A sample deck in detail

    Now let's put this past section to the test.  I want to show you a sample deck that is similar to my all time favorite deck, my Strength / Intellect team.  If you have the cards then feel free to build this team and try it out.  I have only removed some cards that are of little importance to most beginners.  This deck also has some other basic fundamentals that I have not mentioned yet.

    Step 1: Start to pick your team.
    "I like Hulk.  Let's put Hulk on a team."
    If this is how you want to choose your characters then that is fine.  It does not matter what your motivations are for your characters, as long as you have fun with it.

    Step 2: Pick the rest of the team.
    The Hulk's stats are Energy: 1, Fighting: 3, Strength: 8, Intellect: 6.  We should absolutely use characters with a Strength of at least 7, but 8 would be even better.  One fundamental I did not mention before is to choose characters that have a good secondary stat as well.  This would be Intellect for Hulk.  If we find other characters that are high in Strength and decent in Intellect then we might be able to capitalize on that.
    "Darkseid is high in Strength and Intellect.  Let's use him also."
    Darkseid's stats are Energy: 6, Fighting: 3, Strength: 8, Intellect: 6.  Darkseid fits very well with Hulk right now.  He is a little expensive when we start to think about the Deck Sum Rule though, so let's see if we can find some other characters to go with these two that are a low point value.
    "Thing is high in Strength and fairly 'cheap'."
    The Thing's stats are Energy: 1, Fighting: 5, Strength: 8, Intellect: 3.  We do not get the decent Intellect as we do with Hulk and Darkseid, but we can still live with it.
    "Doc Samson is about the only one left who is high in Strength and Intellect and low in points."
    Doc Samson's stats are Energy: 2, Fighting: 2, Strength: 7, Intellect: 6.  I still get a lot of heat for using Doc Samson on my team but I do not care.  I set out to build a Strength / Intellect team and this deck works for me.  Doc Samson gives me the Intellect 6 to go with Hulk and Darkseid and that is all I cared about.  Plus, this deck works so well with him in Reserve that sometimes he never even makes it to the front line.  Besides, it is a little fun to see how people react when they see him on my team.

    Step 3: Pick their Special cards.
    These four characters do not have that many good specials to use, and only a few great ones.  Hulk has two high level attacks; Enraged, a level 8 Strength attack, and Power Leap, a level 9 Fighting attack.  Thing has Clobberin' Time, a level 10 Strength attack.  Darkseid has Omega Effect, a level 7 Intellect attack with an extra effect.  Doc Samson has Head Shrinker, a level 7 Intellect attack.  Personally, I do not like the other Special cards they have and I only use the ones listed here.  Using so few Special cards can be an advantage though, which I will talk about later.

    Step 4: Build the 'Power Pack.'
    This part will be pretty easy.  Doc Samson is usually the Reserve character so that means the entire front line has an 8 Strength.  I use five level 8 Strength power cards as well as five level 7's.  Because this deck has no defense from specials, other than Any Character defense, these high level power cards will usually be saved for defensive actions.  Since I need these high level cards I want to increase my chance of drawing one in any given hand, but not have too many.  I use four level 6 Strength power cards because I need every character to be able to play it, mainly to be used to block a Teamwork card, as they all act as a level 6 attack.  This pretty much covers the higher level power cards.  When I look at the lower valued power cards, I see that at best each character can play a level 2 Fighting power card and a level 3 Intellect power card.  I will ignore Energy because there are too many 1's to make it worthwhile.  With the lower valued Power cards I want to make sure I have the opportunity to use them as follow up attacks to a Teamwork with as little difficulty as possible.  Since the 2's are Fighting and the 3's are Intellect, I make the 1's and 4's Multi Power cards, since they could be used as any power type I need.  I use three of each level 1's, 2's, and 3's and four of the level 4's.  This leaves only the level 5 power card to decide.  Since Thing only has a 3 in Intellect I could use level 5 Strength power cards to make sure every character can play them.  Or I could make the 5's Intellect to try to get slightly higher follow up attacks to a teamwork and live with the fact that Thing would not be able to play it.  For right now, I will use four Strength 5's because Thing can play them.  In a deck like this I make each valued power card the same power type to help keep it simple.  When it comes to Teamworks and the follow up attacks this ensures that I have the right cards to use.

    Step 5: Select your Teamworks.
    There are a couple of things to think about when it is time to decide which Teamwork cards to use.  The first thing would be which range of Teamworks your characters can play.  In this deck I can use Strength, Intellect, and Energy Teamworks.  I have three characters that can play the level 8 Strength to use Teamworks so I can easily put in two or three of those.  Each character can play the level 7 Strength to use Teamworks so I also use two of those.  I only use one of the 6 Strength to use Teamworks because this deck will have plenty of Teamworks as it is.  Again, three characters can play the 6 Intellect to use Teamworks so I have two of those.  Since Darkseid is the only character that can play a level 6 Energy to use Teamwork I will put in one of those.  This makes eight Teamwork cards, which is about the maximum you should put in as a beginner.  Your own personal play style may mean less or more, you just have to decide for yourself.  The second thing to decide is which types of follow up attacks will you need for these Teamworks.  Since this team has very little Energy I did not put in any Energy power cards and I do not want any Energy follow ups for these Teamworks.  This helps to make sure that I have a greater chance of my Teamworks being usable each time I draw them.

    That is about all there really is to it.  I think this deck design could help a beginner to learn some of the basics of OverPower and begin to move on to some of the more complex cards, concepts, and strategies.  If you do not have the cards to build this exact deck, then you may have some other options.  You could build your own deck with cards for characters you do have.  Or, if you know of someone who does have the right cards then maybe you could convince him/her to loan you the cards you need to build the deck you want.

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