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BEYONDER COMES TO TOWN! TEAM CHARACTERS & THEIR CARDS (last is Reserve): JUBILEE 6-4-2-4 (16) May have duplicate "Blinding Flare" Blinding Flare x 2, Distracting Burst x 3, Troublemaker x 3, Plasmoid Flash [OPD], Prismatic Flare [OPD] BEYONDER 6-5-6-6 (28) May play any (Teammates' non-OPD) Specials BLOB 4-5-6-1 (16) Not Spectrum KO'd with Strength Power cards Blubber Block x 3, Heavy Hitter x 2, Immovable Object, Sumo Slam [OPD], Immovable Object [OPD], 6S-IE Teamwork x 2 MOJO 6-3-1-6 (16) MultiPower Power cards are +1 to attack Caught On Film x 2, Director's Cut x 3 ANY HERO SPECIALS: Bastion, Confusion, Death From Above, Gamma Terror, Guardian Angel, New Universe, Power Leech TEAMWORKS: 6E-IF x 2, 6I-FE x 2 POWER CARDS: 6E x 2, 6I, 5M, 5E, 5F, 4M x 3, 3F x 3, 2I x 3, 1M x 3 MISSION & EVENTS: AGE OF APOCALYPSE Mutant Rebels Held Captive (No Strength Power cards may be played) Strategy Destroyed (Discard all Placed cards) C O N C E P T : It was a bright, sunny day when the new family...Mr. Beyonder, his exotic wife Jubilee, their jovial boy Blob, and their pet, uh, something-or-other Mojo...moved in down the street. Then again, maybe we held a "Max-6 Any-Heroes Only" tournament that day. Yeah, I think that's the way it happened, actually. S T R A T E G I E S : Except for the ABSORB IMPACT which needs to be placed to Blob, keep other Avoids in hand for maximum opponent confusion. They literally will not know who to attack once they notice you can have so many BLANKET AVOIDS - BOTH TEAMMATE AVOIDS act exactly like "Guardian Angels" since they can be played by two people, and JUBILEE'S AG has double the chances of blocking an attack in this deck. Definitely go light on the Placed cards until the DISCARD ALL PLACED CARDS EVENT comes up and wipes the board clean. Only a few of your cards are not duplicated in the deck so you've probably got better chances than your opponent of replenishing any discarded cards, and a lot of your OPD's are Any Heroes that can't be placed anyway. Blob's IMMOVABLE OBJECT can be used by him to prevent an opponent's Character from being able to attack with little worry that any of his cards will be unusable, since Beyonder can play the majority of them in his stead. T W E A K S : Keep in mind that this deck was created for "Max-6" Style Tournaments. I have no idea how well it would do up against level 7 and level 8 Teams, though I have my suspicions...it only has three attacks higher than 6, and that's pretty weak, compared to heavy hitters today. It's a fun little defensive Team though, so taken for what it is, I see no need to change it at all.
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