This is the first in a new
series of articles called Stacking the Deck. The idea behind these articles is
to present deck ideas for various expandable card games that involve building
your own deck to play with. This first article will present a team and deck for
the Mega Man Trading Card Game. If you’re not familiar with this fun TCG
you can read my Design Review here.
I’m creating this as an
offensive team/deck combination, so the primary focus will be on scoring
Victory Points as quickly as possible through attacking your opponent’s Characters.
The two Characters I’ve chosen for my team are Elec Man (Set 1, #7) and Spark
Man (Set 3, #3).
Elec Man has a very straightforward advantage. He gains a
positive Power Token every time he performs a basic attack or executes a
Tactics card of the electric element. Positive Power Token effectively raises
his meager starting Power value of 6 by 1 each. So, keep Elec Man
attacking or using Tactics cards every round.
Spark Man is a bit more complicated. He starts out with a Power
of 8, so he can make a pretty effective basic attack from the get-go. But, his
real advantage comes from his ability to play an unlimited number of Tactics
cards with a single Action, so long as their Costs progressively and
continuously ascend or descend by 1. That can be tricky to pull off, and you’ll
need quite a few Resource Points each time you do it. Have Spark Man alternate
focusing (which gives you more Resource Points) and attacking.
It’s Electric!
Now let’s look at our deck.
I’m going to start by simply listing all of the cards in the deck, and then
I’ll discuss how to use them.
Double Shot (Cost: 1; Set 1, #48)
Elec Charge (Cost: 3; Set 1, #43)
Elec Converter (Cost: 2; Set 1, #44)
Elec Transfer (Cost: 2; Set 1, #68)
Electric Bolt (Cost: 1; Set 1, #42)
Return Shot (Cost: 1; Set 1, #46)
Spark Arc (Cost: 2; Set 3, #56)
Spark Interest (Cost: 0; Set 3, #54)
Spark Shock (Cost: 2; Set 3, #81)
Thunder Beam (Cost: 2; Set 1, #56)
The first thing you’ll notice
is that all of these cards are Tactics cards. This deck has no Minions in it.
This could be a weakness of the deck, depending on what your opponent is
playing with, but what we’re really trying to focus on here is scoring Victory
Points quickly – before it really matters what your opponent is up to. The
number of Tactics cards creates a better opportunity for Spark Man to
make use of his special ability, and because both Elec Man and Spark
Man are Electric element characters they can both use any of the Tactics in
this deck.
Here are a few tips on making
the most of these cards. Put Elec Converter and Spark Arc on Elec
Man as early as possible and have him drain Spark Man’s Power to
boost his own basic attacks. Elec Man can then use Double Shot
and Return Shot to greater effect. Have Spark Man use Tactics
cards that don’t rely on his own Power, like Electric Bolt and Thunder
Beam. Since Spark Man has the lower Armor of the two, he’ll benefit
most from Elec Charge, which will give you a free attack each time he’s
hit by a basic attack. Use Elec Transfer and Spark Interest to
get the right cards in your hand to have Spark Man throw out multiple
Tactics cards on his turn. Lastly, have Spark Man use Spark Shock
to give Elec Man another Action he can use to attack.
That’s my idea for a Tactics-centric offensive deck. I haven’t actually played with this team/deck combo, but I would be curious to see it in action. Have any thoughts on how this deck could be improved? Is there a better way to make use of these cards? Please share your thoughts in the comments.
I really like the idea you put up! In fact, it made me think of another possibility. If you had Spark Man by himself, you would begin the game with 7 cards and 5 Resource Points. Exchange a few cards out with Tactical Genius, No Sweat, and Magnet Beam, and you might keep your offensive power while increasing your defense with the Elec cards.
ReplyDeleteI would certainly like to see both of these in action.
Thanks for the input! Your idea sounds like a good variation of this.
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