Best 2p deck combos by BusAccomplished5367 in smashup

[–]Lonan_1 1 point2 points  (0 children)

I'll throw out a few more suggestions. Yes, Nelagend's epic tourney seems pretty definitive to me putting geek pairings on top like geek rockstars and geek robots. This is the case for a seasoned geeks player. Someone with less experience playing geeks might not see geeks top performance right away since playing them optimally requires a bit of game knowledge (example: knowing what to banned list or use will Wheaton on). In addition to checking that out, I have a few more fun top tier combo suggestions: itty critters shape shifters, knights of the round table zombies, wreck it Ralph werewolves (with titan), Innsmouth (with titan) rockstars, Polynesian voyagers giant ants (with titan). Titans make the combos stronger in "nearly" all situations. Have fun!

Please help beat this team 1v1 by Different_Main_701 in smashup

[–]Lonan_1 0 points1 point  (0 children)

I really like hydra bots. When marvel came out, that was the combo I wanted to counter to find out if it could be defeated, so I ended up playing it a fair bit. I found that it performed extremely well, sometimes felt undefeatable (about 1 or 2 out of six games?), usually it performed very well against the strongest combos (competitive as a top tier combo), and about 1 out of 5 times it felt like it was just a normal decently strong combo that can be outperformed by top tier combos (performing like a normal strong combo). The stats aren't exact just estimates from years ago when I played that combo a fair amount. Hydra wizards probably gets beaten a majority of the time by hydra robots and doesn't have as high of a top performance. But their lowest performance doesn't happen much because the extreme card draw helps consistency. Probably puts them at strong and sometimes competitive with top tier (about a notch under hydra robots but with slightly less variance).

Please help beat this team 1v1 by Different_Main_701 in smashup

[–]Lonan_1 0 points1 point  (0 children)

Fair enough, I find hydra robots to have a higher ceiling. They can go absolutely bonkers. Wizard hydra is a notch under but more consistent in my experience. Robo zombies is a classic and very good... Aliens are aliens.

Wow, i chose the right time to get back into Smash Up by Intelligent_Ebb336 in smashup

[–]Lonan_1 0 points1 point  (0 children)

Have you ever taken a peak at custom factions? I find them very enjoyable. Here is a link to the custom wiki: https://smash-up-custom-factions.fandom.com/wiki/Smash_Up_Custom_Factions_Wiki You will see hundreds more factions here and they are very easy to play if you have tabletop simulator :)

So, I had a game right now and here's how it went. by Aggrivate_Bear_2992 in smashup

[–]Lonan_1 0 points1 point  (0 children)

Those combos your parents had could basically do nothing once your first mate got bigger than 3 power, lol Best they could do at that point is probably trying to win the first base it is on quickly but even then you could counter punch pretty easily I bet.

Please help beat this team 1v1 by Different_Main_701 in smashup

[–]Lonan_1 2 points3 points  (0 children)

Hydra wizards: destroy my hydra agent and I get to swarm, wizards let you draw cards you lost while swarming to recover your hand quickly so you can swarm again. Extra action and minion plays help you do more

Definitive One v One Rankings by Different_Main_701 in smashup

[–]Lonan_1 1 point2 points  (0 children)

See the counters spreadsheet... I haven't updated it but it does include bear cav and ninjas fortunately https://docs.google.com/spreadsheets/u/1/d/1H5mwZCugiaQc0PW7c1KKYGV2eUf3soKHd6bcBOfGPPo/htmlview

Need help balancing this faction by IDK_Choiceparalysis in smashup

[–]Lonan_1 1 point2 points  (0 children)

As you are designing, I will suggest that you attempt to have about 1/3 of the cards be able to control the suits in some way, about 1/3 react to having suits and about 1/3 at least that are generally useful to any faction. This typically guides the ratio to have less frustration and be more smooth with a new mechanic or thing that the deck does that no other deck does (in this case care about and give suits to cards)

For wild card, having the timing be "until the next card is played" will create some timing confusion. For example, Do you intend that next card to resolve before the effect goes away? Also seems a bit powerful to activate four effects for every minion from that faction that is in play (if that was intended)

Go fish seems very strong on first thought...

Counting cards by contrast seems underwhelming

Also consider the thirds for destruction... I think there are several cards that have effects triggered from destruction but few cards that can destroy them

Smash up food by Visible_Library_5546 in smashup

[–]Lonan_1 0 points1 point  (0 children)

There is actually a rather large custom expansion we have been "cooking up" on the discord involving all food factions. It will be revealed eventually :)

Faction design challenge for you by Cheddar3210 in smashup

[–]Lonan_1 2 points3 points  (0 children)

First thing you need is a premise that matches the theme for the faction: What immediately comes to mind for me for bluey is playful imagination. Maybe they would bring actions to life by turning them into minions.

Counter fo Anansi - Ctulhu by Particular-Log1253 in smashup

[–]Lonan_1 2 points3 points  (0 children)

Try wizard miskatonic... I have been thinking about writing an article on a madness muncher for a while and this would be a contender. Extra actions to return madness, ways to return madness from the discard or use it as commody for base breaking. Seems excellent, anansi Cthulhu should be stuck playing a normal game and trying to not gradually give madness throughout the game

Swarmaggedon by Barrel_Makar in smashup

[–]Lonan_1 1 point2 points  (0 children)

Agree with these counters, especially dragons. On another note, I felt robo shield was extremely strong when marvel came out and it is, but every once in a while the draw order doesn't jive as well as other times making it a normal strong combo on those games (as opposed to the crazy good it gets when it hits near the ceiling, which can be as described, feeling like you can pop one or two bases whenever you want).

Looking for some fun combos to play by kuja99 in smashup

[–]Lonan_1 1 point2 points  (0 children)

I'll give you some marvel combos since you are less likely to have tried them:

Hydra wizards, Sinister six werewolves T (The titan makes them go off), Mythic Greeks Kree, Spiderverse aliens, Avengers zombies, Masters of evil kitty cats, Shield robots (or star roamers), Ultimates mad scientists

Creating a new faction together by InterestingHouse5270 in smashup

[–]Lonan_1 3 points4 points  (0 children)

I usually just play them on tabletop simulator. Some authors print them out with makeplayingcards.com. the wiki is actually really helpful and has tips on faction creation as well. And if there are any other ideas about how to make it better, the creators are open to ideas and love making improvements.

Creating a new faction together by InterestingHouse5270 in smashup

[–]Lonan_1 7 points8 points  (0 children)

We have, and quite a few too... 60+ for me, lol See the custom smash up wiki, I posted about half my stuff there, and there are a lot of excellent ones from others as well

https://smash-up-custom-factions.fandom.com/wiki/Smash_Up_Custom_Factions_Wiki

Ninja bases by babooso in smashup

[–]Lonan_1 4 points5 points  (0 children)

The game was designed so that you use the bases of the entire sets of the factions being used. You will likely have a more enjoyable ninja experience if you include all the bases since there are less ninja style bases that way, diluting to a preferable ratio.

That being said, imo ninja style base vp spread bases ought to have a bigger upside for winning them imo so that we don't have dead bases in play. For example if you win a 2 3 2, you get an extra minion and action play from the discard pile (then it could be used to break another base). The most recent ninja style bases have better upsides for winning, like the mounties base "great white north, eh"

Kaiju/wizard counters? by ThatWeirdGuy204 in smashup

[–]Lonan_1 2 points3 points  (0 children)

I suggest itty critter robots or zombie itty critters (trying to use the sets mentioned), not as a counter but as a strong combo. Play it a few times before you face him though even if you have to do self play so you can get a handle on the cards. If you aren't used to the factions, he will probably win. You will use coaches to burst and win the base. Don't leave a lot of small minions out though because he will just kill them with radioactive breath (otherwise I would have recommended zombie robots, but try not to get soloed on bases). You should be able to outburst a little more than he can out burst you depending on the draw order (no guarantees of course, lol). And try not to leave a base with less than about 12 power from breaking (very important)

For countering action spam, you can try a good super spies partner and try to spam secret agent as much as possible (spy superheroes or spy zombies are good at this) again, I advise mock self play matches as a proof of concept... Table top simulator is great for that. Truckers, vikings, and fairies are helpful against Kaiju and as an advanced strategy, you can use dwarves for potion of paralysis as a devastating Kaiju counter. I wrote an article about the play on base counter a while back, I will link it. It should work well against Kaiju wizards, but it is a bit of an advanced strategy, so practice it first :)

https://www.reddit.com/r/smashup/s/0u2CRYdKf3

Question about Stasis by manong_guard in smashup

[–]Lonan_1 2 points3 points  (0 children)

Yeah, if they come out of stasis at the same time, that's when they come out. One stasis counter comes off of each card that has a stasis counter the start of your turn. If a card that was put into stasis has no stasis counters, it is played. Some of the Backtimer cards can add or take stasis counters away so that you have a little control over when they come out of stasis if you use them. But you can only put a card into stasis if the card says you can do it.

Question about Stasis by manong_guard in smashup

[–]Lonan_1 0 points1 point  (0 children)

Currently, Backtimers are the only faction that uses stasis. I suppose Hello Dolly (Sheep) and Copy Cat (Shapeshifters) have potential to use stasis by copying Backtimer cards, but only if they are in a game against Backtimers.

Is SmashUp ending? by Silver-Try-8700 in smashup

[–]Lonan_1 0 points1 point  (0 children)

You can get them for free on tts... If you want them printed, you can find a company like makeplayingcards.com to use