Full Card Set: (zip)

A mutant with subconscious control over kinetic momentum and a superhuman physique, Hype is a "speedster" of the first order. Hype spends about 23 hours a day patrolling nonstop, and handles a lot of minor crimes before anyone else even knows that there is a situation.

Hype has been a "professional superhero" since he turned 18. He served with a large team called NewGen that was active globally but based out of the southern states of the USA. Hype joined NewGen soon after it was founded and was a mainstay of the team for a number of years until the team disbanded after the death of Discus.

Hype worked solo for a few months and ended up in Millennium City where he fought several villains and teamed up with Gravitic, Agent X, and War-Man on several occasions. Hoping to recreate the effective team environment he had enjoyed with NewGen, Hype spurred the formal founding of the Millennial Men supergroup.

However John Wrath returned and formally joined the Mill Men while the heroes pursued the dastardly Papa Zombie; the old warhorse and Hype did not hit it off and the easily exasperated Hype departed.

Then several members of NewGen got back together and formed a new group called Southern Justice, they extended an invitation to Hype and he ran to Atlanta to join up for a couple of years.

But when the Millennial Men were captured by Princess Primogen and were facing certain death, Hype rallied an ersatz squad of supers and rushed to their rescue. Afterwards he rejoined the team he had once founded and has been a Mill Man ever since.

Playing Hype

Hype is all about volume, with the ability to play a lot of cards that individually do a little, but cumulatively are quite dangerous...all while building up a charge for a big damage spike.

Hype has a few cards that need good timing to be useful, but is otherwise pretty straightforward to play. Hyperspeed Momentum is Hype's most important card; playing it wisely is the secret to success.

Hype (Defeated)
Hype (Defeated)
Defeated abilities
Hype (Cardback)
Hype (Cardback)
Art for the back of the hero deck cards.
Hype, Hyperdriven (Promo)
Hype, Hyperdriven  (Promo)
A more aggressive version of Hype. When using this version, Hyperspeed Recovery becomes a much more key card. Best when paired with support Heroes who can help Hype offset his self-damage.
Hype, Accelerated (Promo)
Hype, Accelerated (Promo)
A more conservative version of Hype. You can get Hyperspeed Momentum into play and keep it out. As you can get it back, you can exercise the self-destroy option as frequently as you like.
Hype (Defeated, Promo)
Hype (Defeated, Promo)
Defeated abilities
Hero Deck
Hyperspeed Momentum
# of copies: 3
Hyperspeed Momentum
This card is the deck's engine. Building up counters on it allows Hype to build up for a big hit, draw a lot of cards, or regain HP. Almost all of the other cards in the deck interact with Hyperspeed Momentum, and thus getting one into play and keeping it in play is critical to optimal results.
Hyperspeed Repetition
# of copies: 4
Hyperspeed Repetition
Note that this card is not a Momentum card and thus can't fetch another copy of itself.
Hyperspeed Recovery
# of copies: 3
Hyperspeed Recovery
This is Hype's only self-heal, and it comes at the cost of momentum counters.
Hyperspeed Charge
# of copies: 3
Hyperspeed Charge
To get the maximum benefit out of his Momentum cards, Hype needs a big hand. Using this card allows him to fill his hand up quickly.
Hyperspeed Elusivity
# of copies: 3
Hyperspeed Elusivity
This is a powerful card, especially when combo'd with Hyperspeed Omnipresence
Hyperspeed Omnipresence
# of copies: 3
Hyperspeed Omnipresence
This card allows Hype to protect the Heroes for a turn, particularly when paired with Hyperspeed Elusivity.
Hyperspeed Disassembly
# of copies: 3
Hyperspeed Disassembly
Hyperspeed Lunge
# of copies: 6
Hyperspeed Lunge
Hyperspeedkick
# of copies: 6
Hyperspeedkick
Hyperspeed Rush
# of copies: 4
Hyperspeed Rush
Hyperspeed Punch
# of copies: 2
Hyperspeed Punch

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