You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
The Utopia Project: Strategies for the Squadron Supreme
As a fan of the Squadron ... I hope to save them from having an "All Things" thread.
So far there is only the rumored 4-drop Power Princess ... but I'm hoping they start getting some spoiler love soon ... until then let's just hope this means All Things Squadron Supreme doesn't show up on the boards ...
I found the post you put up for it before... I'll repost it here.
Quote
As per Orryst: Power Princess, XXX
4 cost
Team: Squadron Supreme
7/7
Flight
Whenever Power Princess deals breakthrough damage to an opponent, you may choose to give target character you control +3/+3 instead.
MAV XXX
This gives away a bit of the feeling of the team. We're probably looking at a team whose primary dynamic is the focus of chaining powers. If one character does X, it'll allow the next to do Y, making it easy to end up pulling off Z. As spoilers roll out, the trick will be to develop an idea for how decks based on this team will best flow to a win condition.
Good idea, Walter. I'm off to save the TBolts and Masters of Evil. I've waited 30 years to be able to say that truthfully. (This is the best card game ever!)
As for the Squadron themselves, Power Princess looks like a promising start. As Canamrock suggests, I feel this will be a team that is focused on attacking down or on the curve, and getting a much better effect off of breakthrough than actual BEL. Each successive attacker will get better and better bonuses until combat is over.
Power Princess, for example, makes a standard 3-drop into a 7/7, a standard 4-drop. So if she attacks into an opposing 4-drop, she lets the 3-drop grow to such proportions that it takes the opposing 3-drop down (perhaps giving some other nasty effect), then becomes a 7/7 wall that a 1 or 2-drop will be unable to stun without significant help.
If we have KO effects, other types of pumps, special abilities (invulnerability and a Blind-Sided effect come to mind immediately), and perhaps utility effects (imagine sacrificing BEL from one attack to search for a Squadron Supreme character from your deck to place in your hand; yowza!), this may prove to be a very effective team indeed. Especially in these post-Overload days of Vs.
So, we have something to add to Power Princess. A card representing each of the two main strengths of the Squadron Supreme:
Power Princess Zarda
Squadron Supreme Character
4-cost
7/7 Flight.
If Power Princess would cause breakthrough while attacking a character, instead, a character of your choice gets +3 ATK/+3 DEF this turn. "With out strength united, we will create a better world."
Panacea Potion
Plot Twist
3-threshold
If you have no cards in hand, recover target stunned Squadron Supreme character you control and put a +1 ATK/+1 DEF counter on it. "The Panacea Potion cures all diseases known to man...all failings of the flesh and bone."
First of all, we know that Squadron Supreme characters are supposed to have very potent effects in place of breakthrough when attacking characters. Power Princessis the first of these, and has been covered already.
Now we also have Panacea Potion, representing the other main strength of the Squadron: increased power for depleting your hand of cards. And Panacea Potion delivers the goods on such a mechanic. A free recovery and a +1/+1 counter? Yes please! We've also been informed that the Squadron will have plenty of reservist characters to facilitate the emptying of the hand. Now if the other sites can start pumping out their spoilers on time, we might see a couple more Squadron cards today! :)
Both abilities even make sense together. Considering that to ensure you deal the BEL, you'll likely want to blow cards early, the bonuses from cards such as the Potion are merely rewards for doing what you would've been doing in the first place. Ironically, a team like this will still reward card draw since they can hopefully make the most use of whatever you draw into. The goal as I see it is to use characters and non-ongoing PT's primarily, with locations and ongoing PT's being at a premium, since they'll be more likely to get logjammed into your hand.
For cards like ATK pumps, we'll want to use turn-length ones such as Flying Kick and No Man Escapes the Manhunters, rather than Savage Beatdown. This way, we'll be able to capitalize sooner on 'no hand' effects, be better protected against discard decks, and even have a means to make the most use out of any cards the Squadron may get which re-ready their characters.
They can also seemingly make a lot of room for cards with discard costs, such as HaB! and Fast Getaway. In fact, I'll be interested to see what tools they'll be given to convert dead draws into useful effects, since that seems a natural part of the Squadron's synergies.
Exactly, Canamrock. Unlike some previous teams with multiple subthemes, these two themes (along with the word now that the Squadron will have plenty of reservists) have great synergy together.
The Squadron theme will be able to work so long as they have a reasonable way to either: a) search for a specific location or ongoing plot twist, or b) discard extra cards from your hand for some sort of effect. We'll have to wait and see, I guess.
Doctor Spectrum Joe Ledger
Squadron Supreme Character
6-cost
12/12 Flight. Range.
Loyalty. Reservist. Willpower 4.
If Doctor Spectrum would cause breakthrough while attacking a character, instead, each player discards his hand. The greatest creation of a lost race, the Doctor's Power Prism may be the most powerful weapon in the universe.
He puts both premiere Squadron mechanics on a single card! He's got average stats with F/R, he has Willpower 4 and everything that goes with it. And when he causes breakthrough, everybody discards their entire hand! If it were just your own hand, it might be playable in a Squadron Supreme empty-hand deck. However, it also throws your opponent's hand away! Suddenly, you are both playing in top-deck mode, only you reap huge rewards for having no cards in hand. You opponent...well, merely has no cards in hand!
I hope there's a Utopia Project card that gives you some form of reward for having no hand, like a stacking ability to improve the odds of a beneficial topdeck. Rewards for having no hand can't be too great, though, since it's pretty easy to drain your hand of four cards in the period of a game.
Dr. Spectrum is badass, and fits perfectly with my earlier statement of the team's two themes being synergistic. He is perfectly suited to a 'Breakthrough Boon' deck and guarantees you'll be able to remove your hand when it's time to start playing your busted 'no-hand' cards.
What I'm hoping to see is a good set of odd-cost characters, hopefully a solid 5-drop wall among them, to support what seems to be an even-init-loving team.