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Well, the other teams in the set seemed to have been made specifically so that they'd be able to work around Injustice Gang, to the less of a degree concerning JLI. Secret Society depends on their KO'd pile and steals your characters. JLA can just powerup like crazy, and also get extra equipment out (I currently see them needing either Nth Metal or the Justice League Communicator, if not both).
Take all this into consideration, it seems that Injustice Gang as a whole seems like just a fun deck that won't break the ice in the current enviroment.
I was thinking of Crisis of Doom. But, I feel its going to be doomed. After testing on OCTGN, (using some cards as proxies) I am beginning to feel that that deck is not gonna make it.
i honestly love the burn build for IJ. with power princess on 7 and "All too easy" to push thru damage, you can effectively burn your opponent for 20+ in one attack, NOT including stun dmg and normal breakthru. If there is a way to keep lex alive that would be great.
1 drop: Nothing or Ray
2 drop: Elognated Man
3 drop: Hawkwoman
4 drop: Hawkman
5 drop: MM or Redstorm
6 drop: Batman or The Flash
7 drop: WW
8 drop: MM
1 drop: Nothing or Ray
2 drop: Elognated Man
3 drop: Hawkwoman
4 drop: Hawkman
5 drop: MM or Redstorm
6 drop: Batman or The Flash
7 drop: WW
8 drop: MM
What do you gyus think?
To put it plainly, in theory, the hawks are just awesome. One is an amazingly decent tutor, and the other is an 8/8 that gives no fear to characters. um...nice? XD
for the 2 drop, why not connor hawke as a primary? The reservist is a bonus, and its ability allows more stunning up the curve, off or on initiative. (ie- one powerup and shayara is 7 atk on defense. one more and she stuns 5 drops).
Firestorm should easily be the primary card of JLA, as it provides card advantage while you power up. Who cares if you have to pay endurance, as you're either going to force your opponent to waste pumps when they aren't stunning up the curve (while you lose nothing due to firestorm's ally ability), or you will just murder them and not get stunned back (while drawing cards).
Batman's your best primary 6 drop, as firestorm can help fuel Bruce's effect. Remember that Shayara can fetch equipment, so nth metal and justice league signal device are nifty.
Wonder Woman is cute, but I prefer Superman simply because flight is a nice bonus for your 5 and 6 drop. The invulnerability effect will more or less save you from losing too much endurance during that turn too, so be sure to utilize it.
It's hard to say if Barry Allen's even worth it. Sure, he can basically "doomsday" your opponent's field, but he's 11/9, JLA has no stun-prevention abilities (other than pumping out of things), and most teams where he can stun the whole board can stun him out of combat.
Oh, and ignore turn 8. You should be able to win before then, as you have so many combat pumps and tricks that you should be ridiculous.
Now let's just hope 99% of the decks don't start running unmasked. Otherwise, you'd have to run the womb. :/
Great insights Dawn, I doubt there would be many decks running unmasked just to counter such decks. Anyway, I am obviously gunning for DCMA which will kick-in in maybe another 6 months? LMAO!!!
Anyway, the reason for running 2 drop as Elognated Man is because basically its a non-teamup Have a Blast. Against DC Modern, Hard Travelling Heroes can be stopped. As for those dumb ones with team-up, I cannot do anything though. My main purpose is to stop annoying cards like JLI Embassy. As for GA, this card works wonder. Unmasked will be stopped by this card, so there is no need to run Womb Station. My secondary 2 drop is the guy you mention. Green Arrow.
NTH Metal + Hawkman = 9,9. 5 drop also scared. NTH + Hawkwoman = 6,5. I am not intending to run the Device. I run Hero's Welcome. Since most of my characters are ally characters, there is not much of a worry to me. Maybe other than MM and WW. (Upside down of each other) MM like you say 8 drop is really too far to say anything. If I drew MM by turn 5 and without a Firestorm, he is the man I am calling. Other than that, I am calling for Firestorm.
Batman > Flash. Reason: Batman's World's Greatest Detective and Flash is World's Fastest Speedster. Ok thats crap, but how can Barry start stunning without getting stun back with his abysmal stats. He cannot even stun Captain Atom with a power-up. With no non-stun ability, I reckon this card to be a not-too-useful card.
WW vs. Superman. WW gives everyone power-up ability. Superman requires WW's effect to get his ally effect to work. So, I believe this one is quite clear and especially so on initiative. Off init, I may wanna play Guy Gardner of JLI.
Originally posted by Lord-Doom - Too many curve decks. With them drawing cards over and over again, it becomes more and more likely their curve will be followed.
False. Curve decks are the BETTER form of deck for a stallish control form of the IG Draw deck to face... hitting one's curve normally won't help too amazingly much. Off-curve decks are your bane, since you're supplying them with more small characters to be able to use against you, along with potentially some ATK pumps as well.
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It basically becomes Injustice Gang versus Kang being power-up'd about 5-6 times per turn O_o making it near impossible to win.
Also false. If KC is popular, Unmasked is an EASY solution to this problem. In fact, if you go IG/RS, being able to search out this cards makes facing Kang City almost an auto-win.
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- Curve Sents. Bastion, turn 6, game.
Abra Kadabra on 5 is your best friend against CS. It's like Unmasked for CS, in fact. Just make sure to have a recovery trick or the like up your sleeve so you can ensure he'll be there for turn 6, thereby locking Bastion out.
The Injustice Gang really wants a team-up, but it must strive to hit Lex reliably on turn 3. Injustice Gang / Revenge Squad lends itself well to this, providing two search cards that'll get to him by turn 3, potentially. Fifth Dimension makes him nearly impossible to stop from working, and you can use Hostage Situation for tech. Teaming up with Doom makes it a bit harder to hit Lex on 3 (about as hard as it is with straight IG), but you get a second The Joker, effectively, and the good Doctor also helps a whole lot in the goal of locking out the opponent's options. I believe it'll be one of these two routes which will prove most fruitful.
Originally posted by luffy Great insights Dawn, I doubt there would be many decks running unmasked just to counter such decks. Anyway, I am obviously gunning for DCMA which will kick-in in maybe another 6 months? LMAO!!!
Anyway, the reason for running 2 drop as Elognated Man is because basically its a non-teamup Have a Blast. Against DC Modern, Hard Travelling Heroes can be stopped. As for those dumb ones with team-up, I cannot do anything though. My main purpose is to stop annoying cards like JLI Embassy. As for GA, this card works wonder. Unmasked will be stopped by this card, so there is no need to run Womb Station. My secondary 2 drop is the guy you mention. Green Arrow.
NTH Metal + Hawkman = 9,9. 5 drop also scared. NTH + Hawkwoman = 6,5. I am not intending to run the Device. I run Hero's Welcome. Since most of my characters are ally characters, there is not much of a worry to me. Maybe other than MM and WW. (Upside down of each other) MM like you say 8 drop is really too far to say anything. If I drew MM by turn 5 and without a Firestorm, he is the man I am calling. Other than that, I am calling for Firestorm.
Batman > Flash. Reason: Batman's World's Greatest Detective and Flash is World's Fastest Speedster. Ok thats crap, but how can Barry start stunning without getting stun back with his abysmal stats. He cannot even stun Captain Atom with a power-up. With no non-stun ability, I reckon this card to be a not-too-useful card.
WW vs. Superman. WW gives everyone power-up ability. Superman requires WW's effect to get his ally effect to work. So, I believe this one is quite clear and especially so on initiative. Off init, I may wanna play Guy Gardner of JLI.
Problem is, in GA, if they see Elongated man, they'll just flip unmasked before there are any attacks. Now Elongated won't trigger.
My primary reason for suggesting the device is due to its transferrable nature, which allows you to drop is early in an effort to earn card advantage off of it. Any characters that you can add to your hand will be an asset for abilities such as Shayara. It also gives you the ability to transfer over to Katar if you do not have nth metal (which is quite possible. Your first search via Shayara is to get Katar. If you have further power ups, then maybe you can get nth metal).
The primary problem I mentioned with Wonder Woman is that the opponent is just going to go after her first if they have initiative. With CS, they fling mags into WW, then you cry. :(
Then again, it's hard to say whether or not Aquaman would be just as good. It's fetching back any cards, including power-ups. This would also allow you to run backup 3 drop Aquaman, who is no slouch himself. On turn 7, this gives you the option of welcoming the 3 drop aquaman, who will in turn allow you to fetch your 7 drop. Now you have a 16/17 with built in recursion ready to go.
Turn 7 is iffy for JLA. Not sure what I'd reccomend, in all honesty.
The problem with that equipment is that you would have problem when your PTs are going to the bottom of your deck.
Most probably, I won't get Hawkwoman on 3, I will Hero's Welcome for her. Then, I power her up, using her and a Magnificent 7 and I get both equipment and Hawkman.
When they fling Mag on anyone, you cry. Not to mention WW. If you play Aquaman, you cry louder. Cause, no chance of stun back.
I am hoping it to stay DC Modern to avoid Mags and so on. However, this deck is likely to lose out to JLI 4 resource. I am thinking of ways to counter. If not, I shall join them :)