Go Big to Send Them Home
by, 11-15-2015 at 09:35 AM (3083 Views)
Early pressure with a high-purchase-cost character can get you off to a great start, put you in the driver's seat and lead to victory. In this game's history we've seen Polymorph and the Hulk used time and time again to gain early control.
Additionally, with the latest set of basic actions, Big Entrance has allowed us to push the limits of our buying even higher by providing us with a cost reduction. Typically, Big Entrance is used to buy a couple of low-cost characters in a single turn but if we instead use that discount to grab a seemly out of reach character it can be really surprising to your opponent and give you an edge.
Moreover, actually buying Transfer Power allows you a 50% chance that you can get that big, beefy character out one turn sooner or, if was sent to the used pile because of a game mechanic, back from the dead. Secondly, this card also brings one of Shadowmeld's beloved globals to the table and if Shadowmeld loves it, we should also at least consider it , especially if we buy a defensive-oriented character like Loki.
The final card I's like to talk about is Outsider. Though this card doesn't gives an initial savings, it does allow you to reliably field your villains without having to consider their fielding costs. High-purchase cost villains, like Thanos and the Black Lantern Superman, also have high fielding costs on their level two sides. This basic action allows you to negate those fielding costs, save your energy and get your character out onto the field.
There are a couple of key points I'd like to share when using each of these cards that I think will help out a newer player:
1) Bring PXG.
2) Do not, do not buy these basic action dice on turn one. It is tempting but I believe you get the most out of them if you buy them on turn two.
3) With that said, have a reliable two-cost or three-cost non-mask character that you can buy on turn one. Characters like Constantine and Wasp come to mind.
4) Reroll aggressively for enough masks to ramp with PXG. Ideally, you'll want to reserve two masks on turn one and three on turn two to maintain perfect ramp.
5) On turn three, don't overbuy. Save some masks to maintain your ramp and your edge.
Sample first four turns with Big Entrance:
-I have Wasp-Founding Avenger, Big Entrance and my goal is Red Dragon-Epic Dragon
Turn One: Roll four die. Buy Wasp and save a mask. PXG x1.
Turn Two: Roll six die. Buy Big Entrance and save three masks. PXG x3.
Turn Three: Roll ten die. Wasp will come up one bolt energy, Big Entrance will land on it's action side, field a sidekick, save two masks and have five energy remaining. Use Wasp's bolt energy, five other energy and Big Entrance to buy Red Dragon for six. Red Dragon goes straight into your bag via Big Entrance, field your sidekick and PXG x2.
Turn Four: Roll eight die. Red Dragon lands on level two, Wasp lands on level two, save three masks, and use remaining energy to field both characters. PXG x3.
You've just fielded a massive Red Dragon, have maintained ramp throughout and have some wiggle room because some of the dice rolled sidekicks.
Just think of the possiblities on turn three if you could get all of your sidekick dice to roll energy and your low-cost character to roll double-energy...Is Phoenix Force-Force or Nature really out of the question?!?!