Ultimate Team War: Maikuru vs. MTGandP

This is another installment of Ultimate Team War. Each debater must assemble a team of five individuals, and the teams will then fight to the death. Since we cannot have an actual real-life battle, each debater will explain why their team is superior during this debate. DEFINITIONS Team leader: One of the debaters here, i.e. me or MTGandP. Team member: One of the five chosen warriors. Team Pro: My team. Team Con: My opponent's team. VOTING Conduct: Vote for both normal conduct and whoever follows the rules most effectively. S&G: Vote as usual. Arguments: Vote for whoever proves most effectively that their team would win. Sources: As sources don't really matter, vote for whoever proves most effectively that their team would win. RULES – Standard Ultimate Team War rules apply: 1. Battles take place on an earth-like planet; there is a human population, but humans will not interfere with the war unless forced to become involved. 2. No team member may have unlimited abilities in one or more particular areas. 3. Every team member must be either real or, if fictional, verifiably existent. No characters may be made up for the purpose of this debate. 4. In the case of a fictional character, the team member's abilities must be according to a specific canon chosen by the team leader. 5. Every character has only the equipment that they generally have in the specified canon. 6. Team members are absolutely loyal to the team leader, unless subjected to some form of mind control by the opposing team. 7. The team leader may not directly participate in the competition, but may only facilitate. The role of the team leader is to explain what the team would do and why it would win against the opposing team. 8. Neither team can have a member in common. If one team leader chooses a team member, the other team cannot have that person. 9. No one may choose Chuck Norris, on the grounds that a) his powers are somewhat vague and b) he is excessively overpowered. ROUNDS R 1: Rule specifications; PRO unveils first three team members, CON unveils all five team members. R 2: PRO unveils his final two team members and explains why his team is better. CON also begins her arguments. R 3 - 5: Arguments and rebuttals. Con may not present any new arguments during round 5, since Pro has no chance to rebut them. ======== Before I begin, a quick note. Being the huge comic nerd I am, I began assembling my team as soon as I saw the first Ultimate War. Since then, a number of my characters and tactics have already been used. Please excuse any similarities =D ======== Team Member 1: Captain Marvel [1][2] - Source: DC Comics – Billy Batson (classic) - Powers: Vast physical strength, flight, superhuman speed, heightened endurance, and near invulnerability (each of these are equivalent to those of Superman [1][2]); hypnotism; superhuman wisdom & mental fortitude; magical prowess (i.e. lightning strikes, magical resistance, and self-restoration). - Limitations: Marvel's abilities are in line with those of similar characters (i.e. Superman, Thor, etc.). Thus, those with superior strength or power may best him. Also, Marvel's alter ego, Billy Batson, possesses normal human frailty. - Note: The second source provided notes that a new character, Freddy Freeman, currently posses the powers of Marvel. As this is a new storyline that is currently being developed, the original incarnation of the character (i.e. Billy Batson) will be used for this debate. ======== Team Member 2: Magneto [3] - Source: Marvel Comics – Max Eisenhardt (classic) - Powers: Electro-magnetic manipulation; force field generation (capable of withstanding nuclear explosions); flight; telepathic resistance; enhanced strength (100+ tons) and endurance (by channeling magnetic energy). - Equipment: Standard costume, which includes a psychic-shielding helmet. - Limitations: Magneto's abilities are linked to his physical condition; if he is weakened or injured, his power lessens. Though he is in top physical condition, he still possesses normal human frailty. ======== Team Member 3: Marvel Girl [4] - Source: Marvel Comics – Rachel Anne Summers (classic) - Powers: Telepathy (e.g. mind control, illusions, limited intangibility); telekinesis (e.g. force fields, psychic assaults); flight; time travel (i.e. able to displace herself and others to specific points in the past or future with the ability to either observe or interact). As psychic abilities may take on many forms, please see her source page for more detailed descriptions. - Limitations: Rachel's abilities are linked to her physical condition; if she is weakened or injured, her power lessens. Those she is in good physical condition, she still possesses normal human frailty. Her telepathic and telekinetic skills are on par with those of similar abilities (e.g. Prof. X, Jean Grey). Those with superior power may best her. ======== Overall Team Limitations – As limitations are often a point of confusion, I ask that MTGandP and I discuss any concerns in the comment section. Upon reaching a consensus, Team Leaders will make the necessary adjustments. Okay then, good luck! ::References:: 1. http://en.wikipedia.org...(DC_Comics) 2. http://dc.wikia.com...(New_Earth) 3. http://marvel.wikia.com...(Earth-616) 4. http://marvel.wikia.com...(Earth-811)