Sunday, July 26, 2020

Batmen Beyond






Fun Facts About Bats:
1. They can be scary.
2. They apparently can carry Coronavirus and not get sick.
3. They sometimes fight crime
4. They are nocturnal flying mammals.
5. Dracula may turn into a vampire bat.
6. Bat Guano makes great fertilizer
7. They are apparently an attractive form for Decepticons to take.

Fact #7 forms the basis of this deck, which I call Batmen Beyond!  The fortressmaximus.io deck depiction is included at the end of the post.

Characters
Fangry (6)
Mindwipe (9)
Ratbat (6)
Kreb (1)
Grax (3)

Battle Cards:
Combat Dagger (O,BL)(3)
Energon Mace (B)(3)
Enhanced Power Cell (BL)(3)
Escape Capsule (O,BL)(3)
Fusion Borer (BL)(3)
Increased Durability (BL)(3)
Magnetic Dysfunction Ray (O, BL)(3)
Master of Metallikato (O,BL,B)(3)
Minor Medic Kit (BL, BL)(3)
New Orders (BL)(3)
Precision Fire (O, BL)(3)
Scoundrel's Blaster (BL,G)(3)
Special Delivery (BL)(1)
Wedge Formation (O, BL, G)(3)
Breakdown: 18 Orange, 9 Blue, 6 Green, 37 Black.  16 Actions, 12 Weapons, 3 Armor, 9 Utility.

Why These Characters: They are all bats.  They are all Decepticons.  Sometimes there isn't really any deeper meaning to mine.  Kreb and Grax are ere because they look suitably creepy to fit in, and I like their health bonus.

Why These Battle Cards: Now that I have a team of evil bat bots, I need to find a way to make it work.  Mindwipe likes black pips - in body mode when he flips them, the opponent has to discard a card. Ratbat likes multiple colors to trigger his tap ability, which can heal the rest of my squad.  So, I targeted multi pip cards, with black being a priority.  That got me Combat Dagger, Enhanced Power Cell, Escape Capsule (which will help with two titan masters on my team), Magnetic Dysfunction Ray, Master of Metalliko, Precision Fire, Scoundrel's Blaster (which is also nice because these guys are all Decepticons), and Wedge Formation (a triple pop cared which also benefits from me having melee and ranged players on my team).

New Orders can untap Ratbat (and Grax and Kreb) to allow him to heal everyone again.  Minor Medic Kit, Enhanced Power Cell, and Increased Durability are black pips aimed at keeping my squad alive while being able to trigger Mindwipe's ability. Energon Mace will help against Autobot squads.

Strategy: With Grax and Kreb attached, Fangry and Mindwipe have pretty high health totals, especially if I can get one of the upgrades on them. I think I am putting Kreb on Fangry to keep his star count low (7) because he gets a bonus for attacking someone with more stars than him.  If he goes up against any of the patrols, he's already going to take advantage of his body mode (tough 2 when defending against fewer stars).  Mindwipe gets Grax by default.  Mindwipe is staying in body mode and attacking first to thin out my opponent's hand. Fangry goes second and his mode will depend on what the opposing team looks like. Fangry and Mindwipe are getting all the upgrades because I'm using Ratbat for his tap ability.  Ratbat transforms into bat mode and uses his tap ability to heal whoever got zinged in the first two rounds.  With 24 Multi pip cards, including 6 with three pips, there's a good chance he'll get to heal at least two from each character. Hopefully, between Ratbat's healing, the extra health from battle cards and Grax/Kreb, plus Special Delivery (which moves a damage counter to an enemy), I can keep this squad going until the sun rises and they must retreat to their lair.


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