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Because of the dead is dead ruling, X-babies now suck. On the contrary, X-babies' true beauty shine. It is a common myth that the only good thing about X-babies is that they can not be K.O.ed by Powercards. Well, that is a good thing but all the other good qualities of X-babies have been forgotten.

Must we forget that X-babies are a fifteen stated character, so our team now can accompany such a Goliath like Onslaught, Apocalypse and Beyonder? Also thouse pesky negates X-babies played are still their to completly annoy your opponent. And their avoid lets them defend what is normally not defendable by thier impatient stats.

Fine, but their offence is week. Their offence does not create much damage, so we can ignore the high pounding venturing Goliath these cute little babies conceal. X-babies widely know Lil' Colossus can pound a whopping ten onto venture, and that is nothing near inpatient. Lil' Wolverine can smash an eight any onto your opponents battlesite. This derives two possibilities that are both positive for you: one they waist an eight to save their battlesite; second they do nothing and you end off with another eight in venture. Lil' Cyclops does a number too. When about to use Lil' Cyclops make sure you have only four missions left to win, with an entire team of venture hogs you could easily draw enough cards to pound and win the game.

A fault most players have is the assumption that X-babies belong in a energy-fighting deck. No, they are the complete opposites. When considering it, if you have them in a energy-fighting deck they could only play the five and four energys and fightings leaving the six, seven and eights alone. Why not stick them in an Intellect-Strength Deck. That way they cannot play any of the high cards but the low four, three, two energy fighting cards will be all theirs. In the end, X-babies will be able to play more cards and your deck would be more spectrums able.


Offical Websites Negative Rule - http://overpower.com/rules/playbook.html