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| **FINAL LIST**100 ideas Atomic Axe; Future Foes | |
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| Tweet Topic Started: Mar 18 2009, 11:21 PM (2,308 Views) | |
| Shadowtrooper | May 10 2009, 09:24 PM Post #16 |
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I Hate Rebel Scum!
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So we keep the axe and abuse the burn. I LIKE IT! |
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| vs_savant2 | May 11 2009, 12:34 PM Post #17 |
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Zen Master of the Versus Arts
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Yeah, because in theory Atomic Axe becomes a deterent for you opponent to attack back with their higher drops after you have waled away on their llower drops. Think about it, would you want to send your 5 drop into mine if you new it was gonna get KO'd.
Edited by vs_savant2, May 11 2009, 12:35 PM.
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| Shamilton777 | May 11 2009, 02:28 PM Post #18 |
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Regular
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Yes, but atomic axe is specifically designed to work with the bullies. I have a mono team FF build that I ran at the first BOTB that went 4-3. Instead of Saturn Queen and Time trapper I ran a Brainiac and the tarok the mute dude. I ran 0 +atk Pumps and just ran No mans, Skrees, I hate magics and busted knees as well as Internal injuries. Reason being is a -3 def in this deck is the same as +3 ATK for your entire board, and in multiples it gets pretty stupid, pretty fast. Also, a pretty good late game move is to drop an emerald eye, then boost empress to get a second eye out. gets out another stun and recovery for internal injuries and busted knee and with all the -def pumps, that extra 1 drop is usually swinging at a negative def guy anyway. Blindsided didn't win me any games, and If you're really intent on abusing axe, you're trying to limit your opponents board and reinforcement becomes less of an issue. Even if they do get to reinforce once, they stop how much really. The key is to go after they biggest drop and they take a ton of stun damage in addition to the injuries and knees. All in all, this a fun deck to play but Axe isn't really that abuseable a card without the internal injuries/busted knee play. That said, I had games where I took people down from 40+ endurance to -40 in one turn. (3 injuries and 2 busted knees along with a boosted validus will do that...) Edited by Shamilton777, May 11 2009, 02:32 PM.
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| vs_savant2 | May 11 2009, 06:43 PM Post #19 |
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Zen Master of the Versus Arts
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Def can't go into the negatives, bud. |
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| Shadowtrooper | May 11 2009, 07:22 PM Post #20 |
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I Hate Rebel Scum!
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Well actually DEF can go into the negatives. The thing is that when a character with negative DEF becomes attacked for all intents and purposes his DEF is considered to be 0 unless an increase in defense comes along from a card like Acrobatic Dodge. Example: A -1 DEF character is in combat with a 2 ATK character. If nothing else is added to the chain the damage is 2 breakthrough + recruitment cost NOT 3 + recruitment cost. You cant cause an extra point of damage because his DEF is in the negatives, his DEF is considered 0 in that case. Now if a -1 DEF character is in combat with a 2 ATK character, and I play Acrobatic Dodge his DEF will not be considered to be 0 before applying Acro Dodge's DEF increase to boost DEF to 3, DEF will be calculated by the -1 DEF the character has thus giving the character 2 DEF. |
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| vs_savant2 | May 11 2009, 08:48 PM Post #21 |
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Zen Master of the Versus Arts
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Not that I don't believe you. But I am turning on the HC signal. |
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| unclechawie | May 11 2009, 10:02 PM Post #22 |
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Elite Member
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Here you go Savant. I'd assume this is what HC would say. From the CRD: 104. Negative and Undefined Values 104.1 Negative numbers in the Vs. System are used only for purposes of raising or lowering values. Otherwise, those numbers are treated as 0. Negative endurance totals are an exception in two ways: 104.1a While comparing endurance totals, negative totals are not treated as 0. 104.1b If a player's endurance total "becomes equal to" or "switches with" another player's negative endurance total, that other player's total is not treated as 0. Example: You control Savage Land, which reads, “Activate >>> Target Brotherhood attacker you control gets +1/-1 this attack for each resource you control.” You use Savage Land’s payment power on Toad while you control three resources. Toad was 3 ATK/2 DEF and now is 6 ATK/0 DEF, except for the purposes of further changing his DEF. For the purposes of further changing his DEF, Toad’s DEF is -1. Example: Plastic Man reads, “At the start of the combat phase, Plastic Man gets +X ATK this turn, where X is the tens digit of your endurance, and +Y DEF this turn, where Y is the ones digit of your endurance." At the start of the combat phase, you control Plastic Man and have -29 endurance. Plastic Man gets +0 ATK / +0 DEF this turn, because his power does not compare, equate, or switch his controller’s endurance total with another. 104.2 “Totaling” or “combining” values together does not change any of the individual values involved; thus, if a team attacker’s ATK is less than 0, it is treated as 0 for the purpose of combining its ATK with the ATK of other team attackers. Similarly, if a character’s willpower is less than 0, it is treated as 0 for the purpose of combining its willpower with the willpower of other characters. 104.3 Undefined values that would be numeric are 0. Character cards with no recruit cost are an exception to this rule and use 203.4d instead. |
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| Shadowtrooper | May 11 2009, 10:30 PM Post #23 |
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I Hate Rebel Scum!
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| Shadowtrooper | May 11 2009, 10:30 PM Post #24 |
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I Hate Rebel Scum!
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AAHHHH Beaten to the punch with the same response. |
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| vs_savant2 | May 12 2009, 01:42 AM Post #25 |
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Zen Master of the Versus Arts
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Thanks a bunch. |
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| Shamilton777 | May 12 2009, 03:44 PM Post #26 |
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There you go - and yes, I know it's not causing extra breakthru, but the point being that when your swinging with your last emerald eye, with a 2ATK, who cares about breakthru at this point. with just 1 Injuries and 1 knee, stunning and recovering a 5 drop will do 11 End loss, even without breakthru. Then just to be a bastard, you axe him. As an aside, I used to have a team up with the FFoes and Brotherhood just to run the 1 drop Sauraun and lock their board with 1 last ATK. Good times when it worked - In fact, for a BYOTT it might be pretty effective - but that's another thread. |
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| Shadowtrooper | May 12 2009, 05:24 PM Post #27 |
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I Hate Rebel Scum!
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IN BYOTT cards like Busted Knee, SKREEEE!, I Still Hate Magic and Internal Injuries wouldn't be allowed, so you are going to have a tough time getting it to work. |
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| scottkthompson | May 12 2009, 11:59 PM Post #28 |
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That other moderator guy
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Are no generics allowed in Byott? I've only played Byot. |
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| bkwrds | May 13 2009, 12:12 AM Post #29 |
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is a Gypsy Doom
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BYOTT: Pick two affiliations. They're crossed over at the beginning of the game, but every card in your deck must reference at least one of those affiliations. I ran Hellfire/Inhumans and had an awesome time. You attack Magneto with your 6, I play Waking the Ancestors on him, and then stun Mags to stun your 5. Booyah. |
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| scottkthompson | May 13 2009, 12:43 AM Post #30 |
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That other moderator guy
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Are we thinking something like this? 2-Emerald Eye 2-Emerald Empress 2-Saturn Queen 2-Tharok 1-Time Trapper 2-Mano 2-Validus 2-The Persuader 1-Universo 2-Atomic Axe 2-Busted Knee 2-No Man Escapes the Manhunters 2-Glass Jaw or I Still Hate Magic or Rat-Tat-Tat 2-Internal Injuries 2-Five Against One (How in the world did we miss this one?) 2-Fatal Five Hundred |
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