by Restoration Games (Rob Daviau and Justin Jacobson)
7 HP Each
Special Ability: Raptors add 1 to the value of their attack cards for each of your other Raptors adjacent to the defender.
30 CardsRaptors – 30 Cards
4x THEY REMEMBER
A2. AFTER COMBAT: Gain 1 action.
D3. IMMEDIATELY: Choose one of your other undefeated Raptors. You may place her adjacent to the opposing fighter.
3x CLEVER GIRL
A3. AFTER COMBAT: If one or more of your Raptors is adjacent to the opposing fighter, gain 1 action.*
* [Order of operations is defense card effect first, so someone can move to prevent you gaining the action.]
3x EATEN ALIVE
A4D4. AFTER COMBAT: If you won the combat, deal 1 damage to one adjacent opposing fighter.
2x COORDINATED ATTACK PATTERN
Choose one of your Raptors. You may place each of your other Raptors in any space in the chosen Raptor’s zone.
2x WORKING THINGS OUT
Move each of your Raptors up to 3 spaces. You may move them through spaces containing opposing fighters. Gain 1 action.
A4. AFTER COMBAT: Move your Raptor to any other space in her zone.
2x PACK HUNTERS
A4. AFTER COMBAT: If you won the combat, deal 1 damage to the opposing fighter for each of your Raptors adjacent to them.
A2D2. IMMEDIATELY: Cancel all effects on your opponent’s cards.
A2. DURING COMBAT: Your opponent discards 1 random card. Add its BOOST value to this card’s value.
Notes: This deck is unique in many ways.
The 3 character thing is interesting, but old hat around here.
I’m more fascinated by the card structure with 24 special cards and just 6 “basic” cards in FEINT and AMBUSH.
A 20 card structure of 4-3-3-2-2-2-2-2 should give the deck both some bread-and-butter abilities like THEY REMEMBER, DECOY and CLEVER GIRL while adding a variety of ways the Raptors can damage you depending on the game, and depending on whether or not they’ve been able to keep 2 or 3 alive.