Once again the Supermassive card could be easily adjusted
40 -> 40/a
202 -> 2+200/a
204 -> 4+200/a
There is not much difference between 12 normal hp and 42 Supermassive hp.
Also: Who hasn't wanted to throw a seamonster at their opponent.
Me
. I also plan on making a few more cards that having the high health benefits from (spell/permanent cards), so there's that.
As for overdrive being OP, I think it'd be a viable strategy sure, but keep in mind it would die after the fifth turn. It would do 4 + 10 + 16 + 22 + 28 damage then die. Hmm. That might be a bit OP.
A few (maybe only one now) of the supermassive's have another new passive named "Constant" that makes them unable to be readied (making an ability that costs 6 time free just isn't fair). I could include not being able to be accelerated or adrenalined with that passive and add it on to this card.