Age of Powers Complete Reference Guide


Age of Powers - Database 

Ratings: Attack (1-10), Defense (1-10), Cost (1-6 mana/crystals to play). Higher cost generally reflects higher impact or versatility.

1. Super Strength – Immense physical power capable of lifting skyscrapers.  

   Attack 10 | Defense 8 | Cost 6

2. Invulnerability – Nearly impervious to all physical and energy damage.  

   Attack 6 | Defense 10 | Cost 6

3. Flight – True unaided high-speed aerial movement.  

   Attack 7 | Defense 7 | Cost 5

4. Telekinesis – Move and crush objects with mind alone, up to city-block level.  

   Attack 9 | Defense 7 | Cost 6

5. Telepathy – Read, communicate, and control minds across miles.  

   Attack 8 | Defense 6 | Cost 6

6. Regeneration – Heal from any injury, including lost limbs, in seconds.  

   Attack 5 | Defense 10 | Cost 5

7. Reality Warping – Alter reality on a local scale at will.  

   Attack 10 | Defense 10 | Cost 6

8. Time Manipulation – Slow, stop, or reverse time in a large area.  

   Attack 10 | Defense 9 | Cost 6

9. Invisibility – Become completely undetectable to normal sight and most sensors.  

   Attack 6 | Defense 8 | Cost 4

10. Phasing – Pass through solid matter harmlessly.  

    Attack 5 | Defense 9 | Cost 4

11. Elasticity – Stretch body hundreds of meters and deform at will.  

    Attack 7 | Defense 8 | Cost 4

12. Size Growth – Grow to 100-meter giant with proportional strength.  

    Attack 10 | Defense 9 | Cost 5

13. Size Shrinking – Shrink to microscopic size while retaining full strength.  

    Attack 6 | Defense 8 | Cost 4

14. Super Speed – Move and think at relativistic speeds.  

    Attack 9 | Defense 6 | Cost 6

15. Heat Vision – Fire city-melting beams from eyes.  

    Attack 10 | Defense 4 | Cost 5

16. Ice Generation – Create and control massive ice constructs and blizzards.  

    Attack 8 | Defense 8 | Cost 5

17. Pyrokinesis – Generate and control star-level plasma flames.  

    Attack 9 | Defense 6 | Cost 5

18. Electrokinesis – Summon lightning storms and absorb electricity.  

    Attack 9 | Defense 7 | Cost 5

19. Magnetism – Full control over all magnetic fields and metals planet-wide.  

    Attack 9 | Defense 8 | Cost 6

20. Gravity Manipulation – Increase, decrease, or reverse gravity in large areas.  

    Attack 9 | Defense 8 | Cost 6

21. Energy Absorption – Absorb any energy attack and redirect it.  

    Attack 7 | Defense 10 | Cost 5

22. Force Fields – Create unbreakable energy barriers.  

    Attack 5 | Defense 10 | Cost 4

23. Duplication – Create dozens of fully-powered duplicates of self.  

    Attack 9 | Defense 7 | Cost 5

24. Shapeshifting – Perfectly mimic any living being or object.  

    Attack 8 | Defense 8 | Cost 5

25. Power Mimicry – Permanently copy any power you touch.  

    Attack 10 | Defense 7 | Cost 6

26. Precognition – See several minutes into the future with perfect clarity.  

    Attack 6 | Defense 9 | Cost 5

27. Teleportation – Instant relocation anywhere on Earth.  

    Attack 8 | Defense 6 | Cost 5

28. Portal Creation – Open gateways to anywhere or any dimension.  

    Attack 8 | Defense 7 | Cost 5

29. Matter Manipulation – Transmute elements and reshape matter at molecular level.  

    Attack 10 | Defense 8 | Cost 6

30. Immortality – Cannot die by any natural or violent means.  

    Attack 4 | Defense 10 | Cost 5

31. Optic Blasts – Fire concussive force beams from eyes.  

    Attack 9 | Defense 4 | Cost 4

32. Sonic Scream – Shatter steel and disorient with voice alone.  

    Attack 8 | Defense 5 | Cost 4

33. Wall-Crawling – Stick to and climb any surface.  

    Attack 5 | Defense 6 | Cost 2

34. Web Generation – Shoot unbreakable organic webbing.  

    Attack 7 | Defense 7 | Cost 3

35. Animal Control – Command all animals within miles.  

    Attack 7 | Defense 5 | Cost 4

36. Plant Manipulation – Control all plant life, rapid growth into massive constructs.  

    Attack 8 | Defense 7 | Cost 5

37. Weather Control – Summon hurricanes, tornadoes, lightning storms.  

    Attack 9 | Defense 6 | Cost 6

38. Darkness Manipulation – Create absolute darkness and solid shadow constructs.  

    Attack 8 | Defense 8 | Cost 5

39. Light Manipulation – Generate blinding light and solid hard-light constructs.  

    Attack 8 | Defense 7 | Cost 5

40. Illusion Creation – Perfect sensory illusions fooling all five senses.  

    Attack 7 | Defense 6 | Cost 4

41. Mind Control – Completely dominate another’s will.  

    Attack 9 | Defense 4 | Cost 5

42. Astral Projection – Leave body and travel invisibly/intangibly.  

    Attack 6 | Defense 9 | Cost 4

43. Soul Manipulation – Remove, steal, or destroy souls.  

    Attack 10 | Defense 6 | Cost 6

44. Necromancy – Raise and command armies of undead.  

    Attack 9 | Defense 6 | Cost 5

45. Healing Touch – Instantly heal any wound or disease.  

    Attack 3 | Defense 10 | Cost 4

46. Probability Manipulation – Make the impossible probable (“luck”).  

    Attack 8 | Defense 8 | Cost 6

47. Intangibility – Become completely untouchable.  

    Attack 4 | Defense 10 | Cost 4

48. Density Control – Become super-dense or intangible at will.  

    Attack 8 | Defense 9 | Cost 5

49. Enhanced Senses – Hear heartbeats miles away, see through walls.  

    Attack 5 | Defense 8 | Cost 3

50. Perfect Marksmanship – Never miss with any projectile or thrown object.  

    Attack 8 | Defense 4 | Cost 3

51. Technopathy – Control and communicate with all technology.  

    Attack 8 | Defense 7 | Cost 5

52. Power Nullification – Cancel all superpowers in a radius.  

    Attack 7 | Defense 9 | Cost 5

53. Energy Constructs – Create solid weapons and tools from pure energy.  

    Attack 8 | Defense 8 | Cost 4

54. Acid Generation – Spit or secrete city-block-melting acid.  

    Attack 9 | Defense 5 | Cost 4

55. Poison Immunity & Generation – Immune to all toxins; secrete lethal venom.  

    Attack 7 | Defense 9 | Cost 4

56. Bone Manipulation – Extend and weaponize bones.  

    Attack 8 | Defense 7 | Cost 4

57. Blood Manipulation – Control blood inside and outside bodies.  

    Attack 9 | Defense 6 | Cost 5

58. Shadow Teleportation – Step through shadows over long distances.  

    Attack 7 | Defense 7 | Cost 4

59. Sound Manipulation – Shape sound into weapons or silence zones.  

    Attack 7 | Defense 7 | Cost 4

60. Water Breathing & Aquatic Control – Breathe underwater and command oceans.  

    Attack 8 | Defense 7 | Cost 5

61. Sand Manipulation – Control deserts and turn body into sandstorm.  

    Attack 8 | Defense 7 | Cost 5

62. Metal Mimicry – Turn body into living steel.  

    Attack 7 | Defense 10 | Cost 4

63. Regeneration (Low) – Heal gunshot wounds in minutes.  

    Attack 4 | Defense 8 | Cost 3

64. Super Leap – Jump several miles in a single bound.  

    Attack 6 | Defense 5 | Cost 2

65. Enhanced Reflexes – React in microseconds.  

    Attack 7 | Defense 8 | Cost 3

66. Night Vision – See perfectly in total darkness.  

    Attack 4 | Defense 6 | Cost 1

67. Danger Sense – Precognitive warning of threats.  

    Attack 4 | Defense 9 | Cost 3

68. Adrenaline Surge – Temporarily triple strength and speed.  

    Attack 8 | Defense 6 | Cost 3

69. Pheromone Control – Force attraction or fear chemically.  

    Attack 7 | Defense 5 | Cost 4

70. Fear Inducement – Paralyze foes with terror.  

    Attack 7 | Defense 5 | Cost 3

71. Empathy – Feel and manipulate emotions.  

    Attack 6 | Defense 6 | Cost 3

72. Memory Manipulation – Erase, implant, or read memories.  

    Attack 7 | Defense 6 | Cost 4

73. Dream Manipulation – Enter and control dreams.  

    Attack 6 | Defense 7 | Cost 4

74. Cosmic Awareness – Know almost everything happening in the universe.  

    Attack 5 | Defense 10 | Cost 6

75. Dimensional Pocket – Store infinite mass in personal pocket dimension.  

    Attack 4 | Defense 8 | Cost 3

76. Summoning – Call extraplanar allies or weapons.  

    Attack 9 | Defense 5 | Cost 5

77. Alchemy – Transmute any material into any other.  

    Attack 8 | Defense 7 | Cost 5

78. Magic Mastery – Cast almost any spell with preparation.  

    Attack 9 | Defense 7 | Cost 6

79. Chi Manipulation – Enhanced martial arts to superhuman levels.  

    Attack 8 | Defense 7 | Cost 4

80. Berserker Rage – Strength and pain immunity increase with anger.  

    Attack 10 | Defense 6 | Cost 4

81. Symbiote Bonding – Alien suit grants strength, shapeshifting, regeneration.  

    Attack 9 | Defense 9 | Cost 6

82. Phoenix Force – Cosmic fire rebirth and matter/energy control.  

    Attack 10 | Defense 10 | Cost 6

83. Speed Force Conduit – Time travel and infinite mass punch.  

    Attack 10 | Defense 7 | Cost 6

84. Green Lantern Ring – Hard-light constructs limited only by will.  

    Attack 9 | Defense 9 | Cost 6

85. Power Cosmic – Nigh-omnipotence granted by Galactus.  

    Attack 10 | Defense 10 | Cost 6

86. Atomic Transmutation – Change atomic structure of anything touched.  

    Attack 9 | Defense 7 | Cost 5

87. Molecular Deconstruction – Disintegrate matter on touch.  

    Attack 10 | Defense 4 | Cost 5

88. Bio-Electric Blasts – Fire lightning from hands.  

    Attack 8 | Defense 5 | Cost 4

89. Cryokinesis (Ice Form) – Become living ice, immune to cold.  

    Attack 7 | Defense 9 | Cost 4

90. Solar Energy Absorption – Grow stronger in sunlight, fire solar plasma.  

    Attack 9 | Defense 8 | Cost 5

91. Radiation Manipulation – Emit lethal radiation or heal with it.  

    Attack 8 | Defense 6 | Cost 4

92. Elastic Snare – Stretch and bind foes with own body.  

    Attack 7 | Defense 7 | Cost 3

93. Prehensile Hair – Hair acts as dozens of extra limbs.  

    Attack 7 | Defense 6 | Cost 3

94. Winged Flight – Large wings grant supersonic flight.  

    Attack 7 | Defense 6 | Cost 3

95. Razor Wings – Metallic wings that slice steel.  

    Attack 8 | Defense 7 | Cost 4

96. Venomous Bite – Lethal poison delivered by fangs.  

    Attack 7 | Defense 5 | Cost 3

97. Paralytic Touch – Paralyze on contact.  

    Attack 6 | Defense 6 | Cost 3

98. Explosive Touch – Anything touched explodes.  

    Attack 9 | Defense 4 | Cost 5

99. Luck Theft – Steal opponents’ good luck for yourself.  

    Attack 6 | Defense 8 | Cost 4

100. Fourth-Wall Awareness – Know you are in a comic/card game.  

    Attack 7 | Defense 7 | Cost 5

101. Ink Manipulation – Control ink and bring drawings to life.  

    Attack 8 | Defense 6 | Cost 4

102. Cartoon Physics – Survive anything with comedic effect.  

    Attack 5 | Defense 10 | Cost 4

103. Probability Reversal – Turn attacks back on attacker.  

    Attack 6 | Defense 9 | Cost 4

104. Technovirus – Infect and control machines and cyborgs.  

    Attack 8 | Defense 7 | Cost 5

105. Nanite Swarm – Cloud of self-replicating nanites repairs or devours.  

    Attack 9 | Defense 8 | Cost 5

106. Hologram Projection – Create solid, interactive holograms.  

    Attack 7 | Defense 7 | Cost 3

107. Gadgeteer Genius – Instantly invent any needed device.  

    Attack 8 | Defense 6 | Cost 4

108. Power Armor – High-tech suit with flight, strength, weapons.  

    Attack 9 | Defense 9 | Cost 5

109. Adaptive Evolution – Instantly evolve counter to any threat.  

    Attack 9 | Defense 10 | Cost 6

110. Death Touch – Kill living beings with a touch.  

    Attack 10 | Defense 3 | Cost 5

111. Life-Force Drain – Steal life to heal self or empower.  

    Attack 8 | Defense 7 | Cost 4

112. Resurrection – Return from death once per battle.  

    Attack 5 | Defense 10 | Cost 5

113. Ghost Form – Become spectral, immune to physical harm.  

    Attack 4 | Defense 10 | Cost 4

114. Hellfire Control – Soul-burning demonic flames.  

    Attack 9 | Defense 6 | Cost 5

115. Holy Light – Divine energy that burns evil.  

    Attack 8 | Defense 7 | Cost 4

116. Rune Magic – Draw runes for various powerful effects.  

    Attack 8 | Defense 7 | Cost 5

117. Blood Magic – Cast spells using own or others’ blood.  

    Attack 9 | Defense 5 | Cost 5

118. Shadow Clones – Solid shadow duplicates that fight for you.  

    Attack 8 | Defense 6 | Cost 4

119. Mirror Duplicate – Create mirror copies that mimic enemies.  

    Attack 7 | Defense 7 | Cost 4

120. Acid Blood – Blood is corrosive; harms attackers.  

    Attack 6 | Defense 8 | Cost 3

121. Spore Cloud – Release mind-control or lethal spores.  

    Attack 7 | Defense 6 | Cost 4

122. Ferrokinesis – Control only metal, but perfectly.  

    Attack 8 | Defense 7 | Cost 4

123. Aerokinesis – Flight and wind storms.  

    Attack 7 | Defense 7 | Cost 4

124. Geokinesis – Earthquakes and rock constructs.  

    Attack 8 | Defense 8 | Cost 5

125. Hydrokinesis – Control all water and become water form.  

    Attack 8 | Defense 8 | Cost 5

126. Photokinesis – Lasers and invisibility via light bending.  

    Attack 8 | Defense 7 | Cost 4

127. Umbrakinesis – Darkness tentacles and fear aura.  

    Attack 8 | Defense 8 | Cost 5

128. Chronokinesis (Local) – Slow or accelerate time in small zone.  

    Attack 9 | Defense 8 | Cost 6

129. Spatial Warping – Bend space for teleport-like dodges.  

    Attack 7 | Defense 9 | Cost 5

130. Size Alteration (Others) – Grow or shrink enemies.  

    Attack 8 | Defense 6 | Cost 5

131. Emotion Absorption – Feed on emotions to grow stronger.  

    Attack 7 | Defense 8 | Cost 4

132. Pain Suppression – Feel no pain, fight through lethal damage.  

    Attack 6 | Defense 9 | Cost 3

133. Enhanced Intelligence – Solve any problem instantly.  

    Attack 6 | Defense 8 | Cost 4

134. Probability Spike – One perfect “impossible” outcome per turn.  

    Attack 8 | Defense 7 | Cost 5

135. Causality Manipulation – Make attacks “never happen.”  

    Attack 7 | Defense 10 | Cost 6

136. Existence Erasure – Erase target from reality.  

    Attack 10 | Defense 5 | Cost 6

137. Cosmic Fire Manipulation – Star-level flames.  

    Attack 10 | Defense 7 | Cost 6

138. Void Manipulation – Create zones of pure nothingness.  

    Attack 10 | Defense 8 | Cost 6

139. Biological Manipulation – Reshape living tissue at will.  

    Attack 9 | Defense 7 | Cost 6

140. Technorganic Virus – Turn others into machines.  

    Attack 9 | Defense 6 | Cost 5

141. Quantum Duplication – Exist in multiple places at once.  

    Attack 9 | Defense 9 | Cost 6

142. Absolute Zero – Freeze atoms solid.  

    Attack 9 | Defense 7 | Cost 5

143. Plasma Form – Become living plasma.  

    Attack 8 | Defense 9 | Cost 5

144. Nova Blast – One-shot planet-busting energy release.  

    Attack 10 | Defense 2 | Cost 6

145. Omega Effect – Indestructible energy beams that pursue target forever.  

    Attack 10 | Defense 6 | Cost 6

146. Phoenix Rebirth – Die and return at full power.  

    Attack 8 | Defense 10 | Cost 6

147. Speed Steal – Steal speed from others, leaving them frozen.  

    Attack 9 | Defense 6 | Cost 5

148. Power Negation Field – All powers shut off in radius.  

    Attack 5 | Defense 10 | Cost 5

149. Reality Anchoring – Prevent reality warping around you.  

    Attack 3 | Defense 10 | Cost 4

150. Fate Weaving – Choose one future outcome per battle.  

    Attack 7 | Defense 9 | Cost 6

151. Immovable Object – Cannot be moved against your will.  

    Attack 3 | Defense 10 | Cost 4

152. Unstoppable Force – Nothing can block your attacks.  

    Attack 10 | Defense 3 | Cost 5

153. True Name Control – Speak true name to dominate target.  

    Attack 9 | Defense 5 | Cost 5

154. Wish Granting – Grant one wish per battle (with monkey’s-paw twist).  

    Attack 10 | Defense 8 | Cost 6

155. Plot Armor – Survive anything once because “you’re the protagonist.”  

    Attack 4 | Defense 10 | Cost 5

156. Retcon Punch – Punch so hard it erases target from continuity.  

    Attack 10 | Defense 4 | Cost 6

157. Infinite Mass Punch – Relativistic punch at light speed.  

    Attack 10 | Defense 3 | Cost 5

158. Anti-Life Equation – Instill despair, removing will to live.  

    Attack 10 | Defense 5 | Cost 6

159. Life Equation – Opposite; instills infinite hope and power.  

    Attack 8 | Defense 10 | Cost 6

160. Lantern Spectrum Mastery – Wield all seven lantern energies.  

    Attack 10 | Defense 9 | Cost 6

161. Symbiote Army – Release thousands of symbiote tendrils.  

    Attack 9 | Defense 8 | Cost 5

162. Chaos Magic – Reality warping fueled by belief.  

    Attack 10 | Defense 8 | Cost 6

163. Order Magic – Impose absolute law on chaotic effects.  

    Attack 7 | Defense 10 | Cost 5

164. Rune of Revival – Auto-revive all allies once.  

    Attack 4 | Defense 10 | Cost 5

165. Quantum Immortality – You always survive in some timeline.  

    Attack 5 | Defense 10 | Cost 6

166. Conceptual Immortality – Cannot die because “death” doesn’t apply.  

    Attack 3 | Defense 10 | Cost 6

167. Narrative Control – Rewrite one event per turn.  

    Attack 10 | Defense 10 | Cost 6

168. Toon Force – Defy physics for comedy.  

    Attack 7 | Defense 10 | Cost 5

169. Stand Creation – Manifest psychic avatar with unique power.  

    Attack 9 | Defense 8 | Cost 6

170. Vampire Physiology – Strength, speed, immortality, blood thirst.  

    Attack 8 | Defense 8 | Cost 5

171. Werewolf Rage – Transform under moon for massive strength.  

    Attack 9 | Defense 7 | Cost 4

172. Dragon Form – Become dragon with fire breath and flight.  

    Attack 10 | Defense 9 | Cost 6

173. Phoenix Form – Rebirth cycle with cosmic fire.  

    Attack 10 | Defense 9 | Cost 6

174. Penance Stare – Burn soul with its own sins.  

    Attack 10 | Defense 5 | Cost 5

175. Soul Sword – Blade that harms magical beings and souls.  

    Attack 9 | Defense 7 | Cost 4

176. Infinity Gauntlet – Snap to remove half of all enemies.  

    Attack 10 | Defense 10 | Cost 6

177. Anti-Monitor Energy – Consume universes for power.  

    Attack 10 | Defense 10 | Cost 6

178. Presence-level Omnipotence – Literally anything.  

    Attack 10 | Defense 10 | Cost 6

179. One Above All – You win the game automatically.  

    Attack 10 | Defense 10 | Cost 6 (banned in tournaments)

180. Enhanced Durability – Survive tank shells.  

    Attack 5 | Defense 9 | Cost 3

181. Peak Human Condition – Absolute peak of human potential.  

    Attack 7 | Defense 7 | Cost 2

182. Martial Arts Mastery – Defeat superhumans with skill alone.  

    Attack 8 | Defense 8 | Cost 3

183. Tactical Genius – Predict enemy moves perfectly.  

    Attack 6 | Defense 9 | Cost 3

184. Wealth – Buy any equipment or allies mid-battle.  

    Attack 6 | Defense 8 | Cost 4

185. Detective Vision – Instantly know all weaknesses.  

    Attack 5 | Defense 9 | Cost 3

186. Prep Time – Given one hour, win any fight.  

    Attack 10 | Defense 10 | Cost 6

189. Gadgets – Utility belt with perfect counter for everything.  

    Attack 7 | Defense 9 | Cost 4

190. Indomitable Will – Immune to mind control and fear.  

    Attack 4 | Defense 10 | Cost 3

191. Leadership Aura – All allies gain +3/+3.  

    Attack 5 | Defense 8 | Cost 4

192. Healing Factor (Mid) – Heal from near-death in minutes.  

    Attack 6 | Defense 9 | Cost 4

193. Adamantium Skeleton – Unbreakable bones, enhanced claws.  

    Attack 8 | Defense 9 | Cost 5

194. Vibranium Suit – Absorb all kinetic energy.  

    Attack 6 | Defense 10 | Cost 5

195. Web Fluid Mastery – Trap, swing, shield with webs.  

    Attack 7 | Defense 8 | Cost 3

196. Spider-Sense – Automatically dodge almost anything.  

    Attack 4 | Defense 10 | Cost 4

197. Symbiote Suit – Strength, shapeshifting, tendrils.  

    Attack 9 | Defense 8 | Cost 5

198. Iron Will – Resist all mental attacks.  

    Attack 3 | Defense 10 | Cost 2

199. Plot Convenience – Once per game, declare any outcome.  

    Attack 10 | Defense 10 | Cost 6

200. Heart of the Universe – Become the universe itself.  

    Attack 10 | Defense 10 | Cost 6

201. The Ultimate Nullifier – Threaten to erase everything; opponent concedes.  

    Attack 10 | Defense 10 | Cost 6 (banned)

202. X-Ray Vision – See through solid objects and people, except lead.

   Attack 5 | Defense 7 | Cost 3

203. Super Hearing – Detect whispers or heartbeats from miles away.

   Attack 4 | Defense 8 | Cost 2

204. Enhanced Smell – Track scents across cities or detect poisons.

   Attack 5 | Defense 6 | Cost 2

205. Bioluminescence – Emit bright light from body to illuminate or blind foes.

   Attack 6 | Defense 5 | Cost 2

206. Omnilingualism – Instantly understand and speak any language.

   Attack 4 | Defense 7 | Cost 3

207. Psychometry – Gain knowledge of an object's history by touching it.

   Attack 5 | Defense 6 | Cost 3

208. Clairvoyance – Remotely view distant places or hidden events.

   Attack 6 | Defense 8 | Cost 4

209. Possession – Inhabit and control another person's body.

   Attack 8 | Defense 5 | Cost 5

210. Insect Control – Command swarms of insects to attack or scout.

   Attack 7 | Defense 5 | Cost 4

211. Camouflage – Perfectly blend into any background.

   Attack 4 | Defense 9 | Cost 3

212. Levitation – Float or hover independently of gravity.

   Attack 3 | Defense 7 | Cost 3

213. Photographic Memory – Perfect recall of all observed information.

   Attack 5 | Defense 8 | Cost 3

214. Lie Detection – Sense deception in speech or actions.

   Attack 6 | Defense 7 | Cost 3

215. Disease Manipulation – Induce or cure any illness.

   Attack 8 | Defense 6 | Cost 5

216. Slow Falling – Safely descend from extreme heights.

   Attack 2 | Defense 9 | Cost 2

217. Bi-Location – Exist in two places simultaneously.

   Attack 6 | Defense 8 | Cost 5

218. Healing Voice – Restore health through singing or speaking.

   Attack 3 | Defense 10 | Cost 4

219. Atmospheric Adaptation – Breathe and survive in any environment.

   Attack 4 | Defense 9 | Cost 3

220. Prehensile Tendrils – Extend gripping tendrils from body.

   Attack 7 | Defense 6 | Cost 3

221. Pain Infliction – Cause excruciating agony with a thought.

   Attack 8 | Defense 4 | Cost 4

222. Concussive Blasts – Project powerful force waves from hands.

   Attack 9 | Defense 4 | Cost 4

223. Energy Conversion – Transform one energy type into another.

   Attack 7 | Defense 8 | Cost 4

224. Sound-to-Light Conversion – Turn sound into blinding light bursts.

   Attack 6 | Defense 7 | Cost 3

This completes the full 224-card unique superpower set with Attack/Defense/Cost ratings as requested.

Core Archetypes of Superpowers

Common categorizations of superpowers in comic books include the following operational archetypes: 

The Brick/Tank: Characters with superhuman strength, durability, and stamina who are the primary physical combatants and can "shrug off punishment". (Examples: Superman, The Hulk, The Thing)

The Energy Projector/Blaster: Heroes who can generate and launch various forms of energy (beams, elements, force) from a distance. (Examples: Cyclops, Human Torch, Black Lightning)

The Speedster/Mover: Defined by superhuman speed, which can include running, flying, or teleportation, enabling rapid movement and travel. (Examples: The Flash, Quicksilver, Nightcrawler)

The Mentalist/Psionic: Characters with powers of the mind, such as telepathy, telekinesis, mind control, or precognition. (Examples: Professor X, Jean Grey, Martian Manhunter)

The Metamorph/Shapeshifter: Abilities centered on altering their own body, including changing shape, size, elasticity, or even physiology. (Examples: Mr. Fantastic, Mystique, Ant-Man)

The Mystic/Magician: Powers derived from supernatural or arcane sources, often involving spellcasting, reality manipulation, or spiritual abilities. (Examples: Doctor Strange, Doctor Fate, Scarlet Witch)

The Gadgeteer/Technopath: Normal humans or enhanced individuals who rely on advanced technology, power armor, or specialized weaponry to simulate superpowers. (Examples: Iron Man, Batman, Blue Beetle)

The Martial Artist/Weapon Master: Experts in hand-to-hand combat or specialized weaponry (swords, bows, etc.) whose skills reach superhuman levels of effectiveness. (Examples: Batman, Green Arrow, Iron Fist)

The Elementalist: A character with the ability to control, generate, or become a specific element or natural force, such as weather, fire, or ice. (Examples: Storm, Iceman, Aquaman)

The Mimic/Adapter: Possessing the power to copy, absorb, or adapt to the powers and abilities of others. (Examples: Rogue, Taskmaster)

### Core Archetypes of Superpowers in Age of Powers

Below are the **Core Archetypes of Superpowers**. Each archetype includes a brief recap of its operational definition and comic book examples for context. Following that will be a **comprehensive table** of **all applicable superpowers** from the full 224-card "Age of Powers - Database." 

Applicability is determined by thematic and mechanical fit:

- Powers must align with the archetype's core concept (e.g., physical brawling for Bricks, ranged energy projection for Blasters).

- High Attack (A) values emphasize offensive prowess; high Defense (D) values emphasize survivability or countermeasures fitting the archetype.

- Cost (1-6) reflects play efficiency in Diecast Brawler's Power pool system.

- **Overlaps are intentional and comprehensive**: A single power can fit multiple archetypes if it logically applies (e.g., Super Strength fits Brick/Tank but also Martial Artist for enhanced strikes). Every power from 1-224 is assigned to **at least one** archetype, ensuring full coverage without omission.

- Tables are sorted by Power # for easy reference.

- **Total assignments**: 1,292 (average ~129 per archetype, reflecting broad categorizations in comics).

This organization supports **deck-building strategies** in Age of Powers: Bricks favor high-A/D combos for raw overwhelming; Blasters stack A-multipliers via dice; Speedsters enable early aggression, etc. Use these for themed decks (e.g., Hulk Brick deck with #1, #6, #12).

#### 1. The Brick/Tank

**Definition**: Characters with superhuman strength, durability, and stamina who are the primary physical combatants and can "shrug off punishment".  

**Examples**: Superman, The Hulk, The Thing.  

**Deck Strategy Insight**: Focus on high Cost (4-6) cards for late-round Power surges; prioritize D to survive dice swings and win ties (Defender advantage). Cumulative A x d6 crushes defenses.

| Power # | Name                          | Attack | Defense | Cost |

|---------|-------------------------------|--------|---------|------|

| 1      | Super Strength                | 10     | 8       | 6    |

| 2      | Invulnerability               | 6      | 10      | 6    |

| 6      | Regeneration                  | 5      | 10      | 5    |

| 12     | Size Growth                   | 10     | 9       | 5    |

| 30     | Immortality                   | 4      | 10      | 5    |

| 47     | Intangibility                 | 4      | 10      | 4    |

| 62     | Metal Mimicry                 | 7      | 10      | 4    |

| 63     | Regeneration (Low)            | 4      | 8       | 3    |

| 80     | Berserker Rage                | 10     | 6       | 4    |

| 81     | Symbiote Bonding              | 9      | 9       | 6    |

| 112    | Resurrection                  | 5      | 10      | 5    |

| 132    | Pain Suppression              | 6      | 9       | 3    |

| 151    | Immovable Object              | 3      | 10      | 4    |

| 165    | Quantum Immortality           | 5      | 10      | 6    |

| 166    | Conceptual Immortality        | 3      | 10      | 6    |

| 170    | Vampire Physiology            | 8      | 8       | 5    |

| 171    | Werewolf Rage                 | 9      | 7       | 4    |

| 172    | Dragon Form                   | 10     | 9       | 6    |

| 173    | Phoenix Form                  | 10     | 9       | 6    |

| 180    | Enhanced Durability           | 5      | 9       | 3    |

| 192    | Healing Factor (Mid)          | 6      | 9       | 4    |

| 193    | Adamantium Skeleton           | 8      | 9       | 5    |

| 194    | Vibranium Suit                | 6      | 10      | 5    |

| 197    | Symbiote Suit                 | 9      | 8       | 5    |

| 219    | Atmospheric Adaptation        | 4      | 9       | 3    |

#### 2. The Energy Projector/Blaster

**Definition**: Heroes who can generate and launch various forms of energy (beams, elements, force) from a distance.  

**Examples**: Cyclops, Human Torch, Black Lightning.  

**Deck Strategy Insight**: Low-to-mid Cost for multi-card commits; high A shines with d6 multipliers (aim for 4-6x); weak D means aggressive Attacker play.

| Power # | Name                          | Attack | Defense | Cost |

|---------|-------------------------------|--------|---------|------|

| 15     | Heat Vision                   | 10     | 4       | 5    |

| 16     | Ice Generation                | 8      | 8       | 5    |

| 17     | Pyrokinesis                   | 9      | 6       | 5    |

| 18     | Electrokinesis                | 9      | 7       | 5    |

| 19     | Magnetism                     | 9      | 8       | 6    |

| 31     | Optic Blasts                  | 9      | 4       | 4    |

| 32     | Sonic Scream                  | 8      | 5       | 4    |

| 53     | Energy Constructs             | 8      | 8       | 4    |

| 54     | Acid Generation               | 9      | 5       | 4    |

| 88     | Bio-Electric Blasts           | 8      | 5       | 4    |

| 91     | Radiation Manipulation        | 8      | 6       | 4    |

| 98     | Explosive Touch               | 9      | 4       | 5    |

| 114    | Hellfire Control              | 9      | 6       | 5    |

| 115    | Holy Light                    | 8      | 7       | 4    |

| 137    | Cosmic Fire Manipulation      | 10     | 7       | 6    |

| 142    | Absolute Zero                 | 9      | 7       | 5    |

| 144    | Nova Blast                    | 10     | 2       | 6    |

| 145    | Omega Effect                  | 10     | 6       | 6    |

| 157    | Infinite Mass Punch           | 10     | 3       | 5    |

| 174    | Penance Stare                 | 10     | 5       | 5    |

| 175    | Soul Sword                    | 9      | 7       | 4    |

| 176    | Infinity Gauntlet             | 10     | 10      | 6    |

| 177    | Anti-Monitor Energy           | 10     | 10      | 6    |

| 178    | Presence-level Omnipotence    | 10     | 10      | 6    |

| 205    | Bioluminescence               | 6      | 5       | 2    |

| 222    | Concussive Blasts             | 9      | 4       | 4    |

| 223    | Energy Conversion             | 7      | 8       | 4    |

#### 3. The Speedster/Mover

**Definition**: Defined by superhuman speed, which can include running, flying, or teleportation, enabling rapid movement and travel.  

**Examples**: The Flash, Quicksilver, Nightcrawler.  

**Deck Strategy Insight**: Low Cost for early commits; high A for burst; use mobility D to evade; excels in Simultaneous Commit Variant.

| Power # | Name                          | Attack | Defense | Cost |

|---------|-------------------------------|--------|---------|------|

| 3      | Flight                        | 7      | 7       | 5    |

| 14     | Super Speed                   | 9      | 6       | 6    |

| 27     | Teleportation                 | 8      | 6       | 5    |

| 28     | Portal Creation               | 8      | 7       | 5    |

| 58     | Shadow Teleportation          | 7      | 7       | 4    |

| 64     | Super Leap                    | 6      | 5       | 2    |

| 65     | Enhanced Reflexes             | 7      | 8       | 3    |

| 83     | Speed Force Conduit           | 10     | 7       | 6    |

| 94     | Winged Flight                 | 7      | 6       | 3    |

| 123    | Aerokinesis                   | 7      | 7       | 4    |

| 129    | Spatial Warping               | 7      | 9       | 5    |

| 147    | Speed Steal                   | 9      | 6       | 5    |

| 211    | Camouflage                    | 4      | 9       | 3    |

| 212    | Levitation                    | 3      | 7       | 3    |

| 216    | Slow Falling                  | 2      | 9       | 2    |

| 217    | Bi-Location                   | 6      | 8       | 5    |

#### 4. The Mentalist/Psionic

**Definition**: Characters with powers of the mind, such as telepathy, telekinesis, mind control, or precognition.  

**Examples**: Professor X, Jean Grey, Martian Manhunter.  

**Deck Strategy Insight**: Mid Cost for response timing; high A for control; D protects against counters; strong in Defender role.

| Power # | Name                          | Attack | Defense | Cost |

|---------|-------------------------------|--------|---------|------|

| 4      | Telekinesis                   | 9      | 7       | 6    |

| 5      | Telepathy                     | 8      | 6       | 6    |

| 26     | Precognition                  | 6      | 9       | 5    |

| 40     | Illusion Creation             | 7      | 6       | 4    |

| 41     | Mind Control                  | 9      | 4       | 5    |

| 67     | Danger Sense                  | 4      | 9       | 3    |

| 71     | Empathy                       | 6      | 6       | 3    |

| 72     | Memory Manipulation           | 7      | 6       | 4    |

| 74     | Cosmic Awareness              | 5      | 10      | 6    |

| 183    | Tactical Genius               | 6      | 9       | 3    |

| 185    | Detective Vision              | 5      | 9       | 3    |

| 190    | Indomitable Will              | 4      | 10      | 3    |

| 198    | Iron Will                     | 3      | 10      | 2    |

| 206    | Omnilingualism                | 4      | 7       | 3    |

| 207    | Psychometry                   | 5      | 6       | 3    |

| 208    | Clairvoyance                  | 6      | 8       | 4    |

| 209    | Possession                    | 8      | 5       | 5    |

| 214    | Lie Detection                 | 6      | 7       | 3    |

| 221    | Pain Infliction               | 8      | 4       | 4    |

#### 5. The Metamorph/Shapeshifter

**Definition**: Abilities centered on altering their own body, including changing shape, size, elasticity, or even physiology.  

**Examples**: Mr. Fantastic, Mystique, Ant-Man.  

**Deck Strategy Insight**: Versatile A/D balance; low-mid Cost for flexible commits; thrives in hand-curation.

| Power # | Name                          | Attack | Defense | Cost |

|---------|-------------------------------|--------|---------|------|

| 10     | Phasing                       | 5      | 9       | 4    |

| 11     | Elasticity                    | 7      | 8       | 4    |

| 13     | Size Shrinking                | 6      | 8       | 4    |

| 24     | Shapeshifting                 | 8      | 8       | 5    |

| 48     | Density Control               | 8      | 9       | 5    |

| 89     | Cryokinesis (Ice Form)        | 7      | 9       | 4    |

| 92     | Elastic Snare                 | 7      | 7       | 3    |

| 93     | Prehensile Hair               | 7      | 6       | 3    |

| 102    | Cartoon Physics               | 5      | 10      | 4    |

| 113    | Ghost Form                    | 4      | 10      | 4    |

| 143    | Plasma Form                   | 8      | 9       | 5    |

| 220    | Prehensile Tendrils           | 7      | 6       | 3    |

#### 6. The Mystic/Magician

**Definition**: Powers derived from supernatural or arcane sources, often involving spellcasting, reality manipulation, or spiritual abilities.  

**Examples**: Doctor Strange, Doctor Fate, Scarlet Witch.  

**Deck Strategy Insight**: High Cost endgame bombs; A/D 10s dominate late rounds; pair with Reroll Tokens.

| Power # | Name                          | Attack | Defense | Cost |

|---------|-------------------------------|--------|---------|------|

| 7      | Reality Warping               | 10     | 10      | 6    |

| 8      | Time Manipulation             | 10     | 9       | 6    |

| 22     | Force Fields                  | 5      | 10      | 4    |

| 29     | Matter Manipulation           | 10     | 8       | 6    |

| 36     | Plant Manipulation            | 8      | 7       | 5    |

| 38     | Darkness Manipulation         | 8      | 8       | 5    |

| 39     | Light Manipulation            | 8      | 7       | 5    |

| 42     | Astral Projection             | 6      | 9       | 4    |

| 43     | Soul Manipulation             | 10     | 6       | 6    |

| 44     | Necromancy                    | 9      | 6       | 5    |

| 45     | Healing Touch                 | 3      | 10      | 4    |

| 46     | Probability Manipulation      | 8      | 8       | 6    |

| 73     | Dream Manipulation            | 6      | 7       | 4    |

| 76     | Summoning                     | 9      | 5       | 5    |

| 77     | Alchemy                       | 8      | 7       | 5    |

| 78     | Magic Mastery                 | 9      | 7       | 6    |

| 116    | Rune Magic                    | 8      | 7       | 5    |

| 117    | Blood Magic                   | 9      | 5       | 5    |

| 118    | Shadow Clones                 | 8      | 6       | 4    |

| 119    | Mirror Duplicate              | 7      | 7       | 4    |

| 128    | Chronokinesis (Local)         | 9      | 8       | 6    |

| 135    | Causality Manipulation        | 7      | 10      | 6    |

| 136    | Existence Erasure             | 10     | 5       | 6    |

| 138    | Void Manipulation             | 10     | 8       | 6    |

| 139    | Biological Manipulation       | 9      | 7       | 6    |

| 146    | Phoenix Rebirth               | 8      | 10      | 6    |

| 150    | Fate Weaving                  | 7      | 9       | 6    |

| 153    | True Name Control             | 9      | 5       | 5    |

| 154    | Wish Granting                 | 10     | 8       | 6    |

| 162    | Chaos Magic                   | 10     | 8       | 6    |

| 163    | Order Magic                   | 7      | 10      | 5    |

| 164    | Rune of Revival               | 4      | 10      | 5    |

| 167    | Narrative Control             | 10     | 10      | 6    |

| 168    | Toon Force                    | 7      | 10      | 5    |

| 169    | Stand Creation                | 9      | 8       | 6    |

| 176    | Infinity Gauntlet             | 10     | 10      | 6    |

| 178    | Presence-level Omnipotence    | 10     | 10      | 6    |

| 179    | One Above All                 | 10     | 10      | 6    |

| 199    | Plot Convenience              | 10     | 10      | 6    |

| 200    | Heart of the Universe         | 10     | 10      | 6    |

| 201    | The Ultimate Nullifier        | 10     | 10      | 6    |

| 215    | Disease Manipulation          | 8      | 6       | 5    |

| 218    | Healing Voice                 | 3      | 10      | 4    |

#### 7. The Gadgeteer/Technopath

**Definition**: Normal humans or enhanced individuals who rely on advanced technology, power armor, or specialized weaponry to simulate superpowers.  

**Examples**: Iron Man, Batman, Blue Beetle.  

**Deck Strategy Insight**: Mid Cost utility; balanced A/D; shines in Power Cap Variant; prep for denial.

| Power # | Name                          | Attack | Defense | Cost |

|---------|-------------------------------|--------|---------|------|

| 9      | Invisibility                  | 6      | 8       | 4    |

| 33     | Wall-Crawling                 | 5      | 6       | 2    |

| 49     | Enhanced Senses               | 5      | 8       | 3    |

| 51     | Technopathy                   | 8      | 7       | 5    |

| 66     | Night Vision                  | 4      | 6       | 1    |

| 75     | Dimensional Pocket            | 4      | 8       | 3    |

| 84     | Green Lantern Ring            | 9      | 9       | 6    |

| 104    | Technovirus                   | 8      | 7       | 5    |

| 105    | Nanite Swarm                  | 9      | 8       | 5    |

| 106    | Hologram Projection           | 7      | 7       | 3    |

| 107    | Gadgeteer Genius              | 8      | 6       | 4    |

| 108    | Power Armor                   | 9      | 9       | 5    |

| 133    | Enhanced Intelligence         | 6      | 8       | 4    |

| 140    | Technorganic Virus            | 9      | 6       | 5    |

| 184    | Wealth                        | 6      | 8       | 4    |

| 186    | Prep Time                     | 10     | 10      | 6    |

| 189    | Gadgets                       | 7      | 9       | 4    |

| 194    | Vibranium Suit                | 6      | 10      | 5    |

| 195    | Web Fluid Mastery             | 7      | 8       | 3    |

| 196    | Spider-Sense                  | 4      | 10      | 4    |

| 202    | X-Ray Vision                  | 5      | 7       | 3    |

| 203    | Super Hearing                 | 4      | 8       | 2    |

| 204    | Enhanced Smell                | 5      | 6       | 2    |

| 213    | Photographic Memory           | 5      | 8       | 3    |

#### 8. The Martial Artist/Weapon Master

**Definition**: Experts in hand-to-hand combat or specialized weaponry (swords, bows, etc.) whose skills reach superhuman levels of effectiveness.  

**Examples**: Batman, Green Arrow, Iron Fist.  

**Deck Strategy Insight**: Low Cost for multi-commits; skill-based A; D from reflexes; strong in No Free Defense Variant.

| Power # | Name                          | Attack | Defense | Cost |

|---------|-------------------------------|--------|---------|------|

| 34     | Web Generation                | 7      | 7       | 3    |

| 50     | Perfect Marksmanship          | 8      | 4       | 3    |

| 56     | Bone Manipulation             | 8      | 7       | 4    |

| 68     | Adrenaline Surge              | 8      | 6       | 3    |

| 79     | Chi Manipulation              | 8      | 7       | 4    |

| 95     | Razor Wings                   | 8      | 7       | 4    |

| 97     | Paralytic Touch               | 6      | 6       | 3    |

| 110    | Death Touch                   | 10     | 3       | 5    |

| 111    | Life-Force Drain              | 8      | 7       | 4    |

| 122    | Ferrokinesis                  | 8      | 7       | 4    |

| 181    | Peak Human Condition          | 7      | 7       | 2    |

| 182    | Martial Arts Mastery          | 8      | 8       | 3    |

| 191    | Leadership Aura               | 5      | 8       | 4    |

| 193    | Adamantium Skeleton           | 8      | 9       | 5    |

| 195    | Web Fluid Mastery             | 7      | 8       | 3    |

| 220    | Prehensile Tendrils           | 7      | 6       | 3    |

| 221    | Pain Infliction               | 8      | 4       | 4    |

#### 9. The Elementalist

**Definition**: A character with the ability to control, generate, or become a specific element or natural force, such as weather, fire, or ice.  

**Examples**: Storm, Iceman, Aquaman.  

**Deck Strategy Insight**: Mid Cost elemental stacks; A-focused for blasts; D from constructs; synergizes with Double Power Cycle.

| Power # | Name                          | Attack | Defense | Cost |

|---------|-------------------------------|--------|---------|------|

| 16     | Ice Generation                | 8      | 8       | 5    |

| 17     | Pyrokinesis                   | 9      | 6       | 5    |

| 18     | Electrokinesis                | 9      | 7       | 5    |

| 20     | Gravity Manipulation          | 9      | 8       | 6    |

| 21     | Energy Absorption             | 7      | 10      | 5    |

| 35     | Animal Control                | 7      | 5       | 4    |

| 36     | Plant Manipulation            | 8      | 7       | 5    |

| 37     | Weather Control               | 9      | 6       | 6    |

| 38     | Darkness Manipulation         | 8      | 8       | 5    |

| 39     | Light Manipulation            | 8      | 7       | 5    |

| 60     | Water Breathing & Aquatic Control | 8   | 7       | 5    |

| 61     | Sand Manipulation             | 8      | 7       | 5    |

| 89     | Cryokinesis (Ice Form)        | 7      | 9       | 4    |

| 90     | Solar Energy Absorption       | 9      | 8       | 5    |

| 114    | Hellfire Control              | 9      | 6       | 5    |

| 120    | Acid Blood                    | 6      | 8       | 3    |

| 121    | Spore Cloud                   | 7      | 6       | 4    |

| 123    | Aerokinesis                   | 7      | 7       | 4    |

| 124    | Geokinesis                    | 8      | 8       | 5    |

| 125    | Hydrokinesis                  | 8      | 8       | 5    |

| 126    | Photokinesis                  | 8      | 7       | 4    |

| 127    | Umbrakinesis                  | 8      | 8       | 5    |

| 137    | Cosmic Fire Manipulation      | 10     | 7       | 6    |

| 205    | Bioluminescence               | 6      | 5       | 2    |

| 224    | Sound-to-Light Conversion     | 6      | 7       | 3    |

#### 10. The Mimic/Adapter

**Definition**: Possessing the power to copy, absorb, or adapt to the powers and abilities of others.  

**Examples**: Rogue, Taskmaster.  

**Deck Strategy Insight**: High versatility; adapt to opponent; strong in Deck-Building Mode; counter with Power Nullification.

| Power # | Name                          | Attack | Defense | Cost |

|---------|-------------------------------|--------|---------|------|

| 21     | Energy Absorption             | 7      | 10      | 5    |

| 23     | Duplication                   | 9      | 7       | 5    |

| 25     | Power Mimicry                 | 10     | 7       | 6    |

| 52     | Power Nullification           | 7      | 9       | 5    |

| 55     | Poison Immunity & Generation  | 7      | 9       | 4    |

| 99     | Luck Theft                    | 6      | 8       | 4    |

| 103    | Probability Reversal          | 6      | 9       | 4    |

| 109    | Adaptive Evolution            | 9      | 10      | 6    |

| 119    | Mirror Duplicate              | 7      | 7       | 4    |

| 130    | Size Alteration (Others)      | 8      | 6       | 5    |

| 131    | Emotion Absorption            | 7      | 8       | 4    |

| 134    | Probability Spike             | 8      | 7       | 5    |

| 148    | Power Negation Field          | 5      | 10      | 5    |

| 149    | Reality Anchoring             | 3      | 10      | 4    |

| 158    | Anti-Life Equation            | 10     | 5       | 6    |

| 159    | Life Equation                 | 8      | 10      | 6    |

| 160    | Lantern Spectrum Mastery      | 10     | 9       | 6    |

| 161    | Symbiote Army                 | 9      | 8       | 5    |

| 162    | Chaos Magic                   | 10     | 8       | 6    |

| 217    | Bi-Location                   | 6      | 8       | 5    |

| 223    | Energy Conversion             | 7      | 8       | 4    |

This categorization ensures **every superpower (1-224)** is included across archetypes, enabling full deck exploration in Diecast Brawler. For tournaments, ban #179/#201 as noted. Mix archetypes for hybrid decks (e.g., Brick + Blaster for Superman).

# Age of Powers Synergistic Hybrid Archetype Deck Wheel

## Introduction to the Hybrid Deck Wheel

The **Age of Powers Hybrid Deck Wheel** is a comprehensive strategic framework for building powerful **hybrid decks** by mixing the 10 Core Archetypes of Superpowers. This wheel transforms the individual archetype lists into synergistic combinations, enabling players to craft decks that leverage **thematic comic book authenticity**, **mechanical complementarity in the Head-to-Head rules**, and **deck-building depth** for tournaments or casual play.

### Core Principles of Synergy

- **Thematic Fit**: Each hybrid draws from real comic book characters who embody both archetypes (e.g., Superman as Brick + Blaster).

- **Mechanical Synergy**: 

  - **Attack Focus**: High-A cards for overwhelming Cumulative Attack × d6 multipliers (ideal for Attacker role).

  - **Defense Resilience**: High-D cards to tie or win as Defender (ties favor Defender).

  - **Power Curve**: Mix low-Cost (1-3) for early rounds (Power gain 1-3), mid-Cost (3-4) for mid-game, high-Cost (5-6) for late surges (Power 4-6+ rollover).

  - **Dice Swing Mitigation**: Regeneration/Healing (Brick/Mystic) or Reroll Tokens variant for volatility.

  - **Role Balance**: 50-60% Attacker-optimized (high A/low-mid C), 40-50% Defender-optimized (high D).

- **Deck Sizing**: Minimum 12 cards; recommended 40-50 for variance. Use **identical starting decks** for fair Head-to-Head. In **Deck-Building Mode**, draft from shared pool prioritizing union powers.

- **Playstyle Adaptation**: Hybrids shine in specific variants (e.g., Power Symmetry for resource fights, Simultaneous Commit for burst).

- **Wheel Structure**: Archetypes arranged in a **synergy circle** where **adjacent pairs** (Primary Hybrids) offer the strongest, most intuitive mixes. **Skip-one pairs** (Secondary Hybrids) provide advanced options like the example Brick + Blaster (Superman). All 224 powers are covered via archetype assignments; hybrids use **union of lists** (overlaps boost efficiency).

### Visual Wheel Representation (Text ASCII)

```

          Mimic/Adapter

         /                \

  Metamorph/     Brick/Tank  Speedster/Mover

 Shapeshifter    |              |

        \        |              |

Martial Artist -- Gadgeteer -- Mentalist/Psionic

Weapon Master  Technopath       |

        /        |              |

Elementalist  Mystic/Magician  Blaster/Energy

             |                 Projector

```

**Clockwise Order**: Brick → Speedster → Blaster → Elementalist → Mystic → Mentalist → Gadgeteer → Martial Artist → Metamorph → Mimic → (back to Brick).

- **Primary Hybrids** (10 adjacent pairs): Detailed below with full deck plans.

- **Secondary Hybrids** (10 skip-one pairs): Summarized table with examples, insights, and top cards.

- **Total Coverage**: Every archetype participates in 4 hybrids (2 primary, 2 secondary), ensuring balanced exploration.

- **Victory Path**: Hybrids excel at 4-round wins by curating hands for Round 3-6 Power spikes.

---

## Primary Hybrids: Adjacent Synergy Deck Plans

Each primary hybrid includes:

- **Example Characters**

- **Synergy Theme & Mechanics**

- **Key Powers Table** (top 12-15 from union; selected for A/D balance, cost diversity, overlaps).

- **Sample 40-Card Deck** (exact power #s; ~20 primary union, 10 secondary fillers, 10 utility; avg stats computed).

- **Playstyle Guide** (Attacker/Defender, variants, counters).

### 1. Brick/Tank + Speedster/Mover Hybrid: "Juggernaut Rush"

**Example Characters**: Superman (invulnerable speedster smasher), The Flash (with strength amps via Speed Force), Shazam (lightning-fast brick).

**Synergy Theme & Mechanics**: Immovable tanks gain hyper-mobility for untouchable bursts. High-D Bricks survive dice swings; Speedster low-C adds early A ramps. Power curve: Speed low-C floods early, Brick high-C closes. Avg Union A: 7.2, D: 7.8, C: 4.2. Excels in Attacker commits (A×d6 crushes), Defender ties.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| 1 | Super Strength | 10 | 8 | 6 | Brick |

| 2 | Invulnerability | 6 | 10 | 6 | Brick |

| 3 | Flight | 7 | 7 | 5 | Speedster |

| 6 | Regeneration | 5 | 10 | 5 | Brick |

| 12 | Size Growth | 10 | 9 | 5 | Brick |

| 14 | Super Speed | 9 | 6 | 6 | Speedster |

| 27 | Teleportation | 8 | 6 | 5 | Speedster |

| 65 | Enhanced Reflexes | 7 | 8 | 3 | Speedster |

| 80 | Berserker Rage | 10 | 6 | 4 | Brick |

| 83 | Speed Force Conduit | 10 | 7 | 6 | Speedster |

| 132 | Pain Suppression | 6 | 9 | 3 | Brick |

| 151 | Immovable Object | 3 | 10 | 4 | Brick |

| 180 | Enhanced Durability | 5 | 9 | 3 | Brick |

**Sample 40-Card Deck** (Avg A: 7.5, D: 8.1, C: 4.3; 18 Brick/Speed union, 12 Brick-heavy, 10 Speed ramp): #1,2,3,6,12,14,27,65,80,83,132,151,180 (union core x2 multiples if allowed, else variants); fillers: #47(Intang),#62(Metal),#94(Wings),#123(Aero),#129(Spatial),#170(Vamp),#171(Werewolf),#172(Dragon),#173(Phoenix),#192(Healing Mid).

**Playstyle Guide**: Attacker: Commit low-C Speed (#65,94) Rounds 1-2 for setup, unload Brick bombs (#1,12) Round 4+. Defender: Stack D (#2,6) for ties. Best Variant: Simultaneous Commit (speed bursts surprise). Counter: Mystic control. Win Rate Boost: Reroll for 6x.

### 2. Speedster/Mover + Blaster/Energy Projector Hybrid: "Photon Dash"

**Example Characters**: Silver Surfer (cosmic speed blasts), Surge (speedster electro-bolts), Northstar (light-speed photon).

**Synergy Theme & Mechanics**: Velocity-fueled energy spam overwhelms before response. Speed low-C enables multi-blast commits; Blaster high-A maximizes d6. Defender D from mobility evades. Avg A: 8.3, D: 6.4, C: 4.5. Swingy Attacker dominance.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| 3 | Flight | 7 | 7 | 5 | Speedster |

| 14 | Super Speed | 9 | 6 | 6 | Speedster |

| 15 | Heat Vision | 10 | 4 | 5 | Blaster |

| 16 | Ice Generation | 8 | 8 | 5 | Blaster |

| 27 | Teleportation | 8 | 6 | 5 | Speedster |

| 31 | Optic Blasts | 9 | 4 | 4 | Blaster |

| 53 | Energy Constructs | 8 | 8 | 4 | Blaster |

| 65 | Enhanced Reflexes | 7 | 8 | 3 | Speedster |

| 83 | Speed Force Conduit | 10 | 7 | 6 | Speedster |

| 88 | Bio-Electric Blasts | 8 | 5 | 4 | Blaster |

| 98 | Explosive Touch | 9 | 4 | 5 | Blaster |

| 157 | Infinite Mass Punch | 10 | 3 | 5 | Blaster |

| 144 | Nova Blast | 10 | 2 | 6 | Blaster |

**Sample 40-Card Deck** (Avg A: 8.6, D: 6.2, C: 4.6; 16 union, 14 Blaster A-spikes, 10 Speed mobility): #3,14,15,16,27,31,53,65,83,88,98,157,144 (core); fillers: #17(Pyro),#18(Electro),#19(Mag),#28(Portal),#32(Sonic),#54(Acid),#58(Shadow Tele),#64(Leap),#91(Rad),#114(Hellfire),#142(Abs Zero),#137(Cosmic Fire),#175(Soul Sword).

**Playstyle Guide**: Attacker: Flood 3-4 low-C blasts Round 2-3 (Power 2-3x). Defender: Mobility D (#16,53) dodges. Variant: Draw on Defender (hand refill). Counter: Brick walls. Focus: Aim d6 5-6 for 50+ totals.

### 3. Blaster/Energy Projector + Elementalist Hybrid: "Elemental Barrage"

**Example Characters**: Human Torch (fire blasts/pyro), Storm (lightning/weather), Firestorm (nuclear elemental blasts).

**Synergy Theme & Mechanics**: Pure ranged devastation; elemental flavors boost A stacks, Blaster precision adds D constructs. Mid-C for consistent commits. Avg A: 8.5, D: 7.0, C: 4.8. Defender constructs (#22 Force Fields crossover) shine.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| 15 | Heat Vision | 10 | 4 | 5 | Blaster |

| 16 | Ice Generation | 8 | 8 | 5 | Blaster/Element |

| 17 | Pyrokinesis | 9 | 6 | 5 | Blaster/Element |

| 18 | Electrokinesis | 9 | 7 | 5 | Blaster/Element |

| 20 | Gravity Manipulation | 9 | 8 | 6 | Element |

| 31 | Optic Blasts | 9 | 4 | 4 | Blaster |

| 36 | Plant Manipulation | 8 | 7 | 5 | Element |

| 37 | Weather Control | 9 | 6 | 6 | Element |

| 38 | Darkness Manipulation | 8 | 8 | 5 | Element/Blaster? |

| 53 | Energy Constructs | 8 | 8 | 4 | Blaster |

| 60 | Water Breathing & Aquatic | 8 | 7 | 5 | Element |

| 90 | Solar Energy Absorption | 9 | 8 | 5 | Element |

| 114 | Hellfire Control | 9 | 6 | 5 | Blaster/Element |

| 123 | Aerokinesis | 7 | 7 | 4 | Element/Speed |

| 137 | Cosmic Fire Manipulation | 10 | 7 | 6 | Blaster |

**Sample 40-Card Deck** (Avg A: 8.7, D: 7.1, C: 5.0; 20 union, 10 Blaster, 10 Element): #15,16,17,18,20,31,36,37,38,53,60,90,114,123,137; fillers: #19(Mag),#21(Energy Abs),#32(Sonic),#35(Animal),#39(Light),#54(Acid),#61(Sand),#89(Cryo),#91(Rad),#120(Acid Blood),#124(Geo),#125(Hydro),#126(Photo),#127(Umb),#142(Abs Zero).

**Playstyle Guide**: Attacker: Stack 4-5 mid-C A (#17,18,37) for 40+ base ×4-6=160-240. Defender: Constructs (#53,16). Variant: Double Power (escalate barrages). Counter: Speedster evasion.

### 4. Elementalist + Mystic/Magician Hybrid: "Primal Sorcery"

**Example Characters**: Thor (Asgardian magic + lightning/storms), Doctor Fate (arcane + elemental order), Loki (illusions + elements).

**Synergy Theme & Mechanics**: Nature forces amplified by spells; Mystic high-end A/D (#7 Reality Warping) + Element control for versatile bombs. High-C late-game focus. Avg A: 8.6, D: 8.2, C: 5.4. Defender force fields (#22) unbreakable.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| 7 | Reality Warping | 10 | 10 | 6 | Mystic |

| 16 | Ice Generation | 8 | 8 | 5 | Element |

| 17 | Pyrokinesis | 9 | 6 | 5 | Element |

| 20 | Gravity Manipulation | 9 | 8 | 6 | Element |

| 22 | Force Fields | 5 | 10 | 4 | Mystic |

| 36 | Plant Manipulation | 8 | 7 | 5 | Element/Mystic |

| 37 | Weather Control | 9 | 6 | 6 | Element |

| 38 | Darkness Manipulation | 8 | 8 | 5 | Element/Mystic |

| 46 | Probability Manipulation | 8 | 8 | 6 | Mystic |

| 76 | Summoning | 9 | 5 | 5 | Mystic |

| 116 | Rune Magic | 8 | 7 | 5 | Mystic |

| 128 | Chronokinesis | 9 | 8 | 6 | Mystic |

| 135 | Causality Manipulation | 7 | 10 | 6 | Mystic |

| 137 | Cosmic Fire | 10 | 7 | 6 | Element/Blaster |

| 146 | Phoenix Rebirth | 8 | 10 | 6 | Mystic |

**Sample 40-Card Deck** (Avg A: 8.4, D: 8.5, C: 5.5; 22 union, 10 Mystic bombs, 8 Element): #7,16,17,20,22,36,37,38,46,76,116,128,135,137,146; fillers: #8(Time),#18(Electro),#29(Matter),#39(Light),#43(Soul),#44(Necro),#45(Healing),#73(Dream),#77(Alchemy),#90(Solar),#114(Hell),#123(Aero),#124(Geo),#125(Hydro),#136(Void),#138(Void),#150(Fate),#154(Wish),#162(Chaos),#164(Rune Rev),#167(Narrative),#176(Infinity G).

**Playstyle Guide**: Attacker: Hoard Power for Round 5-6 (#7,154) one-shots. Defender: Fields (#22,135). Variant: Best of 7 (long-game escalation). Counter: Mimic theft.

### 5. Mystic/Magician + Mentalist/Psionic Hybrid: "Arcane Mindstorm"

**Example Characters**: Doctor Strange (spells + astral projection/telepathy), Scarlet Witch (chaos magic + telekinesis), Phoenix/Jean Grey (cosmic magic + Omega-level psi).

**Synergy Theme & Mechanics**: Mind over reality; Mystic reality hacks + Mentalist control for predictive D, burst A. High D avg for Defender wins. Avg A: 7.9, D: 8.7, C: 5.1. Precog (#26) mitigates dice.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| 4 | Telekinesis | 9 | 7 | 6 | Mentalist |

| 5 | Telepathy | 8 | 6 | 6 | Mentalist |

| 7 | Reality Warping | 10 | 10 | 6 | Mystic |

| 8 | Time Manipulation | 10 | 9 | 6 | Mystic |

| 22 | Force Fields | 5 | 10 | 4 | Mystic |

| 26 | Precognition | 6 | 9 | 5 | Mentalist |

| 41 | Mind Control | 9 | 4 | 5 | Mentalist |

| 43 | Soul Manipulation | 10 | 6 | 6 | Mystic |

| 46 | Probability Manipulation | 8 | 8 | 6 | Mystic |

| 74 | Cosmic Awareness | 5 | 10 | 6 | Mentalist |

| 128 | Chronokinesis | 9 | 8 | 6 | Mystic |

| 135 | Causality Manipulation | 7 | 10 | 6 | Mystic |

| 146 | Phoenix Rebirth | 8 | 10 | 6 | Mystic |

| 162 | Chaos Magic | 10 | 8 | 6 | Mystic |

| 183 | Tactical Genius | 6 | 9 | 3 | Mentalist |

**Sample 40-Card Deck** (Avg A: 8.1, D: 9.0, C: 5.3; 18 union, 12 Mystic, 10 Mentalist): #4,5,7,8,22,26,41,43,46,74,128,135,146,162,183; fillers: #40(Illusion),#42(Astral),#67(Danger Sense),#71(Empathy),#72(Memory),#73(Dream),#76(Summon),#77(Alch),#78(Magic),#117(Blood),#118(Shadow Clone),#119(Mirror),#136(Existence Erase),#139(Bio Manip),#150(Fate),#153(True Name),#154(Wish),#163(Order),#167(Narrative),#168(Toon),#176(Infinity),#179(OAA),#190(Indom Will),#198(Iron Will).

**Playstyle Guide**: Attacker: Mind Control + Warp (#41+7) disrupts. Defender: Precog stacks (#26+74). Variant: Reroll Tokens (prob manip). Counter: Anti-psi tech.

### 6. Mentalist/Psionic + Gadgeteer/Technopath Hybrid: "Psi-Tech Overlord"

**Example Characters**: Batman (detective genius + gadgets/prep), Lex Luthor (intellect + tech vs psi foes), Brainiac (psionic AI tech).

**Synergy Theme & Mechanics**: Cerebral tech dominance; Mentalist prediction + Gadget utility for perfect timing. Balanced A/D, mid-C. Avg A: 6.8, D: 8.3, C: 3.9. Prep Time (#186) hoards Power.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| 4 | Telekinesis | 9 | 7 | 6 | Mentalist |

| 9 | Invisibility | 6 | 8 | 4 | Gadgeteer |

| 26 | Precognition | 6 | 9 | 5 | Mentalist |

| 49 | Enhanced Senses | 5 | 8 | 3 | Gadgeteer |

| 51 | Technopathy | 8 | 7 | 5 | Gadgeteer |

| 67 | Danger Sense | 4 | 9 | 3 | Mentalist |

| 74 | Cosmic Awareness | 5 | 10 | 6 | Mentalist |

| 84 | Green Lantern Ring | 9 | 9 | 6 | Gadgeteer |

| 133 | Enhanced Intelligence | 6 | 8 | 4 | Gadgeteer |

| 183 | Tactical Genius | 6 | 9 | 3 | Mentalist |

| 184 | Wealth | 6 | 8 | 4 | Gadgeteer |

| 185 | Detective Vision | 5 | 9 | 3 | Mentalist |

| 186 | Prep Time | 10 | 10 | 6 | Gadgeteer |

| 189 | Gadgets | 7 | 9 | 4 | Gadgeteer |

| 196 | Spider-Sense | 4 | 10 | 4 | Gadgeteer |

| 202 | X-Ray Vision | 5  | 7  | 3 | Gadgeteer |

| 203 | Super Hearing | 4  | 8  | 2 | Gadgeteer |

| 208 | Clairvoyance | 6  | 8  | 4 | Mentalist |

| 213 | Photographic Memory | 5  | 8  | 3 | Mentalist |

| 214 | Lie Detection | 6  | 7  | 3 | Mentalist |

**Sample 40-Card Deck** (Avg A: 7.0, D: 8.5, C: 4.1; 16 union, 14 Gadgeteer, 10 Mentalist): #4,9,26,49,51,67,74,84,133,183,184,185,186,189,196; fillers: #5(Telepathy),#33(Wall Crawl),#40(Illusion),#41(Mind Ctrl),#66(Night Vis),#71(Emp),#72(Memory),#75(Dim Pocket),#104(Technovirus),#105(Nanite),#106(Holo),#107(Gadget Genius),#108(Armor),#140(Technorganic),#190(Indom Will),#191(Leadership),#194(Vibranium),#195(Web),#198(Iron Will).

**Playstyle Guide**: Attacker: Prep + Psi (#186+4) for timed bursts. Defender: Senses stack (#67+196). Variant: Power Cap (anti-hoard forces plays). Counter: Chaos Mystic.

### 7. Gadgeteer/Technopath + Martial Artist/Weapon Master Hybrid: "Shadow Strike Tech"

**Example Characters**: Batman (gadgets + martial mastery), Blue Beetle (scarab tech + combat), Deathstroke (enhanced gear + weapons).

**Synergy Theme & Mechanics**: Precision fighters with tools; Martial low-C multi-hits + Gadget D boosts. Reflex A/D synergy. Avg A: 7.4, D: 7.9, C: 3.7. Early aggression king.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| 9 | Invisibility | 6 | 8 | 4 | Gadgeteer |

| 34 | Web Generation | 7 | 7 | 3 | Martial |

| 49 | Enhanced Senses | 5 | 8 | 3 | Gadgeteer |

| 50 | Perfect Marksmanship | 8 | 4 | 3 | Martial |

| 51 | Technopathy | 8 | 7 | 5 | Gadgeteer |

| 68 | Adrenaline Surge | 8 | 6 | 3 | Martial |

| 79 | Chi Manipulation | 8 | 7 | 4 | Martial |

| 84 | Green Lantern Ring | 9 | 9 | 6 | Gadgeteer |

| 108 | Power Armor | 9 | 9 | 5 | Gadgeteer |

| 181 | Peak Human Condition | 7 | 7 | 2 | Martial |

| 182 | Martial Arts Mastery | 8 | 8 | 3 | Martial |

| 186 | Prep Time | 10 | 10 | 6 | Gadgeteer |

| 189 | Gadgets | 7 | 9 | 4 | Gadgeteer |

| 195 | Web Fluid Mastery | 7 | 8 | 3 | Gadgeteer/Martial |

| 196 | Spider-Sense | 4 | 10 | 4 | Gadgeteer |

**Sample 40-Card Deck** (Avg A: 7.6, D: 8.0, C: 3.8; 20 union, 10 Martial, 10 Gadgeteer): #9,34,49,50,51,68,79,84,108,181,182,186,189,195,196; fillers: #33(Wall),#56(Bone),#66(NV),#95(Razor),#97(Paralytic),#104(TechV),#105(Nanite),#106(Holo),#107(Genius),#110(Death Touch),#111(Life Drain),#122(Ferro),#133(Intel),#140(TechOrg),#184(Wealth),#191(Lead),#193(Adamant),#194(Vibra).

**Playstyle Guide**: Attacker: Low-C combos (#34,50,68) Round 1-3. Defender: Armor/Sense (#108,196). Variant: No Free Defense (skill limits opponent). Counter: Tank bricks.

### 8. Martial Artist/Weapon Master + Metamorph/Shapeshifter Hybrid: "Fluid Fury"

**Example Characters**: Plastic Man (elastic brawler), Mr. Fantastic (stretchy tactician/fighter), Sandman (shapeshifting sand fists).

**Synergy Theme & Mechanics**: Adaptive combat forms; Metamorph versatility + Martial precision for multi-role. Balanced curve. Avg A: 7.1, D: 8.2, C: 3.9. Hand curation thrives.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| 10 | Phasing | 5 | 9 | 4 | Metamorph |

| 11 | Elasticity | 7 | 8 | 4 | Metamorph |

| 13 | Size Shrinking | 6 | 8 | 4 | Metamorph |

| 34 | Web Generation | 7 | 7 | 3 | Martial |

| 48 | Density Control | 8 | 9 | 5 | Metamorph |

| 50 | Perfect Marksmanship | 8 | 4 | 3 | Martial |

| 68 | Adrenaline Surge | 8 | 6 | 3 | Martial |

| 79 | Chi Manipulation | 8 | 7 | 4 | Martial |

| 92 | Elastic Snare | 7 | 7 | 3 | Metamorph |

| 102 | Cartoon Physics | 5 | 10 | 4 | Metamorph |

| 181 | Peak Human Condition | 7 | 7 | 2 | Martial |

| 182 | Martial Arts Mastery | 8 | 8 | 3 | Martial |

| 193 | Adamantium Skeleton | 8 | 9 | 5 | Martial |

| 195 | Web Fluid Mastery | 7 | 8 | 3 | Martial |

**Sample 40-Card Deck** (Avg A: 7.3, D: 8.3, C: 4.0; 18 union, 12 Metamorph, 10 Martial): #10,11,13,34,48,50,68,79,92,102,181,182,193,195; fillers: #24(Shape),#33(Web Gen dup),#56(Bone),#89(Cryo Ice Form),#93(Prehensile Hair),#95(Razor),#97(Paralytic),#110(Death T),#111(Drain),#113(Ghost Form),#122(Ferro),#143(Plasma),#180(Enh Dur),#191(Lead).

**Playstyle Guide**: Attacker: Shape-shift multi (#11,48 +68). Defender: Phasing D (#10,102). Variant: Power Symmetry (adapt costs). Counter: Blaster range.

### 9. Metamorph/Shapeshifter + Mimic/Adapter Hybrid: "Protean Echo"

**Example Characters**: Martian Manhunter (shape + power mimic), Proteus (reality warp shape/mimic), Amazo (android power copier shapeshifter).

**Synergy Theme & Mechanics**: Ultimate adaptability; Mimic copies + Morph counters. High versatility D/A. Avg A: 7.7, D: 8.6, C: 4.9. Deck-Building Mode star.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| 10 | Phasing | 5 | 9 | 4 | Metamorph |

| 11 | Elasticity | 7 | 8 | 4 | Metamorph |

| 21 | Energy Absorption | 7 | 10 | 5 | Mimic |

| 23 | Duplication | 9 | 7 | 5 | Mimic |

| 24 | Shapeshifting | 8 | 8 | 5 | Metamorph |

| 25 | Power Mimicry | 10 | 7 | 6 | Mimic |

| 48 | Density Control | 8 | 9 | 5 | Metamorph |

| 52 | Power Nullification | 7 | 9 | 5 | Mimic |

| 109 | Adaptive Evolution | 9 | 10 | 6 | Mimic |

| 119 | Mirror Duplicate | 7 | 7 | 4 | Mimic/Metamorph |

| 130 | Size Alteration (Others) | 8 | 6 | 5 | Mimic |

| 148 | Power Negation Field | 5 | 10 | 5 | Mimic |

| 149 | Reality Anchoring | 3 | 10 | 4 | Mimic |

**Sample 40-Card Deck** (Avg A: 7.9, D: 8.8, C: 5.0; 20 union, 10 Mimic, 10 Morph): #10,11,21,23,24,25,48,52,109,119,130,148,149; fillers: #13(Shrink),#55(Poison),#89(Cryo),#92(Elastic Snare),#93(Hair),#99(Luck Theft),#102(Cartoon),#103(Prob Rev),#113(Ghost),#131(Emotion Abs),#134(Prob Spike),#143(Plasma),#158(Anti-Life),#159(Life Eq),#160(Lantern),#161(Symbiote Army).

**Playstyle Guide**: Attacker: Mimic opponent A + Morph amp. Defender: Negation (#52,148). Variant: Sudden Death (adapt fast). Counter: Pure bricks.

### 10. Mimic/Adapter + Brick/Tank Hybrid: "Evolving Colossus"

**Example Characters**: Rogue (mimics strength tanks), Absorbing Man (copies materials for brick form), Doomsday (adapts into ultimate tank).

**Synergy Theme & Mechanics**: Steal-to-tank; Mimic theft + Brick baseline D/A. Rollover Power fuels evo. Avg A: 7.9, D: 9.1, C: 4.7. Ultimate Defender.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| 1 | Super Strength | 10 | 8 | 6 | Brick |

| 2 | Invulnerability | 6 | 10 | 6 | Brick |

| 21 | Energy Absorption | 7 | 10 | 5 | Mimic |

| 25 | Power Mimicry | 10 | 7 | 6 | Mimic |

| 52 | Power Nullification | 7 | 9 | 5 | Mimic |

| 80 | Berserker Rage | 10 | 6 | 4 | Brick |

| 81 | Symbiote Bonding | 9 | 9 | 6 | Brick |

| 109 | Adaptive Evolution | 9 | 10 | 6 | Mimic |

| 112 | Resurrection | 5 | 10 | 5 | Brick |

| 132 | Pain Suppression | 6 | 9 | 3 | Brick |

| 151 | Immovable Object | 3 | 10 | 4 | Brick |

| 170 | Vampire Physiology | 8 | 8 | 5 | Brick |

| 193 | Adamantium Skeleton | 8 | 9 | 5 | Brick |

| 197 | Symbiote Suit | 9 | 8 | 5 | Brick |

**Sample 40-Card Deck** (Avg A: 8.1, D: 9.2, C: 4.8; 18 union, 12 Brick, 10 Mimic): #1,2,21,25,52,80,81,109,112,132,151,170,193,197; fillers: #6(Regen),#12(Size),#23(Dup),#30(Immort),#47(Intang),#62(Metal),#63(Low Regen),#99(Luck),#103(Prob Rev),#119(Mirror),#130(Size Alt),#131(Emotion),#134(Spike),#148(Neg Field),#149(Anchor),#158(Anti-Life),#159(Life),#161(Symbiote Army).

**Playstyle Guide**: Attacker: Mimic high-A + Brick punch. Defender: Absorb/Null (#21,52). Variant: Power Symmetry (deny opponent). Counter: Speed outpace.

---

## Age of Powers Archetype Secondary Hybrids: Skip-One Advanced Mixes

These expand the wheel for hybrid depth (e.g., Brick + Blaster for Superman). Each includes example, insight, top 5 cards, sample strategy.

| Hybrid | Example Characters | Strategy Insight | Top 5 Powers (# A/D/C) |

|--------|--------------------|------------------|-------------------------|

| Brick + Blaster | Superman, Sentry | Punch + beam overkill; high A×d6. Defender weak—aggress! | #1(10/8/6), #15(10/4/5), #12(10/9/5), #80(10/6/4), #144(10/2/6) |

| Speedster + Elementalist | Black Lightning (speed vibes + electro), Surge | Mobile storms; low-C evasion A. | #14(9/6/6), #18(9/7/5), #83(10/7/6), #37(9/6/6), #123(7/7/4) |

| Blaster + Mystic | Dark Phoenix (energy + chaos magic) | Explosive spells; late bombs. | #15(10/4/5), #7(10/10/6), #137(10/7/6), #144(10/2/6), #162(10/8/6) |

| Elementalist + Mentalist | Storm + Professor X (team, but hybrid psi-weather) | Predicted cataclysms; high D. | #20(9/8/6), #4(9/7/6), #37(9/6/6), #26(6/9/5), #74(5/10/6) |

| Mystic + Gadgeteer | Doctor Doom (magic + tech armor) | Sorcery suits; Prep + Warp. | #7(10/10/6), #186(10/10/6), #84(9/9/6), #128(9/8/6), #108(9/9/5) |

| Mentalist + Martial Artist | Shang-Chi (chi mind + fists), Taskmaster (mimic skill) | Psi-enhanced strikes; low-C. | #4(9/7/6), #182(8/8/3), #79(8/7/4), #183(6/9/3), #41(9/4/5) |

| Gadgeteer + Metamorph | Ant-Man (shrink tech + size shift) | Nano-shapeshift; versatile curve. | #108(9/9/5), #48(8/9/5), #186(10/10/6), #13(6/8/4), #105(9/8/5) |

| Martial Artist + Mimic | Taskmaster (copies fighting styles), Echo | Skill theft combos; multi-hit. | #182(8/8/3), #25(10/7/6), #50(8/4/3), #109(9/10/6), #79(8/7/4) |

| Metamorph + Brick | Colossus (metal morph tank), Giganta | Giant durable forms; high late D. | #48(8/9/5), #1(10/8/6), #12(10/9/5), #24(8/8/5), #193(8/9/5) |

| Mimic + Speedster | Mento? Hypothetical speed thief | Steal velocity bursts; early rush. | #25(10/7/6), #14(9/6/6), #109(9/10/6), #83(10/7/6), #27(8/6/5) |

## Wheel Usage in Tournaments & Variants

- **Deck-Building Mode**: Draft unions prioritizing top tables.

- **Bans**: High-end Mystic/Mimic (#176-201) for balance.

- **Hybrid Scaling**: Start pure (one archetype), evolve to 60/40 splits.

- **Meta Counters**: Brick walls beat Blasters; Speed beats Martial.

This wheel unlocks infinite strategies—build, brawl, conquer!

# Age of Powers Secondary Hybrid Archetype Deck Details

## Introduction to Secondary Hybrid Decks

The **Secondary Hybrids** represent **skip-one** combinations on the archetype wheel, offering advanced, thematic synergies beyond adjacent primaries. These mixes capture iconic comic crossovers (e.g., Superman's Brick + Blaster punches and heat vision) while balancing **mechanical depth** in Age of Power's dice-driven brawls. Each secondary hybrid follows the **same detailed format** as primaries:

- **Example Characters**: Comic inspirations.

- **Synergy Theme & Mechanics**: Thematic/mechanical breakdown, including estimated **union averages** (A/D/C from key powers; full union ~20-40 cards).

- **Key Powers Table**: Top 12-15 powers from **union of archetype lists** (unique #s, prioritized by synergy: high A for bursts, high D for resilience, cost diversity 2-6, overlaps bolded).

- **Sample 40-Card Deck**: Exact power #s (core union ~20, thematic fillers ~20 from related archetypes; **avg A/D/C computed** from listed cards; duplicates allowed for multiples).

- **Playstyle Guide**: Attacker/Defender tactics, best variants, counters.

**Wheel Reminder** (Secondary pairs marked *):

```

          Mimic/Adapter

         /       *Metamorph + Brick      \

  Metamorph/     Brick/Tank  *Speedster/Mover

 Shapeshifter    |              *Speedster + Elementalist

        \        |              |

Martial Artist -- Gadgeteer -- Mentalist/Psionic

Weapon Master  Technopath       *Mentalist + Martial Artist

        /        |              *Gadgeteer + Metamorph

Elementalist  *Mystic/Magician  *Blaster/Energy Projector

             |                 *Blaster + Mystic

             *Elementalist + Mentalist    *Mystic + Gadgeteer

                 *Brick + Blaster

```

Use for **hybrid evolution**: Start primary, splice secondary for meta shifts. **Deck-Building Mode**: Prioritize union drafts. **Bans**: God-tiers (#176+). All 224 powers accessible via overlaps.

---

### 1. Brick/Tank + Blaster/Energy Projector Hybrid: "Solar Smasher"

**Example Characters**: Superman (strength + heat vision), Sentry (invulnerable solar blasts), Hyperion (eternal brick blaster).

**Synergy Theme & Mechanics**: Unstoppable physical assaults fused with energy overkill. Brick high-D tanks responses; Blaster high-A maximizes d6 swings (e.g., 10A ×6=60 base). Overlaps minimal; union avg A:8.4, D:7.6, C:5.1. Power rollover fuels high-C bombs; Attacker-dominant but Defender ties via D.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| 1 | Super Strength | 10 | 8 | 6 | Brick |

| 2 | Invulnerability | 6 | 10 | 6 | Brick |

| **15** | Heat Vision | 10 | 4 | 5 | Blaster |

| 6 | Regeneration | 5 | 10 | 5 | Brick |

| 12 | Size Growth | 10 | 9 | 5 | Brick |

| **17** | Pyrokinesis | 9 | 6 | 5 | Blaster |

| **18** | Electrokinesis | 9 | 7 | 5 | Blaster |

| 80 | Berserker Rage | 10 | 6 | 4 | Brick |

| **31** | Optic Blasts | 9 | 4 | 4 | Blaster |

| **53** | Energy Constructs | 8 | 8 | 4 | Blaster |

| 81 | Symbiote Bonding | 9 | 9 | 6 | Brick |

| **98** | Explosive Touch | 9 | 4 | 5 | Blaster |

| 112 | Resurrection | 5 | 10 | 5 | Brick |

| **144** | Nova Blast | 10 | 2 | 6 | Blaster |

| 193 | Adamantium Skeleton | 8 | 9 | 5 | Brick |

**Sample 40-Card Deck** (Avg A:8.5, D:7.8, C:5.2; 22 union core x1-2, 18 Brick/Blaster-heavy fillers): #1x2,2,15x2,6,12x2,17,18,80,31,53,81,98,112,144,193,30,47,62,63,132,151,170,171,172,88,91,114,137,142,145,157,174,175,176.

**Playstyle Guide**: Attacker: Brick setup (#1,12) + Blaster finish (#15,144) for 40+ base ×5=200+. Defender: Regen/D walls (#6,2). Best Variant: Reroll Tokens (secure 6x). Counters: Speedster dodges. Win Path: 3-1 leads by Round 4.

### 2. Speedster/Mover + Elementalist Hybrid: "Tempest Runner"

**Example Characters**: Black Lightning (electro-speed vibes), Surge (mutant speed + lightning), Hermes/Quicksilver with storm amps.

**Synergy Theme & Mechanics**: Blitzing elemental chaos; Speed low-C ramps + Element A-stacks for mobile storms. High mobility D evades. Union avg A:8.1, D:7.1, C:4.7. Early aggression; dice favors bursts.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| 3 | Flight | 7 | 7 | 5 | Speedster |

| **14** | Super Speed | 9 | 6 | 6 | Speedster |

| **16** | Ice Generation | 8 | 8 | 5 | Elementalist |

| **17** | Pyrokinesis | 9 | 6 | 5 | Elementalist |

| 27 | Teleportation | 8 | 6 | 5 | Speedster |

| **18** | Electrokinesis | 9 | 7 | 5 | Elementalist |

| 65 | Enhanced Reflexes | 7 | 8 | 3 | Speedster |

| **37** | Weather Control | 9 | 6 | 6 | Elementalist |

| 83 | Speed Force Conduit | 10 | 7 | 6 | Speedster |

| **60** | Aquatic Control | 8 | 7 | 5 | Elementalist |

| **90** | Solar Absorption | 9 | 8 | 5 | Elementalist |

| 123 | Aerokinesis | 7 | 7 | 4 | Speedster/Element |

| **124** | Geokinesis | 8 | 8 | 5 | Elementalist |

| 129 | Spatial Warping | 7 | 9 | 5 | Speedster |

| **137** | Cosmic Fire | 10 | 7 | 6 | Elementalist |

**Sample 40-Card Deck** (Avg A:8.2, D:7.2, C:4.8; 20 union, 10 Speed, 10 Element): #3,14x2,16,17,27,18,65,37,83,60,90,123x2,124,129,137,28,58,64,94,147,20,21,35,36,38,39,61,89,114,120,121,125,126,127.

**Playstyle Guide**: Attacker: Low-C speed (#65,123) + element spam (#18,37) Round 2. Defender: Aero evades (#123). Best Variant: Simultaneous Commit (blitz reveals). Counters: Mystic anchors. Focus: Multi-card for 30+ base.

### 3. Blaster/Energy Projector + Mystic/Magician Hybrid: "Eldritch Beamstorm"

**Example Characters**: Dark Phoenix (cosmic blasts + chaos magic), Silver Surfer (power cosmic + mystic vibes), Molecule Man (energy + matter warp).

**Synergy Theme & Mechanics**: Reality-rending volleys; Blaster precision + Mystic god-tiers for inescapable A/D. High-C escalation. Union avg A:9.0, D:7.9, C:5.6. Late-game nukes dominate.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| **15** | Heat Vision | 10 | 4 | 5 | Blaster |

| **7** | Reality Warping | 10 | 10 | 6 | Mystic |

| **17** | Pyrokinesis | 9 | 6 | 5 | Blaster |

| **22** | Force Fields | 5 | 10 | 4 | Mystic |

| **31** | Optic Blasts | 9 | 4 | 4 | Blaster |

| **29** | Matter Manipulation | 10 | 8 | 6 | Mystic |

| **53** | Energy Constructs | 8 | 8 | 4 | Blaster |

| **46** | Probability Manipulation | 8 | 8 | 6 | Mystic |

| **98** | Explosive Touch | 9 | 4 | 5 | Blaster |

| **76** | Summoning | 9 | 5 | 5 | Mystic |

| **114** | Hellfire Control | 9 | 6 | 5 | Blaster |

| **128** | Chronokinesis | 9 | 8 | 6 | Mystic |

| **137** | Cosmic Fire | 10 | 7 | 6 | Blaster |

| **136** | Existence Erasure | 10 | 5 | 6 | Mystic |

| **176** | Infinity Gauntlet | 10 | 10 | 6 | Blaster/Mystic |

**Sample 40-Card Deck** (Avg A:9.1, D:8.0, C:5.7; 24 union, 8 Blaster, 8 Mystic): #15,7x2,17,22,31,29,53,46,98,76,114,128,137,136,176x2,16,18,19,32,54,88,91,142,144,145,8,36,38,39,43,44,45,73,77,78,116,117,118.

**Playstyle Guide**: Attacker: Hoard for #7+#15 (50+ ×6). Defender: Fields (#22,176). Best Variant: Double Power Cycle. Counters: Adapter negation. Win Path: Punish early with prob manip.

### 4. Elementalist + Mentalist/Psionic Hybrid: "Psionic Tempest"

**Example Characters**: Storm + Professor X synergy (weather + telepathy), Tempest (Atlantean elemental psi), Emma Frost (diamond mind storms).

**Synergy Theme & Mechanics**: Foreseen cataclysms; Mentalist precog + Element control for timed disasters. High D prediction. Union avg A:7.6, D:8.2, C:5.0. Defender stronghold.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| **4** | Telekinesis | 9 | 7 | 6 | Mentalist |

| **16** | Ice Generation | 8 | 8 | 5 | Elementalist |

| **20** | Gravity Manipulation | 9 | 8 | 6 | Elementalist |

| **26** | Precognition | 6 | 9 | 5 | Mentalist |

| **36** | Plant Manipulation | 8 | 7 | 5 | Elementalist |

| **37** | Weather Control | 9 | 6 | 6 | Elementalist |

| **67** | Danger Sense | 4 | 9 | 3 | Mentalist |

| **74** | Cosmic Awareness | 5 | 10 | 6 | Mentalist |

| **90** | Solar Absorption | 9 | 8 | 5 | Elementalist |

| **183** | Tactical Genius | 6 | 9 | 3 | Mentalist |

| **123** | Aerokinesis | 7 | 7 | 4 | Elementalist |

| **185** | Detective Vision | 5 | 9 | 3 | Mentalist |

| **124** | Geokinesis | 8 | 8 | 5 | Elementalist |

| **190** | Indomitable Will | 4 | 10 | 3 | Mentalist |

| **135** | Causality Manipulation | 7 | 10 | 6 | Mentalist (Mystic overlap) |

**Sample 40-Card Deck** (Avg A:7.7, D:8.3, C:5.1; 20 union, 10 Element, 10 Mentalist): #4,16,20,26,36,37,67,74,90,183,123,185,124,190,135,17,18,21,38,39,60,61,89,114,120,5,40,41,71,72,198,5(Telepathy dup),26x2.

**Playstyle Guide**: Attacker: Precog-timed storms (#26+37). Defender: Will/D-sense (#190,67). Best Variant: Draw on Attacker Turn. Counters: Blaster raw power. Focus: Ties via D.

### 5. Mystic/Magician + Gadgeteer/Technopath Hybrid: "Arcane Armory"

**Example Characters**: Doctor Doom (sorcery + Doombots), Tony Stark/Strange team (tech + spells), Reed Richards with magic.

**Synergy Theme & Mechanics**: Techno-mystical supremacy; Mystic bombs + Gadget prep for hybrid constructs. Balanced high-end. Union avg A:8.2, D:8.7, C:5.2. Prep Time (#186) + Warping (#7).

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| **7** | Reality Warping | 10 | 10 | 6 | Mystic |

| **9** | Invisibility | 6 | 8 | 4 | Gadgeteer |

| **22** | Force Fields | 5 | 10 | 4 | Mystic |

| **51** | Technopathy | 8 | 7 | 5 | Gadgeteer |

| **84** | Green Lantern Ring | 9 | 9 | 6 | Gadgeteer |

| **108** | Power Armor | 9 | 9 | 5 | Gadgeteer |

| **128** | Chronokinesis | 9 | 8 | 6 | Mystic |

| **133** | Enhanced Intelligence | 6 | 8 | 4 | Gadgeteer |

| **186** | Prep Time | 10 | 10 | 6 | Gadgeteer |

| **76** | Summoning | 9 | 5 | 5 | Mystic |

| **194** | Vibranium Suit | 6 | 10 | 5 | Gadgeteer |

| **162** | Chaos Magic | 10 | 8 | 6 | Mystic |

| **105** | Nanite Swarm | 9 | 8 | 5 | Gadgeteer |

| **176** | Infinity Gauntlet | 10 | 10 | 6 | Mystic |

| **78** | Magic Mastery | 9 | 7 | 6 | Mystic |

**Sample 40-Card Deck** (Avg A:8.3, D:8.8, C:5.3; 22 union, 10 Mystic, 8 Gadget): #7x2,9,22,51,84x2,108,128,133,186,76,194,162,105,176,78,8,29,36,43,46,73,116,104,106,107,140,184,189,195,196,167,168,179.

**Playstyle Guide**: Attacker: Prep Warp (#186+7). Defender: Armor/Fields (#108,22). Best Variant: Power Cap (force bombs). Counters: Pure martial. Win Path: Late 4-0 sweeps.

### 6. Mentalist/Psionic + Martial Artist/Weapon Master Hybrid: "Mind-Fist Savant"

**Example Characters**: Shang-Chi (chi + mental discipline), Taskmaster (mimic + psi tactics), Iron Fist with psi amps.

**Synergy Theme & Mechanics**: Psychic precision strikes; Mentalist control + Martial low-C flurries. Reflex D. Union avg A:7.5, D:7.5, C:3.9. Multi-commit king.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| **4** | Telekinesis | 9 | 7 | 6 | Mentalist |

| **34** | Web Generation | 7 | 7 | 3 | Martial |

| **50** | Perfect Marksmanship | 8 | 4 | 3 | Martial |

| **68** | Adrenaline Surge | 8 | 6 | 3 | Martial |

| **79** | Chi Manipulation | 8 | 7 | 4 | Martial |

| **183** | Tactical Genius | 6 | 9 | 3 | Mentalist |

| **182** | Martial Arts Mastery | 8 | 8 | 3 | Martial |

| **41** | Mind Control | 9 | 4 | 5 | Mentalist |

| **181** | Peak Human Condition | 7 | 7 | 2 | Martial |

| **67** | Danger Sense | 4 | 9 | 3 | Mentalist |

| **195** | Web Fluid Mastery | 7 | 8 | 3 | Martial |

| **190** | Indomitable Will | 4 | 10 | 3 | Mentalist |

| **111** | Life-Force Drain | 8 | 7 | 4 | Martial |

| **72** | Memory Manipulation | 7 | 6 | 4 | Mentalist |

| **193** | Adamantium Skeleton | 8 | 9 | 5 | Martial |

| **206** | Omnilingualism | 4  | 7  | 3 | Mentalist |

| **207** | Psychometry | 5  | 6  | 3 | Mentalist |

| **214** | Lie Detection | 6  | 7  | 3 | Mentalist |

**Sample 40-Card Deck** (Avg A:7.6, D:7.6, C:4.0; 20 union, 10 Mentalist, 10 Martial): #4,34x2,50x2,68,79,183,182x2,41,181,67,195,190,111,72,193,5,26,40,74,185,33,56,95,97,110,122,191,196,198.

**Playstyle Guide**: Attacker: Low-C flurries (#50,68 +4). Defender: Sense/Will (#67,190). Best Variant: No Free Defense. Counters: Tanks. Focus: 5-card commits.

### 7. Gadgeteer/Technopath + Metamorph/Shapeshifter Hybrid: "Nano-Morph"

**Example Characters**: Ant-Man (Pym particles + tech), Blue Beetle (scarab morph tech), War Machine with shape amps.

**Synergy Theme & Mechanics**: Fluid tech evolution; Gadget utility + Morph versatility for adaptive forms. Balanced curve. Union avg A:7.3, D:8.4, C:4.3. Hand-flexible.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| **9** | Invisibility | 6 | 8 | 4 | Gadgeteer |

| **10** | Phasing | 5 | 9 | 4 | Metamorph |

| **11** | Elasticity | 7 | 8 | 4 | Metamorph |

| **48** | Density Control | 8 | 9 | 5 | Metamorph |

| **51** | Technopathy | 8 | 7 | 5 | Gadgeteer |

| **108** | Power Armor | 9 | 9 | 5 | Gadgeteer |

| **105** | Nanite Swarm | 9 | 8 | 5 | Gadgeteer |

| **13** | Size Shrinking | 6 | 8 | 4 | Metamorph |

| **186** | Prep Time | 10 | 10 | 6 | Gadgeteer |

| **24** | Shapeshifting | 8 | 8 | 5 | Metamorph |

| **194** | Vibranium Suit | 6 | 10 | 5 | Gadgeteer |

| **106** | Hologram Projection | 7 | 7 | 3 | Gadgeteer |

| **102** | Cartoon Physics | 5 | 10 | 4 | Metamorph |

| **107** | Gadgeteer Genius | 8 | 6 | 4 | Gadgeteer |

| **143** | Plasma Form | 8 | 9 | 5 | Metamorph |

| **211** | Camouflage | 4  | 9  | 3 | Metamorph |

| **216** | Slow Falling | 2  | 9  | 2 | Metamorph |

| **219** | Atmospheric Adaptation | 4  | 9  | 3 | Metamorph |

**Sample 40-Card Deck** (Avg A:7.4, D:8.5, C:4.4; 22 union, 10 Gadget, 8 Morph): #9,10,11,48,51,108x2,105,13,186,24,194,106,102,107,143,33,49,66,75,84,104,133,140,184,189,195,196,92,93,113,89.

**Playstyle Guide**: Attacker: Morph + Nano (#48+105). Defender: Phasing/Suits (#10,194). Best Variant: Deck-Building (adapt pool). Counters: Element spam.

### 8. Martial Artist/Weapon Master + Mimic/Adapter Hybrid: "Style Thief"

**Example Characters**: Taskmaster (copies martial styles), Echo (mimic + combat), Captain America with power amps.

**Synergy Theme & Mechanics**: Stolen mastery; Mimic theft + Martial execution. Low-C versatility. Union avg A:8.0, D:7.9, C:4.5. Counterplay king.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| **25** | Power Mimicry | 10 | 7 | 6 | Mimic |

| **34** | Web Generation | 7 | 7 | 3 | Martial |

| **50** | Perfect Marksmanship | 8 | 4 | 3 | Martial |

| **52** | Power Nullification | 7 | 9 | 5 | Mimic |

| **68** | Adrenaline Surge | 8 | 6 | 3 | Martial |

| **109** | Adaptive Evolution | 9 | 10 | 6 | Mimic |

| **182** | Martial Arts Mastery | 8 | 8 | 3 | Martial |

| **21** | Energy Absorption | 7 | 10 | 5 | Mimic |

| **79** | Chi Manipulation | 8 | 7 | 4 | Martial |

| **111** | Life-Force Drain | 8 | 7 | 4 | Martial |

| **119** | Mirror Duplicate | 7 | 7 | 4 | Mimic |

| **181** | Peak Human Condition | 7 | 7 | 2 | Martial |

| **148** | Power Negation Field | 5 | 10 | 5 | Mimic |

| **193** | Adamantium Skeleton | 8 | 9 | 5 | Martial |

| **23** | Duplication | 9 | 7 | 5 | Mimic |

**Sample 40-Card Deck** (Avg A:8.1, D:8.0, C:4.6; 20 union, 12 Martial, 8 Mimic): #25x2,34,50,52,68,109,182,21,79,111,119,181,148,193,23,56,95,97,110,122,191,195,55,99,103,130,131,134,158,159.

**Playstyle Guide**: Attacker: Mimic + Strike (#25+182). Defender: Negate/Absorb (#52,21). Best Variant: Sudden Death. Counters: God-mystics.

### 9. Metamorph/Shapeshifter + Brick/Tank Hybrid: "Titanic Forms"

**Example Characters**: Colossus (organic steel morph-tank), Giganta (size-shift brick), Clayface (shapeshift durability).

**Synergy Theme & Mechanics**: Indestructible morphs; Morph flexibility + Brick raw power/D. High late D. Union avg A:7.2, D:9.0, C:4.6. Tie-master.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| **1** | Super Strength | 10 | 8 | 6 | Brick |

| **10** | Phasing | 5 | 9 | 4 | Metamorph |

| **11** | Elasticity | 7 | 8 | 4 | Metamorph |

| **12** | Size Growth | 10 | 9 | 5 | Brick |

| **48** | Density Control | 8 | 9 | 5 | Metamorph |

| **2** | Invulnerability | 6 | 10 | 6 | Brick |

| **24** | Shapeshifting | 8 | 8 | 5 | Metamorph |

| **6** | Regeneration | 5 | 10 | 5 | Brick |

| **80** | Berserker Rage | 10 | 6 | 4 | Brick |

| **102** | Cartoon Physics | 5 | 10 | 4 | Metamorph |

| **112** | Resurrection | 5 | 10 | 5 | Brick |

| **193** | Adamantium Skeleton | 8 | 9 | 5 | Brick |

| **81** | Symbiote Bonding | 9 | 9 | 6 | Brick |

| **113** | Ghost Form | 4 | 10 | 4 | Metamorph |

| **194** | Vibranium Suit | 6 | 10 | 5 | Brick |

| **218** | Healing Voice | 3  | 10 | 4 | Brick |

| **219** | Atmospheric Adaptation | 4  | 9  | 3 | Metamorph |

**Sample 40-Card Deck** (Avg A:7.3, D:9.1, C:4.7; 22 union, 10 Morph, 8 Brick): #1,10,11,12x2,48,2,24,6,80,102,112,193,81,113,194,13,89,92,93,143,30,47,62,63,132,151,170,171,172,173,180,192,197.

**Playstyle Guide**: Attacker: Growth + Density (#12+48). Defender: Invuln stacks (#2,102). Best Variant: Best of 7. Counters: Blasters.

### 10. Mimic/Adapter + Speedster/Mover Hybrid: "Velocity Vampire"

**Example Characters**: Mento (hypothetical speed thief), Rogue with speedster touches, Zoom (negative speed mimic).

**Synergy Theme & Mechanics**: Stolen swiftness; Mimic adaptation + Speed bursts for uncatchable theft. Early-mid rush. Union avg A:8.3, D:7.4, C:5.1. Swingy evasion.

**Key Powers Table**:

| Power # | Name | Attack | Defense | Cost | Archetype Source |

|---------|------|--------|---------|------|------------------|

| **25** | Power Mimicry | 10 | 7 | 6 | Mimic |

| **3** | Flight | 7 | 7 | 5 | Speedster |

| **14** | Super Speed | 9 | 6 | 6 | Speedster |

| **21** | Energy Absorption | 7 | 10 | 5 | Mimic |

| **27** | Teleportation | 8 | 6 | 5 | Speedster |

| **52** | Power Nullification | 7 | 9 | 5 | Mimic |

| **83** | Speed Force Conduit | 10 | 7 | 6 | Speedster |

| **109** | Adaptive Evolution | 9 | 10 | 6 | Mimic |

| **129** | Spatial Warping | 7 | 9 | 5 | Speedster |

| **23** | Duplication | 9 | 7 | 5 | Mimic |

| **147** | Speed Steal | 9 | 6 | 5 | Speedster |

| **119** | Mirror Duplicate | 7 | 7 | 4 | Mimic |

| **65** | Enhanced Reflexes | 7 | 8 | 3 | Speedster |

| **148** | Power Negation Field | 5 | 10 | 5 | Mimic |

| **28** | Portal Creation | 8 | 7 | 5 | Speedster |

**Sample 40-Card Deck** (Avg A:8.4, D:7.5, C:5.2; 20 union, 10 Mimic, 10 Speed): #25x2,3,14,21,27,52,83,109,129,23,147,119,65,148,28,58,64,94,123,55,99,103,130,131,134,158,159,160,161,162.

**Playstyle Guide**: Attacker: Steal + Speed (#147+83). Defender: Adapt D (#109). Best Variant: Power Symmetry. Counters: Bricks. Focus: Early thefts.

## Meta Integration & Tournament Tips

- **Hybrid Matrix**: Mix 2 primaries + 1 secondary for 60/30/10 splits.

- **Stats Overview Table**:

| Hybrid | Avg A | Avg D | Avg C | Strength |

|--------|-------|-------|-------|----------|

| 1. Brick+Blaster | 8.5 | 7.8 | 5.2 | Burst |

| 2. Speed+Element | 8.2 | 7.2 | 4.8 | Rush |

| ... (all listed) | ... | ... | ... | ... |

- **Counters Wheel**: Brick beats Blaster; Mimic beats Mystic.

### Sensory/Utility Suite (New #202–#224)

These low-to-mid cost cards are archetype-agnostic gold in almost any deck:

- Excellent early-game Power efficiency (Cost 2–4)

- High Defense relative to Cost → perfect for forcing ties as Defender

- Enable hand curation and information advantage

Recommended 4–8 copies in any 40–50 card deck running Gadgeteer, Mentalist, or hybrid overlaps.

Top picks: #203 Super Hearing (Cost 2 / D8), #211 Camouflage (D9), #216 Slow Falling (Cost 2 / D9), #218 Healing Voice (D10), #202 X-Ray Vision (scouting).

Build, adapt, dominate the brawl!

Files

Age of Powers v0.005.html 151 kB
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