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The Mission Statement Volume 1 Issue 2

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Yawn.'''''<u>X-Mansion</u>''''' - In hard core tournament rings, the Inherent Ability of this Home Base had been laughed at. Lets face it, since many people don't feel that DoubleShots are even worth using, being able to combine Strength Power cards with any DoubleShot card isn't the most useful benefit. Not any more! X-Mansion's Aspect, "Mutant Schooling", gives an X-Mansion team the ability to draw a card from the top of the Draw Pile immediately after playing any DoubleShot card! Replacing DoubleShot cards played with fresh cards from the Draw Pile can really open your hand up to new possibilities, not to mention the Spectrum KO danger that a steady stream of DoubleShot attacks pose! '''''<u>Wundagore Mountain</u>''''' - The main difficulty in putting this team together is that the Power Grids of the six characters do not line up well with each other. To compensate for this, Wundagore Mountain's "Knights of Wundagore" Aspect card give this team a level 7 Any-Power card that not only may be used to attack or defend, but also doesn't duplicate with any other level 7 Power cards you may have! What's even better is that this card isn't limit to one-per-deck! '''''<u>Department H</u>''''' - As if having a Homebase with three characters with 8's in their Power Grid (all in the same skill) wasn't enough, once they get their Aspect into play, all of their Power card hits are +1 to Venture! Even though the Aspect card is one-per-deck, the fact that Wolverine is getting a useful Special called "Tracking Senses" in the X-Men MegaPower promotional subset makes it possible to be able to draw and play that Aspect card immediately from your Draw Pile! Once the Aspect is in play, your Power cards can start adding to Venture more and more. So dig out those Location cards, slap an Aspect or two into your deck and enjoy!
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