Heralds of Big Cactus Galactus

Started by Tussin, December 09, 2013, 03:26:41 AM

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Tussin

ok i had a vision of how to abuse the power of Galactus... happy planet smashing. <3

main combo involves stockpiling teamwork cards on Galactus... so major draw power is needed, win by sheer force of Galactus' teamwork KO power. so either i run Silver Sable in my deck with event to make that special useable on him, or i run battlesite with her and use event or teammates that can search for that special and stockpile my weapons. my opponent cannot hide or run, they can concede all they want i will build up and unleash destruction. Multiple Man is my smuggling weapons dealer... swap him and reserve Galactus for the silver sable special boost. Callisto will be the brains behind the operation making sure everything goes according to plan with speed.

i can swap Callisto for Sable and run Linkstone on her HV... i could go any heroes as well to use DoW to prevent battlesite negates?

Witchblade on Multiple Man for using 7's and 8's to followup Galactus' teamworks

going to be a work in progress as i calculate my options. i may consider Fatal Attractions as another mission.


how many teamwork cards are there in game? yeah 13... Big Cactus can use them all.


have any activator ready to go with event to speed up silver sable special/activator

when i get Galactus loaded up with teamworks, he will all get a +2 to make them all 8's to defend, plus i plan to have 1 person dead or two by the time i get ready for the coming.


Homebase: Marvel Universe ~ Opponent's Team is -1 to Venture Total per Battle. ~

Team:75
Multiple Man 6-6-3-3 (18) ~ May make one or both follow up attacks to any Universe: Teamwork card. ~
Hawkeye      4-7-4-2 (17) ~ May play "Dynamite Delivery" from Reserve. ~
Galactus       8-8-8-8 (32) Counts as 24 points for tournament deck building.
Callisto         2-6-3-5 (16) ~ May play any "Morlocks" Special cards. May play "Caliban" from Reserve. ~

Mission: The Coming of Galactus

Battlesite: The Concrete Jungle

Battlesite Specials: 13
Daredevil - Alertness (AG)
Daredevil - Man Without Fear (DN)
Kingpin - Business Savvy (HQ) [OPD]
Kingpin - Underworld Henchmen (HL)
New Warriors - Turbo (JW)
New Warriors - Speedball (LC)
Punisher - Dodge (AD)
Punisher - Outwit (ET)
The Serpent Society - Cobra (AO)
The Serpent Society - Diamond Back (AA)
Silver Sable - Battle Plans (HV)
Silver Sable - Chia (AP)
Silver Sable - Sandman (EB)

Aspect Cards: 1
Any-Homebase - A-Next [OPD]

Specials: 16
Multiple Man - Legacy Survivor (OPD)
Multiple Man - Multiply and Conquer (OPD)
Multiple Man - Duplicate Self
Hawkeye - Action Leader (OPD)
Hawkeye - Combat Ready (OPD)
Hawkeye - Avenging Archer (OPD)
Hawkeye - Field Dressing
Hawkeye - Pinpoint Accuracy
Hawkeye - Dynamite Delivery
Hawkeye - Dynamite Delivery
Hawkeye - Arrow Assault
Hawkeye - Quiver of Arrows
Hawkeye - Quiver of Arrows
Callisto - Caliban
Callisto - Caliban
Callisto - Run From Slaughter

Power cards: 20
Fighting: 4 4 5 5 6 6 7 7
Strength: 1 1 2 2 3 3
Intellect: 8 8 8
Any-Power: 5 6 7

Teamwork cards: 12
* 6E FI +1+2  <MN> {C}  Firestar, Nova & Namorita
* 7E FI +2+2  <IQ> {C}  Cyclops, Jean Grey & Cable
* 8E FI +2+3  <IQ> {C}  Professor X, White Queen & Banshee
* 6F EI +1+2  <MN> {C}  Serpent Society
* 7F EI +2+2  <MN> {C}  The Hand
* 8F EI +2+3  <IQ> {C}  Captain America, Iron Man & Thor
* 6S EI +1+2  <MN> {C}  Doppelganger, Shriek, Demogoblin
* 7S EF +2+2  <OP> {R}  Thing, Mr. Fantastic and Human Torch
* 8S EI +2+3  <IQ> {C}  Galactus, Silver Surfer & Adam Warlock
* 6I EF +1+2  <MN> {C}  Adam Warlock, Gamorra & Pip
* 7I EF +2+2  <MN> {C}  Sebastian Shaw, Trevor Fitzroy & Selene
* 8I EF +2+3  <MN> {C}  Lilandra, Gladiator & Deathbird

Artifact cards: 1
* 6F 6A  THE WITCHBLADE [OPD]
Teammate may play any Power card currently usable by Front Line to attack.

Event cards: 2
* SOVEREIGN SEVEN
Remove one hit from the Permanent Record of all characters with an Inherent Ability.
* EVERYONE HAS A PART TO PLAY
Activator cards may be exchanged for any Special card beneath a Battlesite for remainder of battle.

Total cards: 64

teesaw

Someone please correct me if I'm wrong, but I think there's only 12:  6, 7, 8 = 3 x 4...I guess 13 if you count the any power ones? 

Unless we're talking about some customs that I'm not aware of
"I could almost taste the victory...but ultimately it was denied, as is usually the case." - Nate Grey

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chuu

lol, getting penance stared with 13 placed teamworks would SUCK...

gameplan.exe

Quote from: teesaw on December 09, 2013, 11:52:26 AM
Someone please correct me if I'm wrong, but I think there's only 12:  6, 7, 8 = 3 x 4...I guess 13 if you count the any power ones? 

Unless we're talking about some customs that I'm not aware of

well,  think maybe he was counting each different follow-up versions. so, for example, he was looking at a 7E+FS as different than 7E+FI. they would, in fact, be duplicate in hand.

as a word of caution: TW cards require Power cards to fuel them. as the TW cards increase, the Power cards needed for follow-up are no longer used for defense... so you'll need a lot of Special card defense. also, you may need to include a Negator, since you'll want to protect this strategy from KL cards or someone coming back a hand later to negate the Silver Sable special.

this is a good concept, though; keep working it out. I'm curious!
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
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"Even comics arent' as much fun as OverPower."
- thetrooper27

Tussin

#4
ok if they are duplicates that kind of helps.. since 36 cards would take up too much space in the deck anyway. i didn't know they were classified as dupes.

that is a great idea to have a few negates ready to make sure my signature cards fire off when i need them to.

still 13 stacked teamworks are money. yeah Ghost Rider will be my bane, but how many people expect to play a deck that has more than 4-6 cards placed on a character? :)

multiple man fits so well in this deck, he can follow up teamwork attacks, draw power and switch with reserve.

i can slide in Metallo or Hawkeye for my 4th slot for more reserve swapping... Metallo would add a backup to my strength of Galactus... nothing major but nice and wouldn't have to include many of his specials in deck. Hawkeye has better specials and reserve potential... like late in the game if i still have all 4 alive Hawkeye would be great to slide to the back when Galactus is fully charged with 13 teamworks then he can fire from there too.