"THUD" Deck

Started by thetrooper27, November 20, 2012, 11:44:11 PM

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thetrooper27

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!!!
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

steve2275

#1
i like that you've chosen COLOSSUS

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

BigBadHarve

#2
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

thetrooper27

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.
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

steve2275

#4
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)

gameplan.exe

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 :)
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

thetrooper27

So agile avenger can be played as a defensive action?
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

BigBadHarve

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

gameplan.exe

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.
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

thetrooper27

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?
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

rucker73

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.
"Wade! into action!"


thetrooper27

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?
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

rucker73

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.
"Wade! into action!"

thetrooper27

Any events I could drop in to make it sweet?  I haven't chosen a mission set for it.
"wow...never notice how JACKED pym is in that pic before!" -breadmaster