Avalon's Alley

Started by Tussin, January 03, 2014, 02:17:05 AM

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Tussin

wanted to try a new setup using a homebase team and abusing its card mechanic to create a +1 everytime opponent uses activator. can use any 4 heros you prefer, but i have selected my preferences. with HH i can pick one character to stockpile specials on while i draw 1 from everytime opponent draws. Prof X in reserve.



Homebase: Avalon ~ During the Discard Phase, Opponent may remove 1 Hit from any Character. ~

Team:
Professor X  8-2-1-7 (18)
Magneto      8-5-3-6 (22)
Bishop          6-7-4-3 (20)
Cable           7-7-4-5 (23)

Mission: The Coming of Galactus

Battlesite: Spawn's Alley

Battlesite Specials: 9
Curse - Exoskeleton (AG)
Curse - Techno-Life (CM)
Overtkill - Armor (AD)
Overtkill - Cyborg (EA)
Spawn - Heavy Weapons (AR)
Tiffany - Lance (BA)
Tiffany - Holy Order (HH)
Tiffany - Heavenly Agent (LX) (OPD)
Beyonder

Aspect: 2
* MUTANT REFUGE [OPD]
For remainder of game, both players must draw 1 card from top of Draw Pile for each Activator card played by Opponent. Draw card before resolving Opponent's action. Discard duplicates.
* A-Next [OPD]
Acts as a level 4 Strength attack. Any Front Line Character may make 1 additional attack.

Specials: 20
Magneto - Master of Magnetism (OPD)
Magneto - Paralyze Opponent (OPD)
Magneto - Magnetic Devastation
Magneto - Magnetic Devastation
Magneto - Power Flux
Magneto - Power Flux
Cable - Really Big Gun (OPD)
Cable - Battle Tactics (OPD)
Cable - Surveillance (OPD)
Cable - Blaquesmith (OPD)
Cable - Cover Fire
Cable - Cover Fire
Cable - Bodyslide
Bishop - Spectrum Blast (OPD)
Bishop - Plasma Gun (OPD)
Bishop - Temporal Anomaly (OPD)
Bishop - Change The Future (OPD)
Bishop - Absorb Impact
Bishop - Absorb Impact
Professor X - Mind Wipe (OPD)

Power cards: 19
Energy: 6 6 7 7 8 8 8
Fighting: 4 4 5
Strength: 3 3
Intellect: 2 2 5
Multi-Power: 1
Any-Power: 5 6 7

Teamwork cards: 3
1 * Energy 8 or more to use, follow-ups in Fighting and Strength
1 * Fighting 7 or more to use, follow-ups in Energy and Intellect
1 * Intellect 7 or more to use, follow-ups in Energy and Strength

Artifact cards: 1
* 6I 5I THE ULTIMATE NULLIFIER
Negates the effect of all Artifact cards. Both players must discard all Placed Artifact cards and all Artifact cards in play. Discard this card after use.

Event cards: 2
* TO SAVE THE WORLD!
For remainder of Battle, after Venturing, if one player either draws or discards cards, Placed or in Hand, then other player must draw or discard an equal number of cards, either Placed or in Hand.
* EVERYONE HAS A PART TO PLAY
Activator cards may be exchanged for any Special card beneath a Battlesite for remainder of battle.

Total cards: 56


chuu

hopefully the drawing helps counter Avalon's inherit which helps the opponent ALOT.

breadmaster

it's a fun idea for a casual deck, but has some glaring weaknesses for tournament play

getting the site opd out early should be no problem with 3 tiffany activators, but you are at the mercy of the draw for your aspect.  assuming 12-14 activators for opponent, and you getting your aspect out on average in the middle, that gives you 6-7 extra draws per game.  in tournaments, approximately half the decks are any heroes though, so that drops to 3-3.5 draws/game.  considering you have to subtract 2 cards for the setup (tiffany+ aspect, which get you no venture), you're now down to a net of 1-1.5 cards/game

also, just because 6-7 activators are present in the deck, does not mean they are necessarily being played.  there's still duping and conceding to take into account

when you add in the fact that spawn's alley is a pretty lousy site defensively (AD and AG...am I missing any?) and you have no access to negates from your team OR site, it's gonna be a tough team to win with


BigBadHarve

I had an Avalon build that was reasonably effective.

Utilize Fatal Attractions for the best laid plans, the any mission "To Save the World" and Outback as your site.

Wolverine and/or Longshot in the site hedges your bets for getting the aspect in play. If it's in play, To Save The World is a great event for prolonging the battle if your Aspect is in play. Avalon thrives on prolonged fights, hit and run doesn't work because of the penalty.

steve2275

#5
using avalon means needing to use the icon attacks(27 damage) from the alley

gameplan.exe

in my experience, Avalon works best with Teamwork attacks threatening KOs, forcing the opponent to concede. so, the biggest thing is to venture aggressively.
"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

steve2275

#7
yeah
3 level 6 hits and a level 2 hit=ko
but i think bishop cable magneto up front is the way to go
and maybe go 2  level 8 e tw by adding the fighting and intellect follow ups
you can still give the prof an 8e tw then next round give magneto an 8e tw?