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Captain Zane's story can be found here.

Playstyle Edit

Zane
"In-'zane' in the mebrane" summarizes the head Anarchist well.

Zane's Style appeals to players who:

  • Enjoy fighting with unpredictable and unorthodox methods
  • Like to deal combo damage frequently
  • Loves to kick their enemies when they are down
  • Are good at noticing when the opponent Powers Up (so you can destroy their hand of Aces).

Weakness Edit

Strategy Edit

Preparation Edit

The Best Laid Plans... (4's) Edit

Make sure to store your 4's so they are ready for when you unleash a full-combo on your foe.

Even then, consider holding onto them until your opponent has powered up. In this way, Creator and Destroyer will force them to return their Aces to the bottom of their deck - essentially removing them unless your opponent powers up, or if the game runs on too long.

Combos Edit

Kick em when down! Edit

While Zane has a decent amount of Throws, only 2 cards (Jacks and Kings) that cause Knockdown. As such his 'Meaty Attacks' won't come into play often. But when they do, aim to follow up as quick as possible in the round following.

Remember, when an opponent is Knockdown - they cannot dodge, and their blocks are weakened. Thus

Into the Unknown (Attack/ Dodge/ Throw + ???) Edit

Zane's shenanigans means he RARELY doesn't combo. If he successfully lands an Attack, Dodge, or Throw - he draws the top 2 cards of his deck and can add them to the Combo.

Throws are Just the Beginning Edit

Unlike many fighters, Zane's throws don't limit you to a single follow-up Combo. Infact they act like Linkers, allowing you to add any cards to them provided he has the Combo points for it.

Slipstream Dodge (Dodge + [Ace x4]) Edit

Landing Zane's supermove - Slipstream - is powerful (will reduce ANY foe's Health by half; usually more) but does have some weakness'.

  • First it needs ALL your Aces
  • Second, like all supermoves, if combat revealed it can be wasted with a Joker
  • Third, it can't be Combo'd to test to see if your opponent is using a Dodge or Block

This makes it sound quite difficult to pull off. However, it is still a single attack - meaning if you successfully Dodge an enemy's attack, you can see if they choose to bluff your "counter". And if they don't, DROP THE BOMB!

DeckEdit

Hit Points: 85

Max Combo: 4

Normal Attack Properties: x.3 speed, x damage

Normal Throw Properties: x.3 speed, 6 damage, 2 CP Linker

  • Does NOT knock down

Innate Ability:

  • Shenanigans - Once per turn, when you could play a combo card, reveal two cards from the top of your deck and use up to one of them in your combo. Discard the unused card(s).
  • Meaty Attacks - While the opponent is knocked down, your normal attacks are speed 1.0.

Individual Cards:

  • 2-3: A/B
  • 4*: B/D
    • Creator and Destroyer - [Full Combo] Whenever you use all of your combat points in combat or hit with a "Can't Combo" move, you may discard this card to remake the opponent's hand (they reveal their hand, shuffle it, put it on the bottom of their deck, then draw that many cards).
  • 5: T/D
  • 6: A/B
  • 7: A/T
  • 8: T/B
  • 9: A/T
  • T: T/D
  • J: Anarch Crusher, Attack, 2.8 speed, 9(4) damage, 1 CP Ender, Knocksdown
  • Q: Shoulder Ram, Attack, 4.0 speed, 7(2) damage, 1 CP Linker
  • K*: Crash Bomb, Attack, 5.0 speed, 10(5) damage, Can't Combo, Knocksdown, (Crash Bomb)
    • Crash Bomb - [During Combat] This can't be interrupted (if your opponent hits with a faster attack, he may not continue his combo. Your Crash Bomb still hits and wins combat.) If this is blocked, you take 5 damage and are knocked down. 
  • A:
    • AA: Slipstream Phase, Attack, 1.2 speed, 19(2) damage, 2 CP Ender
    • AAAA: Maximum Anarchy, Attack, 0.0 speed, 50(5) damage, Can't Combo

Changelog/DiscussionEdit

1.1 -> 1.3

  • Attack Modified:
    • King attack (Crash Bomb) knocksdown.

1.3 -> 1.6

  • Innate Modified:
    • Cross-Up - Your knocked down opponents can only block or dodge your attacks if they use the same color card as your attack.

1.6 -> 1.7

  • Throw on the 2 and 3 moved to the 9 and 10.
  • Q ability has extra text: "If you do, that throw knocks down and you draw a card."
  • King's Crash Bomb is 2 combo points. You can only continue your combo after if you weren't knocked down.

1.7 -> 1.8

  • Innate Modified:
    • Cross-Up - Your knocked down opponents can only block your attacks if they use the same color card as your attack. This does not work against Aces.

1.8 -> 1.9

  • Innate Replaced:
    • Shenanigans: Whenever you hit with your Maximum Anarchy super attack or use all your combo points in combat, draw 2 cards.
  • Ability Removed:
    • 4*: Blood Guard's Travel Tax - At the beginning of the turn, you may discard this card. If you do, the opponent takes 1 damage, does not draw a card during the draw phase, and you draw an extra card during the draw phase.
  • Ability Added:
    • 4*: Cross-up - After the draw phase, if your opponent was knocked down last turn, you may discard this card and they can't block your normal attacks or special attacks unless they use the same color card (red/black) as your attack. Return this card to your hand at the end of combat if the opponent is knocked down again.
  • Attack Modified:
    • AAAA attack 0.2 speed --> 0.0 speed.

1.9 -> 3.0

  • Innate Modified:
    • Shenanigans: Once per turn, when you could play a combo card, you may draw two cards and use up to one of them in your combo. Discard the unused card(s).
  • Normal Throws Modified: x.2 speed, 5 damage, 2 CP Linker --> x.3 speed, 5 damage, 2 CP Linker, Knocksdown
  • Normal Attacks Modified: x.4 speed --> x.3 speed
  • Jack Modified: 9(4) damage --> 7(4) damage
  • Queen modified: 8+6(2) damage, +1 any --> 8+3(2) damage, +2 any
  • Ability clarified:
    • Q*: Cheap Throw - If your opponent blocks this attack, you may throw him. If you do, draw a card. (Play a throw card from your hand and continue your combo if you want. The opponent doesn't draw a card from blocking if you throw him.)
  • Ability modified:
    • 5*: Cross-up: If the opponent was knocked down last combat, he can't block this attack unless he uses the same color (red/black) block as this attack.
  • Ability clarified:
    • K*: Crash Bomb - Crash Bomb can't be interrupted. (If your opponent hits with a faster attack, he may not continue his combo. Your Crash Bomb still hits.)
  • Ace Attack Modified - Slipstream Phase (AA): 20(2) damage --> 18(2) damage

3.0 -> 3.4

  • No changes

3.4 -> 3.5

  • No changes.

3.5 -> 3.6

  • Cross-up and Cheap Throw abilities removed.
  • Ability Added:
    • 4*: Creator and Destroyer - Whenever you hit with your Maximum Anarchy super attack, use all of your combo points in combat, or reveal this card with Shenanigans, you may discard this card and choose a player. That player shuffles his hand cards, puts them on the bottom of his deck, and draws that many cards.
  • Queen Modified: 8+3(2) damage, +2 any --> 8+8(2) damage, +Q
  • Innate Modified:
    • Shenanigans: Once per turn, when you could play a combo card, you may reveal two cards and use up to one of them in your combo. Discard the unused card(s).

3.6 -> 4.0

  • Ace Attack Modified: Slipstream Phase (AA): 18(2) damage --> 19(2) damage
  • Jack Modified: 7(4) damage --> 8(4) damage
  • Ability Modified:
    • 4*: Creator and Destroyer - Whenever you hit with your Maximum Anarchy super attack, use all of your combat points in combat, or reveal this card with Shenanigans, you may discard this card. If you do, the opponent shuffles his hand cards, puts them on the bottom of his deck, and draws that many cards.
  • Normal Throws Modified: 5 damage --> 6 damage

​4.0 -> 4.2

  • Ability clarified:
    • K*: Crash Bomb - Crash Bomb can't be interrupted. (If your opponent hits with a faster attack, he may not continue his combo. Your Crash Bomb still hits and wins combat.)
  • Ability Modified:
    •  4*: Creator and Destroyer - Whenever you hit with your Maximum Anarchy super attack, use all of your combat points in combat, or reveal this card with Shenanigans, you may discard this card. If you do, the opponent reveals his hand, shuffles his hand cards, puts them on the bottom of his deck, then draws that many cards.

4.2 -> 4.3

  • Normal Attacks Modified: x.3 speed --> x.5 speed
  • Jack Modified: 2.2 speed --> 2.8 speed
  • Innate Modified:
    • Shenanigans: Once per turn, when you could play a combo card, reveal two cards from the top of your deck and use up to one of them in your combo. Discard the unused card(s).
  • Crash Bomb (King ability) now backfires if blocked. Zane takes 5 damage and is knocked down if it's blocked.

4.3 -> 4.4

  • Normal Attacks Modified: x.5 speed --> x.3 speed
  • Normal Throws Modified: Throws no longer knock down.
  • 5 Modified: Attack/Dodge --> Throw/Dodge
  • 6 Modified: Block/Throw --> Attack/Block
  • Jack Modified: 8(4) damage --> 9(4) damage
  • Queen Modified: 8+8(2) damage, +Q, 2 CP Ender --> 7(2) damage, 1 CP Linker, Knocksdown

​4.4 -> 5.0

  • Queen Modified: 3.0 speed, 7(2) damage --> 4.0 speed, 6(2) damage
  • ​Ability Modified:
    • 4*: Creator and Destroyer- Whenever you hit with your Maximum Anarchy super attack or use all of your combat points in combat, you may discard this card. If you do, the opponent reveals his hand cards, shuffles them, puts them on the bottom of his deck, then draws that many cards.

5.0 -> Released

  • Abilities Reworded:
    • ​Creator and Destroyer is labeled as a "Full Combo" ability:
      • 4*: Creator and Destroyer - [Full Combo] Whenever you hit with your Maximum Anarchy super attack or use all of your combat points in combat, you may discard this card to remake the opponent's hand (they reveal their hand, shuffle it, put it on the bottom of their deck, then draw that many cards).
    • K*: Crash Bomb is labeled as a "During Combat" ability.
      • K*: Crash Bomb - [During Combat] This can't be interrupted. (If your opponent hits with a faster attack, he may not continue his combo. Your Crash Bomb still hits and wins combat.) If this is blocked, you take 5 damage and are knocked down. 
    • Joker*: Rewind Time is labeled as a "Combo Escape" ability.

Released -> 5.3

  • 2 Modified: Attack/Dodge --> Attack/Block
  • T Modified: Throw/Block --> Throw/Dodge
  • King Modified: 5(5) damage, 2 CP Starter --> 10(5) damage, Can't Combo
  • Creator and Destroyer now triggers on using all combo points or hitting with a "Can't Combo" move.

5.3 -> 5.4

  • Innate Ability Added: Meaty Attacks - While the opponent is knocked down, your normal attacks are speed 1.0.
  • Update to Cards' Rendering: Ability timing tags are now in their own separate box.

5.4 -> 5.6

  • Queen Modified: 6(2) damage, Knocksdown --> 7(2) damage (Does NOT knockdown)

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