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Originally posted by cmacbgoode My bad, I've heard it was doing ok, but since it chokes to so many decks I haven't bothered to test it with WLD.
Most casual card players do that, they won't test all options available when a deck type has proven that it warrants testing at a high level. It's ok, I love casual players, you get what you want out of the game, good for you.
I built this deck to take to the Orlando 10K before it made it big. But I was taking another route. I was using himon to stop the ntz from the opponent. I was only going off on 6 though.
I had always used the WLD. If I get what I want, then it doesn't matter what cards you get. I win. I have used the WLD to pull that other copy of tactics I needed to win. It's necessary.
I tried for like a month to get a himon version to work but it just made the deck to poor against everything else. Seems like everyone using it came to the same conclusion and just accepts a loss to 2x ntz.
Right. And did I understand that you were playing TT and then readying in response so that upon resolution you were getting the Charteris bonus multiplied by at least one of the TTs?
Originally posted by canamrock
As an aside, did Alex's new creation scare you that bad? ;)
Lol, no. To be honest, I actually read Mark Slack's write-up on GK/T-Bolts on that other site, and was wondering about the mirror (if that made any sense) any advice I tried to give Alex about it was based on ideas I got/stole/borrowed from reading the article (good article). The only problem is that that guy (and Will and Robbie, and probably Randy, lol) will never listen to me when you're in the room :p :confused:
Otherwise, I'd be infinitely more afraid of your Intergang Deck ;) or that deck from Basin City ;)
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Originally posted by ghettoduce How do u fizzle after ntz gets played champ?
I guess I sorta already answered your smart-ass question ;) I would assume it's gotta be pretty difficult to NTZ in the mirror (correct me if I'm wrong) b/c T-Bolt Tactics can go off on 4-6. Otherwise, I guess NTZing the GK on the turn you were going to go off on would be a pretty straightforward play
Originally posted by XemoXcoreX Fast getaway is better then all the rest combined...except in every other matchup.
In that case how about using the new tech of Death Times Five?... You'd take only a little damage from it, and in other matchup's it still works as an additional burn for 5
WLD is a mixed bag. Yes, no one can deny it helps you get that combo off faster and more consistently on turn 4 or 5. Nothing matches it in drawing power for this deck, and that's always a great thing when you need at least a Deadly and a Tactics to do major damage.
In many matchups, ie Avengers, Circus, etc., having your opponent draw cards isn't even really a drawback.
There are several matchups where WLD is very risky, namely Doom or GK decks. Yes, Null Time shuts down both paralysis and Fizzle, but now the TBolts player is not relying on two specific cards for his combo to go off, but three, not to mention the necessary combat pumps to finish the job. This is not to say that WLD is not worth it against these decks, but with GK's drawing and search abilities , giving the opponent more cards is never something you can just write off.
As for myself, I have tested my own version of the Tactics deck since the Avengers were fully released. I'm not saying I was the first to come up with the deck, far from it, but I have done extensive testing with it. WLD is very very good, but with the diverse meta there are too many variables for my liking in allowing your opponent to draw two for free.
Originally posted by gilgamesh In that case how about using the new tech of Death Times Five?... You'd take only a little damage from it, and in other matchup's it still works as an additional burn for 5
I do like Death Times Five as a replacement for Fast Getaway in most decks that would consider using one or the other. Fast getaway is great, but the discard hurts and DTF is better for its offensive and defensive uses.
Originally posted by Dayspring WLD is very very good, but with the diverse meta there are too many variables for my liking in allowing your opponent to draw two for free.
Truth. Against most combat-focused builds, you're o-tay by letting them draw more, since they can't get more out of it than you do (assuming they aren't using the same combo). However, the format has opened enough to include a variety of non-combat decks as well, and this is where you'll need to be more careful. Fizzles and Fast Getaways, along with some even more obscure cards could come between you and victory. In fact, some Spider-Friends builds nearly get an auto-win against you if they play mostly Evasion-granted characters and Sticky Situation. The format's still looking aggressive enough that TBT isn't a bad choice, but you should keep in mind when it's not a good idea to rely on Win-Lose Deal.