Munchies
by Rick Ford
February, 1996
Munchies
Foundations |
4 |
Friends of the Dragon |
3 |
Everyday Hero |
3 |
Test Subjects |
5 |
DNA Mages |
Feng Shui |
4 |
Ancestral Tomb |
4 |
Pinball Hall |
3 |
Whirlpool of Blood |
2 |
Monkey House |
1 |
Sacred Heart Hospital |
Dragons |
4 |
Bronze Sentinels |
2 |
Netherworld Vets |
1 |
Ting-Ting |
2 |
Golden Gunman |
2 |
The Prof |
2 |
Redeemed Assassin |
2 |
Final Brawl |
3 |
Golden Comeback |
1 |
Last Stand |
2 |
Now You've Made us Mad |
Architects of the Flesh |
2 |
Sgt. Blightman |
3 |
CHAR |
3 |
Vivisectors |
2 |
Arcanotechnicians |
2 |
Expendable Unit |
2 |
Cellular Reinvigoration |
1 |
Neutron Bomb |
2 |
Dangerous Experiment |
2 |
Nerve Gas |
2 |
Imprison |
1 |
State of Emergency |
Unaligned |
2 |
Grenade Launchers |
4 |
Pocket Demons |
2 |
Secret HQ |
Notes
First - this deck is designed for multi-player games - I'm not sure how
it would fare in dueling. That being said: there are 3 "themes" active
in this deck.
1) Attack with big hitter (preferable Sgt. B.), use Vivisector on him,
drop another B.H. and attack again, hopefully seizing 2 sites, or at least
one site and kill a lot of other stuff.
2) Use Bronze Sentinels and Vivisectors to clear your stuff off the
board, then use Dangerous Experiment(s) with minimum number of targets
on the board. Remember - the Prof is immune to Experimentation :) Then
use the power to drop 2-3 heavy hitters (using State of Emergency if needed)
and go for it.
3) Ting-Ting + Bronze Sentinels = big Ting-Ting :) Since you will be
eating lots of your own sites, Pocket Demons are essential. The Sanctuaries
are essential because they will rarely be siezed on a first attack (10+
body is normal, frequently it gets to 20 or more). After one is damaged,
use the B. Sent. to eat it and take something else.
Other "Stupid Card Tricks": Burn for power, then play Redeemed Assassin
on opponents turn. Last Stand+Final Brawl+Now..Mad = 1 Power for each character
- then turn to heal :)