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Every week we'll be showing a cool new deck based
on the New England Rules Overhaul rule of the week. This week's rule
is the replacement rule for non-specials, which allows you to draw a card
up to once per battle when you play a Captain Universe, basic universe,
or training card. This deck will be focusing on the power of Captain
Universe. Not a great card when you play it on its own, but when
you can draw a card for it? Then it's pretty cool when combined with
specials the opponent really needs to block. But we can easily play
more than just Captain Universe for replacement cards. In this deck,
training cards will help us set up a good power grid defense.
Deck of the Week | |||
Team X: 5-7-6-5 (18) | Heroes for Hire: 2-7-8-4 (21) | Reavers: 5-7-6-3 (18) | Sabretooth: 2-8-6-3 (19) |
Tracking Senses x 2
Combat Armor x 2 Kinetic Absorption x 1 |
Iron Fist
White Tiger x 2 The Black Knight x 3 |
Pretty Boy
Deathstrike Skull Buster Bone Breaker x 2 Donald Pierce x 3 |
Wildcat Attack x 3
Government Operative x 2 Dangerous Mind x 2 |
Power Cards:
E: 5, 2 (x3), 1 (x2) F: 8, 7 (x4) S: 8, 6 (x4) I: M: 5, 4 (x3), 3 (x3) A: 8, 5 |
Teamworks:
8F+SE 7F+SE (x2) 6F+SE 8S+FE 6S+FE (x2) |
Events: (Assault on Onslaught):
Do or Die! event Fighting Spirit Lives event On the Move event Other:
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Home Base: Marvel Universe | ||
Beyonder
Sentinels (x3): Mutant Countermeasures, Robot Mentality, Overhaul Post (x2): Gather Info, Mysterious Past Holocaust (x3): Impervious Crystal, Consume Lifeforce, Apocalyptic Minion Onslaught (x3): Merciless Conqueror, Mutant Gestalt, Dark Thoughts X-Man (x3): Apocalyptic Survival, Illusory Reality, Street Prophet Dark Beast (x3): Acrobatics, Analyze, Animal Dexterity |
This deck has a strong hard-hitting front line. ALL of the specials you throw are bad news, and your teamworks come pretty heavy too. The only trouble is the deck's lack of defense: main deck, you just basically have your power cards plus the negates and Government Operative (place it to Sabretooth in the reserve!) and your battlesite. Well, the Citadel does have very solid defense so you shouldn't exactly be up a creek, but all your low power cards can be used with the three training cards, which anyone can use. So that helps your defense some. Also, the Fighting Spirit Lives (all specials can be played by any character for remainder of battle) event helps your defense; if it comes up after someone has died you can use their specials anyway.
As far as your special things, try pairing the Captain Universe with White Tiger for a surprise hit, or with a Consume Lifeforce from the battlesite (yes, this play is *legal*!). This deck hits like a truck and spectrums like a mother. By the way, notice how much cost-capping helped this team! It's just barely legal, but we saved 5 points on Team X and 3 points on The Reavers. Not bad, huh? Also, remeber to use your Deathstrike to take out your opponent's Devourer of Worlds if they're playing Any Heroes.
The basic word on replacable cards is this: Don't put too many in your deck unless you think they're good enough for you to play without replacing them, because it'll happen more frequently than you'd think. My general rule of thumb is to put one replacement card in for every 10 cards in your deck, which this one conforms to pretty closely.
Until Next week, happy gaming!