The smell of blood is in the water!
The Sharks are a terrifying faction to play against. Each opposing minion that hits a base is as vulnerable as a skinny dipper with Jaws music playing in the background.
The Sharks’ obvious ability is eating up enemy minions. The more they eat, the stronger they get. They are killing machines powered by blood.
Learn to Play Smash Up!
Beast Move:
Megalodon may be the most brutal card in the game. 5 power at any base is always huge, but to combine it with destroying a minion on play & another before a base scores could shut an opponent out of VP.
Deck Composition: Balanced (10 minions/ 10 actions)
Minions:




(x1) Megalodon: Power 5 - You may destroy a minion of power 4 or less here. (Special) Before this base scores, you may destroy a minion here of power 3 or less.
(x2) Great White: Power 4 - (Talent) Move this minion to another base & destroy a minion there of power 2 or less.
(x3) Hammerhead: Power 3 - (Ongoing) After a minion here is destroyed, place a +1 power counter on this minion.
(x2) Mako: Power 2 - (Special) After you destroy a minion on any base, you may play this minion there as an extra minion.
Notable Actions:
Feeding Frenzy: Choose a base. Destroy any # of minions there of power 2 or less.
Chum: Play on a minion. After a minion is destroyed, place a +1 power counter on this minion.
(x2) Week on Sharks: Play on a base. If you have a minion here, draw an extra card at the end of your turn.
Advantage: Fear is your friend.
Foes are fish when Sharks are swarming. Opponents will have little confidence laying down minions without protection because to the Sharks, they are only fresh meat.
Deck Deficiencies: Limited extra card play
Other than the Makos’ special ability, the Sharks have no extra card play. Without extra plays, your turns can be weaker than opponents that can stack combo plays. Another weakness is that the Sharks add power only when minions are destroyed. This build of strength can be too slow when you need more strength instantly to crack a base.
Self Synergies: Yum Yum
Feeding Frenzy & Chum: Patiently wait for a good # of power 2 minions to build up at a base. With Chum already played on a minion, eating up all those power 2’s at once will add that # of power counters on the minion Chum is played on.
Great Whites & Hammerheads: The Great Whites lurk around eating up any power 2 minion left undefended. The Hammerheads benefit like scavengers, adding a +1 power counter each time this happens at their base.
Killer Combo: Shark/ Ninjas
Just go on a killing spree with this pairing. The Sharks feed on the death of minions & the Ninjas are expert assassins. The Ninjas also can play extra minions after bases crack to compensate for the Sharks’ lack of extra card play.