27 on November 24, 2012, 02:55:05 PM
So it probably wouldn't be worth working in to this particular offensive deckbuild?
Title: Re: "THUD" Deck
Post by: steve2275 on November 25, 2012, 02:43:27 AM
its a fine offensive deckbuild
Title: Re: "THUD" Deck
Post by: gameplan.exe on November 25, 2012, 03:32:30 PM
Quote from: thetrooper27 on November 24, 2012, 02:55:05 PM
So it probably wouldn't be worth working in to this particular offensive deckbuild?

Well, it could work. If you have whoppers for offensive Specials, and maybe just keep the Teamwork cards down (like 3 or less).
Title: Re: "THUD" Deck
Post by: thetrooper27 on December 02, 2012, 10:17:02 PM
Quote from: steve2275 on November 24, 2012, 01:35:45 AM
could always go with fatal attractions
* SHOCKWAVE ROCKS THE WORLD!  <MC> {R}    Magneto
        No cards with an Energy icon may be used to attack this battle.

* THE BEST LAID PLANS...  <MC> {R}        Bishop
        Sort through the Draw Pile and choose any four cards. Reshuffle Draw
            Pile. Put four chosen cards on top of Draw Pile.

perhaps set up 2 ally+2special combo

or
* ASSAULT ON ONSLAUGHT   my favorite

* FIGHTING SPIRIT LIVES!  <OS> {VR}       Juggernaut
        All Special cards in your hand may be played by any Hero, for remainder
            of battle.

* FUEL FOR THE MACHINE  <MN> {R}          X-Man
        Sort through Draw Pile card by card. Put the first card with more than
            one icon in your hand. May be a duplicate. Reshuffle Draw Pile.
might be able to draw and keep a dupe activator

* HELPING HANDS  <OS> {VR}                Black Panther
        Draw two cards after the Discard Phase. Do not discard if duplicates.

Set up 2 ally, 2 special?  Wouldn't I have to play that over 2 turns?  I can only play Ally's at the top of the turn.

Did we ever decide whether Hit and Run or Agile Avenger should go in?

Do you guys often use the shift special with your battlesite? 
Title: Re: "THUD" Deck
Post by: steve2275 on December 02, 2012, 11:40:54 PM
you could always place you ally cards
Title: Re: "THUD" Deck
Post by: thetrooper27 on December 03, 2012, 01:21:00 AM
New deck:

Heroes for Hire, Colossus, Savage Dragon, Thing(reserve)
Marvel Universe homebase
Asteroid M Battlesite:
2Mystique - Commando Raid, Cool Under Fire
2Blob - Heavy Hitter, Blubber Block
2Magneto - Magnetic Devastation, Master of Magnetism (OPD)
2Quicksilver - Agile Avenger, Rapid-fire Punches
2Scarlet Witch - Change Outcome, Spontaneous Combustion
2Rogue - Power Wipe, Intercept Attack

2Ally: Franklin Richards, JJ Jameson
5Teamworks: 6A, 7S, 6F, 8S, 7F

Power Cards:
3x 8S
3x 7S
3x 6S
3x 5F
1x 4I
2x 4M
3x 3I
3x 2M

Colossus:
2Mighty Metal
1Skin of Steel
2Stoic Defender
1Siberian Strength
3Haymaker

Savage Dragon:
1Savage Strength
2Dragon Brawl
2Freak Force

HFH:
1Power Man
3White Tiger
2The Black Knight
1Iron Fist

Thing:
1Clobberin' Time

2 Events: Shockwave Rocks the World, The Best Laid Plans...

Better????? Any Final Tweaks?
Title: Re: "THUD" Deck
Post by: steve2275 on December 03, 2012, 01:49:21 AM
looks good man
Title: Re: "THUD" Deck
Post by: thetrooper27 on December 03, 2012, 02:20:54 AM
I like it so far... Which battlesite offers the most offensive capability?  What about the most defensive?  And should I change homebases?  I could use Marvel Manhattan...
Title: Re: "THUD" Deck
Post by: steve2275 on December 03, 2012, 02:22:25 AM
Quote from: thetrooper27 on December 03, 2012, 02:20:54 AM
I like it so far... Which battlesite offers the most offensive capability?  What about the most defensive?  And should I change homebases?  I could use Marvel Manhattan...
check my sig
click on the battlesite's link....you know you want too  ;)

the 2 most popular defensive sites are
the danger room http://overpower.ca/cards/homebases/11.png
the outback         http://overpower.ca/cards/homebases/32.png

of course theres one of my fave offense sites
wundagore mountain
http://overpower.ca/cards/homebases/45.png
doom's du (OPD) and quicksilver's id specials give multiple attack options
3 different aa options 1 ab 2 good ar options
2 ac options thers also http://overpower.ca/cards/specials/966.png 1 of those
QuoteI could use Marvel Manhattan...
why would u wanna discard one your own placed cards?

your opponent having 1 less venture is always better than that
Title: Re: "THUD" Deck
Post by: rucker73 on December 03, 2012, 07:55:11 AM
Just a few notes to help cut down on duplicates/ future unuseables.  I would switch out the 6F teamwork for a 6S one, everyone can play it rather than just one character.  Then I would cut back on some of my specials.  Only 1 Haymaker, Mighty Metal, and 2 White Tigers.  Also I would maybe only put in two each of the level 2 and 3 power cards and add 1's instead.  If you make it to the power pack you limit yourself to a max 7 card hand when you could have the possibility of full 8's.

Basically you should try to keep the deck as streamlined as possible (close to 56 cards)  that way you can get all of your best specials out faster and you can cut down on your duplicates.
Title: Re: "THUD" Deck
Post by: steve2275 on December 03, 2012, 09:40:41 AM
maybe replace powerman with hulk so then you can play black knight or white tiger
maybe ad an ally of 5f or less

is "THUD" what you call your fighting and strength decks?
Title: Re: "THUD" Deck
Post by: thetrooper27 on December 04, 2012, 12:15:30 PM
I just call it "THUD" because they're all heavy hitters, and that's an action word associated with someone hitting the floor.  This guy I knew actually came up with it years ago, and it stuck.

Okay, dupes... I'm glad you brought that up because I've been wanting to discuss that, and I haven't had time to dig up any old posts that might have discussed how many of a card to include.  Here's the thing... there's a chance you'll dupe from time to time, but it seems that a deck might suffer in its power overall if you always build around never drawing a dupe.  Haymaker seems way too strong to play only one.  And it's a big attack that isn't a strength attack, so that helps with a possible spectrum ko.  I could drop back on the Mighty Metal, but I would probably only do that to shorten the size of the deck and maybe because I didn't want to have a handful of cards after he was ko'd, not because of its duplicate potential.  Maybe you're suggesting that I limit the amount of doubles I put in a deck, and not that I only play one of each special.  I can see where you're coming from there.  But even if I discard 2 cards because I drew 2 sets of double specials, and have a fistful of 7's and defensive cards, I can venture low, hit hard, and concede before anyone gets knocked out.  That might not always be the case, but alot of times it will.  I wish my deck offered a card that stopped teamworks.  That's the only place I kind of worry about.  If I get swamped with teamworks, my deck has limited defensive capability.  However, I take a chance on playing triples like White Tiger, because they MUST block that card.  If they don't, I know they hold no defensive cards, and they will likely concede, or I will punish them with something else after.  I almost want to work Maggot in this deck because that card is a must block.  I would play 3  Tunnel Worms for him, and almost once a turn (sometimes twice), they would have to deal with a 6 discard 2 if successful. 

I might be a little reckless when putting 3 specials in.  But 2 isn't a stretch for me in any case that the card is useful.  I wouldn't play two Power Man because of its limited playability.  But 2 Haymakers will always be good, unless I'm discarding one of them, and I'm not a math whiz, but out of 56 cards, it doesn't seem likely that you would often draw both of them in the same hand very often.  At least in my experience, I never have before. 

To shorten the deck, I took out 2 teamworks (the anypower and the 6f), one White Tiger :-\ and one Haymaker :'(.  The deck still runs 60 cards, BUT 2 of them are events and replaceables (Stoic Defender).  That's 56 other awesome cards.  I also took out a 2M and 3I to put in 2 1M power cards.  I swapped the Mighty Metal for Heroes for Hire's Hulk special card.  I left the Power Man because this deck has NO defense. 

This deck was brutal when I thought I could chain a million cards.  I wonder if it can hold up now...  Feel free to build it and play it online and give me some feedback.  I'd do that myself but this isn't my computer and I can't download OPOnline until I get my own.:(
Title: Re: "THUD" Deck
Post by: steve2275 on December 04, 2012, 12:42:51 PM
maggot is a good substitute(and adding a second hy special)
while still staying tourney legal
hopefully you can use Rapid-fire Punches with hfh  white tiger(attack #1) making hulk as the second attack then use the black knight

are you knot a fan of iron curtain?
Title: Re: "THUD" Deck
Post by: thetrooper27 on December 04, 2012, 01:02:49 PM
I would play it, but I'm out of space in the deck as it is... Can i use Iron Curtain and target my own teammate to prevent both of them from being attacked?  I've always just assumed it could only target my opponent's team.

Do you suppose I have TOO MUCH offense?  And is there any way I could get more defense?  I think I've fixed the battlesite as good as I can.  I would have to trade battlesites, and I'm willing to do that for better defense.  In my original deck, I played training cards for defense reasons.  But I didn't know they had to be played at the top of the turn, nor did I know that teamworks and allies did as well.  I'm gonna miss punishing my opponent late in the battle.
Title: Re: "THUD" Deck
Post by: steve2275 on December 04, 2012, 01:07:57 PM
it doesnt prevent you from being attacked ;)
(http://overpower.ca/cards/specials/277.png)
its a hold em down(blob also has it)speaking of asteroid m
play it after mighty metal
but i dont think you can use it after cards like Rapid-fire Punches because it isnt an icon attack
Title: Re: "THUD" Deck
Post by: thetrooper27 on December 04, 2012, 01:22:36 PM
Colossus makes alot of attacks in my deck.  What are some good situations for this card?  If I put it in the battlesite, can I follow up Hulk or Mighty Metal or Freak Force with an activator?
Title: Re: "THUD" Deck
Post by: steve2275 on December 04, 2012, 01:53:54 PM
Quote from: thetrooper27 on December 04, 2012, 01:22:36 PM
Colossus makes alot of attacks in my deck.  What are some good situations for this card?  If I put it in the battlesite, can I follow up Hulk or Mighty Metal or Freak Force with an activator?
its good for when u have more chars than your opponent
good for one on one combat (or if http://overpower.ca/cards/specials/1510.png is played)
its one way to keep someone from playing that  big placed special card or placed teamwork or placed doubleshot
nope activators never used as follow up's http://overpower.ca/cards/specials/224.png altho im not sure about situations like that
altho it can be played after a card like freakforce
as his 1 attack
Title: Re: "THUD" Deck
Post by: gameplan.exe on December 04, 2012, 02:30:23 PM
Also, AX-Specials are very helpful from a Battlesite when you have a character in your deck who is mostly used for defense. For myself, I've used that card out of a Battlesite quite often with Jubilee.

As for your other question, about using it against your own teammate, I suppose you could, but since it's not preventing any attacks against those characters, I'm not sure in what circumstance that could be a benefit... now, on a related note, using the DZ-Specials against your teammate has a very good benefit. It must be done offensively, but still a good play from time to time.

You'll find both of these Specials under Wundagore Mountain  :D
Title: Re: "THUD" Deck
Post by: thetrooper27 on December 04, 2012, 11:34:20 PM
I think I had DZ in mind when I made that comment.  Trick Transport?  Not the same as Iron Curtain. :o

Someone needs to explain when I can follow up with an activator, if at all, pretty please?

The Freak Force comment kinda confused me.  Are you saying I can use an activator after Freak Force?  Or if I play Energy Replica after Freak Force, if it's successful, the second attack isn't forfeited?  Or did you mean if I play Energy Replica, and an activator is the next card, I can make an attack with it?

p.s.  I was fishbowling my deck at work tonight, and the first hand I drew looked like this:

Assuming I went first, I played a Quicksilver Activator/Rapid Fire Punches, +1 Savage Strength, +1 Freak Force, Iron Fist, Mighty Metal, Siberian Strength first attack string.  I was left holding a Scarlet Witch activator and an 8S power card.  Was that a legal play?
Title: Re: "THUD" Deck
Post by: steve2275 on December 05, 2012, 01:53:41 AM
Quote from: thetrooper27 on December 04, 2012, 11:34:20 PM
I think I had DZ in mind when I made that comment.  Trick Transport?  Not the same as Iron Curtain. :o

Someone needs to explain when I can follow up with an activator, if at all, pretty please?

The Freak Force comment kinda confused me.  Are you saying I can use an activator after Freak Force?  Or if I play Energy Replica after Freak Force, if it's successful, the second attack isn't forfeited?  Or did you mean if I play Energy Replica, and an activator is the next card, I can make an attack with it?

p.s.  I was fishbowling my deck at work tonight, and the first hand I drew looked like this:

Assuming I went first, I played a Quicksilver Activator/Rapid Fire Punches, +1 Savage Strength, +1 Freak Force, Iron Fist, Mighty Metal, Siberian Strength first attack string.  I was left holding a Scarlet Witch activator and an 8S power card.  Was that a legal play?
no activator after freak force...but u could activate rapid fire then play freak force as the second attack
ill b back
thank you ncann
Title: Re: "THUD" Deck
Post by: gameplan.exe on December 05, 2012, 01:59:30 AM
Quote from: thetrooper27 on December 04, 2012, 11:34:20 PM
I think I had DZ in mind when I made that comment.  Trick Transport?  Not the same as Iron Curtain. :o

Someone needs to explain when I can follow up with an activator, if at all, pretty please?

The Freak Force comment kinda confused me.  Are you saying I can use an activator after Freak Force?  Or if I play Energy Replica after Freak Force, if it's successful, the second attack isn't forfeited?  Or did you mean if I play Energy Replica, and an activator is the next card, I can make an attack with it?

p.s.  I was fishbowling my deck at work tonight, and the first hand I drew looked like this:

Assuming I went first, I played a Quicksilver Activator/Rapid Fire Punches, +1 Savage Strength, +1 Freak Force, Iron Fist, Mighty Metal, Siberian Strength first attack string.  I was left holding a Scarlet Witch activator and an 8S power card.  Was that a legal play?

Everything was legit all the way up until the Siberian Strength attack. The Freak Force allows each Front Line to make their own, singular, additional attack. Any follow up attacks for them are forfeited, though. In other words, the FE-coded cards allow only one additional attack per Front Line Teammate, regardless of what the text says on their attacking card about additional attacks.

Activators are never allowed as a "follow up" to my knowledge, but the OF cards may create a bit of a loop hole. The only thing that trips me up is the text, "If drawn card is an attack," - it's trips me up because an Activator is not truly an attack, with the exception of attacking DoW with them.

So, at the very least, you can play the OF (even after an FE, (but you'll probably want to keep it for the last follow up)) and if the drawn card is an Activator and DoW has been played, you could attack DoW with it.

As for using an Activator after OF to swap for an attack from your Battlesite - I vote yes, but I'm not sure if there's been an official ruling on it (maybe through some of the notes during the playtesting of the Marvels, or from the FB-coded cards).
Title: Re: "THUD" Deck
Post by: thetrooper27 on December 05, 2012, 02:33:11 AM
Jack will help us figure it out. 

Is placing cards a crucial part of OverPower strategy?
Title: Re: "THUD" Deck
Post by: steve2275 on December 05, 2012, 02:46:29 AM
Quote from: thetrooper27 on December 05, 2012, 02:33:11 AM
Is placing cards a crucial part of OverPower strategy?
absolutely
i hardly dont because i fear of targeted and revealing my cards......which breadmaster was always  on me about
even tho itll happen anyway

i mean how else will hfh go from hulk to white tiger
or hulk to the black knight then a power card
well other than an ally

play a placed ally(say from COLOSSUS) then go from hulk to white tiger 
Title: Re: "THUD" Deck
Post by: thetrooper27 on December 05, 2012, 03:08:08 AM
See, I don't know how, but I draw into card combos alot... I suppose because I play lots of 2 and 3 of's.  If I discard alot of cards, I usually place the rest, and concede before my opponent has a real shot at punishing me.  Then when I have 11 cards, I venture high to get my missions out of defeated pile, and then they concede.  Is Spiderman's Taunt worth making your OPD from a battlesite?  What about characters that have specials allowing you to place extra cards.  Are those specials worth using?
Title: Re: "THUD" Deck
Post by: steve2275 on December 05, 2012, 03:12:49 AM
im not a spiderman user so i wont comment
i do like the br special tho
http://overpower.ca/wiki/BR
i think ncann does too

you ever consider using one of the namor for "THUD"
http://overpower.ca/cards/characters/201.png
http://overpower.ca/cards/characters/203.png
either costs 20 tho
Title: Re: "THUD" Deck
Post by: Nate Grey on December 05, 2012, 01:55:28 PM
My own "THUD" Deck has always been H4H, Beast: The Brute, Sentinels, and Thing (R). It holds its own pretty well but I do need to cut down on power cards since I tend to dupe them quite a bit. I've been playing with Hell's Kitchen as a Battlesite and Omniverse Homebase.
Title: Re: "THUD" Deck
Post by: gameplan.exe on December 05, 2012, 03:55:56 PM
Quote from: steve2275 on December 05, 2012, 03:12:49 AM
im not a spiderman user so i wont comment
i do like the br special tho
http://overpower.ca/wiki/BR
i think ncann does too

you ever consider using one of the namor for "THUD"
http://overpower.ca/cards/characters/201.png
http://overpower.ca/cards/characters/203.png
either costs 20 tho

Taunt is a good card, but not good enough to take your only OPD spot from a Battlesite.
I do like the BR specials, from a Battlesite. I specify that because it helps get it into play earlier if you have a few Activators that can get it before your extra Specials come into hand. by far, though, Hawkeye's version is probably best. the trade off is that he cannot play it from Reserve  :-\
Title: Re: "THUD" Deck
Post by: rucker73 on December 05, 2012, 11:03:28 PM
My favorite THUD deck was HfH, Juggernaught, Serpent Society and Hawkeye in reserve.  Juggy's "Raze" can be a hell of a card.
Title: Re: "THUD" Deck
Post by: thetrooper27 on December 05, 2012, 11:24:43 PM
I LOVE Juggernaut.  He's super offensive.  I would probably play him over Savage Dragon but Freak Force is just too awesome... no wait... I just might throw in Juggernaut.  I get the Freak Force strength + additionals with Dragon, the battlesite protected special, and a 6 that will never likely ko anyone except as a 6point hit.  With Juggernaut, I get Foxfire with the energy icon which helps with spectrum ko's, Head Butt, which is another Fighting 7, his 8 OPD, and Raze.  Juggernaut might be the better choice...  Should I do it?  I believe they're the same point value... 19 pts.  I could swap.  I like Juggernaut better than Dragon, so it isn't a stretch there.  Should I go for it?  Juggernaut or Savage Dragon?  You guys decide.

Ju-Gger-Naut... Ju-Gger-Naut... Ju-Gger-Naut...
Title: Re: "THUD" Deck
Post by: steve2275 on December 06, 2012, 02:36:23 AM
juggernaut instead of colossus perhaps?
3 more E
same F
1 more S (you wouldnt be without a level 8 )
but 2 less int
becomes 76 points
freak force to headbutt to white tiger(16 possible damage and opponent loses 2 cards)
or
freak force to headbutt to iron fist(21 for ko)
or
freak force to battering ram to white tiger(17 damage and opponent loses 3 cards)

and dont forget to start with an ally  8) )(for 4 attacks)
Title: Re: "THUD" Deck
Post by: thetrooper27 on December 06, 2012, 09:26:33 AM
Ooh... nice breakdown.  I just really like Colossus special cards, and he is one of the only defensive characters on the team.  But 4 8's would make it hard to stop.  anyone else wanna weigh in? 
Title: Re: "THUD" Deck
Post by: gameplan.exe on December 07, 2012, 12:38:47 AM
Quote from: thetrooper27 on December 05, 2012, 11:24:43 PM
Ju-Gger-Naut... Ju-Gger-Naut... Ju-Gger-Naut...

L.O.L.!.  ;D ;D ;D