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Originally posted by stubarnes Is Gorilla Grodd so good that he could put a current archetype and put it over the top, or will he need to start a whole new thing?
But you've got to wonder how good he's going to be in constructed in comparison with sealed. I mean he was dominant there but it remains to be seen whether it'll remain that way in constructed.
Man, I agree with Injustice Gang being the new bomb. If that deck curves out properly, there's little hope of beating them. Team them up with Doom, curve up IQ, Lex, Doom/Joker HS, Scarecrow:PP, then Dr. Destiny and it's over.
Squadron Rush may be a method for beating them, but I haven't tried it yet. Problem is Sqaudron Rush takes some skill to play correctly.
The Curve GL deck is very cool too. Very fun to play.
Originally posted by stubarnes Is Gorilla Grodd so good that he could put a current archetype and put it over the top, or will he need to start a whole new thing?
Hmm ... who is a 4-drop that is a nuisance that you'd like to steal or at least make it so your opponent doesn't control him anymore ... at the cost of a 5 drop, you'll be able to bring him over to your side. And if you happen to be running with that guy as well, you get an extra bonus of controlling two of him ... that would be doom of course.
If a Doom deck drops a 5-drop and Grodd they can steal opposing Dooms. Regardless of the deck, stealing dooms would always be a fun play [but being able to mystical with both is extra stallage].
Against Avengers ... it allows you to steal Hawkeye on 6 ... which helps if they still have a 2 drop and/or Ric Jones on the board.
Against Titans you can steal [and ready] Terra ... which against Titans will rarely be bad [and stealing Red Star eliminates that trick ... threatening to steal Roy forces him to use him ... but doing so gives you a ready beatstick as his attack remains for the turn.
Against Sents ... well if they boost a Mark V you get to 'trade' a 5 for a 5.
Regardless, stealing Doom is going to be one of the better uses of the Monkey, considering how much the Doc's been around lately.
Lets Not fporget that they are also loosing a guy and get no replacement, that is devestating to decks like TT. loosing a key player like Roy or Terra could be enough to make them loose the game if they were setting up for a kill turn with Go. heck Even stealing Tim drake would cause huge headaches.
IG is a really solid deck, IF it hits its guys, but JLI is pretty fast and thier guys are really big. JLA is a little on the bland side, but the new GL cards make a GL life Gain deck very doable, as they can probally gain enough endurence (maybe more ) to make up for the life they loose to scarecrow. Not to mention having one of (if not the best ) 7/8 combos in the game in Guy/Mogo.
Injustice Gang is solid if built right. it does lack the total consistency by itself, but as many mentioned already, when teamed with Doom it can be almost unstoppable.
But don't think about just straight combat decks with IG, it's more suited for a control-based burn deck. Finally there's a good burn deck out there that can severely burn your opponent for 10+ a turn, and still have some combat tricks left. I've got a build right now that I'm particularly proud of, one that I don't really want to discuss too much (yeah I think it's that good), but any local player who'll be at the Roanoke PCQ in a week will definitely have a chance to see what I'm talking about. Or if you're in Richmond this weekend for their Holiday VS tournament there, it'll be debuting there.
But yeah, IG is by far the most broken thing to come out of JLA.
I'm just wondering how many of you have tested the SqSu vs. IG. matchup... its not IG has to draw PERFECTLY to put SqSu in a bad spot, and even then, supreme have alot of answers for getting out of the jam.
Everybody seems to be in agreement that the Injustice Gang is the stupidness of the set. As previously mentioned, that Luthor through Scarecrow curve is the scariest in the game. With both Criminal Mastermind to draw and Secret Files to tutor, they have an awesome chance to hit it. Joker locks down SO many key plot twists it isn't even funny. A rush deck can't work without being able to pop its combat pumps and Luthor/Joker prevent that so well.
Secret Society has so much cool stuff and doesn't need that many rares. I haven't even popped my JLA box open yet and I can almost build a Society deck out of what I got at the pre-release. (My friend and I pulled Three Sorcerer's Treasures between us, helping out greatly.) And we've discussed Grodd's power at much length. In keeping with the Scarecrow is God theme, the SS Scarecrow can grow so big so fast. And how good is The Mist? A character that banishes other characters to the hidden area when he gets stunned, and he has evasion? That's just wrong.
As for the good guys, I rank JLI ahead of JLA as well. Four copies of Unmasked would be tech for any deck if JLA becomes a force on the tourney scene. JLI has character search at the early drops, any card search with Kooey and characters that can swing into the big boys in Canary and Tasmanian Devil. But I would love to be proven wrong by a top-tier JLA deck.
Originally posted by swoops I'm just wondering how many of you have tested the SqSu vs. IG. matchup... its not IG has to draw PERFECTLY to put SqSu in a bad spot, and even then, supreme have alot of answers for getting out of the jam.
Yep.
Besides which, IG is overrated anyway. If your opponent has an outlet, you're in trouble. If you lose a key character, you're in trouble. If you don't hit Lex, you're in trouble. There's a lot of power there, and it may match up well with certain decks, but I like the Society better.
Originally posted by swoops I'm just wondering how many of you have tested the SqSu vs. IG. matchup... its not IG has to draw PERFECTLY to put SqSu in a bad spot, and even then, supreme have alot of answers for getting out of the jam.
I think this is another reason you team up with Doom. Everybody should read Michael Barnes articles on Metagame that was just put up today. It really has some good insight on the team up.
I read that, personally i'd rather team up with 6 drop doom to lock all PT. Thats more of a control environemnt though, its better to go for a hard burn with crow and destiny for a turn 6 win.
You would think IG would be able to crush Squad Supreme but actually in some of my test games i lost to them. Remember SS decks are built for the sole purpose of dumping their hand. (no savage, etc). I had games where i was making them draw 5 cards per turn and they were STILL able to dump them all for panacea, Nuke and rocket central.