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1: jubilee-attack for 1, burn for 2
2: shadowcat-depending on init, might move to the hidden area
3: xorn-angel of mercy= full field still
4:erg/unuscione/havok - angel of mercy/turnabout = field clear for opponent, full field for you
5: gambit
6 iceman
7 ape - ftw
i was hiding this deck for a while, but since it's not consistent enough to win the thing, it can be let out.
Turn 1: Electric Eve, Tommy
Turn 2: Tar Baby, Hit Alley
Turn 3: Healer (Caliban against Hellfire)
Turn 4: Storm
Turn 5: Marrow with all-out pumps
Turn 6: Scaleface
Turn 7: Ape, Burn to 0, evade everyone, recover and then use Ape.
Callisto > Scaleface.
With Callisto and all-out pumps there never is a turn 7.
I'd just like to point out that you don't want to drop Tommy turn 1 unless she's your one-drop for the turn or you've got the rest of your curve in hand. An extra character is nice, but you may need to discard her for Hump or Bloodhound later on.
Originally posted by spideysean102 But a 16/9 that takes away reinforcement with all out pumps makes it to turn 7?
You gotta be joking me.
A 16/9 tends to stun a lot easier than a 17/14 if they get the chance to swing back, and the taking away reinforcement isn't relevant with Morlock Justice.
EDIT: And if by chance the game does go to 7, a 17/14 with reinforcement is better than a 16/9 without reinforcement.
The deck really does not have the space for Morlock justice, so a 16/9 on 6 that kills reinforcement should end the game.
Beleive me you want as many 1's on the field as quickly as possible. Optimal turn 1 for me is -
Turn 1
Lay a resource and Play Electric Eve, evade her play Tommy.
Turn 2
Play either Tar baby or Leech and have an Alley face up.
Granted Tommy can wait until turn 2 but you dont hold him for Hump. This deck need lots of little guys to power Shrapnel Blast and Backs against the Wall.
And as it has been said many times before, counter endurance loss is not that big of a deal.
And scaleface is my optimal drop for turn 6. she is ver good for 2 reasons, 1 she is HUGE, she is good on both inits, AND the loss of reinforcement is also cool.
Morlocks are all about init control. swarm you on init, stop you off init. you have both great defense, and offense tricks. the only proble with these "tricks" is that they don't have consistency in ther PTs or locations.....
Storm saves you 12 endurance on turns 4-6 if you figure she's letting two 1 drops and a 2 drop evade for free. You almost always want to evade those little guys, even on your inish.
Are you saying that it wouldn't be a big deal if at the start of a game you started with 38 endurance while your opponent started with 50?
Storm saves you 12 endurance on turns 4-6 if you figure she's letting two 1 drops and a 2 drop evade for free. You almost always want to evade those little guys, even on your inish.
Are you saying that it wouldn't be a big deal if at the start of a game you started with 38 endurance while your opponent started with 50?
It's never that simple. Why aren't you playing Rejuvenation? It's like starting at 56 instead of 50!
I know, I know. I should find better analogies. But I still think Storm is better than Hump in most cases. I'd still run a Hump to search for in situatiuons where I had endurance to spare. Essentially, evading two 1 drops and a 2 drop to give Hump +2/+2 is a 4 endurance payment (although Artie should shave 1 ATK off the attacker).
I guess it's a good thing I didn't pipe up about how Callisto is better than Scaleface...
The Point is this Storm evades everoyne around you you save 4 end that turn.
You evade every next to Hump, you take 4, but save 2 from his higher Def (maybe more if you stop a stun) and deal 2 more dam. which can also get stuns you might not hve been ableto get So Storm saves you 4 but hump gives an End gap of anywhere from 2 (2 less dam 2 more BEL) 6 (stunning a 6 drop you may not have been able to stun).
Also Hump has a better name and is Physical which gives him better tricks.