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While a strong list I would highly recomend Uni-Power, you need to be able to get full value out of Divinity when you have to play him. It swings at least one match in your favor.
And we like Uni-Power over SKREE! because it targets our character, correct?
It's not so much that. The Doom characters lack flight, so Uni-Power lets you hit anyone, anywhere. Skreeee! does you no good if the hidden character you need to hit is protected and you don't have flight.
Here's the latest list: (ALL Credit goes to Chris/Taekmkm for this list, I came up with nothing)
Characters:
16 MHG-146 Moloids ~ Army
4 MHG-144 Mole Man ~ Moloid Master
4 MHG-133 Dr. Doom ~ Richardss Rival
4 MHG-147 Mr. Fantastic ~ Dooms Adversary
1 MHG-129 Divinity ~ Vampiric General
2 MHG-153 Ultron <> Ultron 11 ~ Army
1 MHG-134 Dr. Doom ~ Sorcerous Savant
Plot Twists:
3 MHG-159 Doomed Earth
4 MOR-189 Flying Kick
2 MTU-204 Poker Night
2 MHG-164 Mask of Doom
3 MHG-170 Unthinkable
4 DLS-187 Mobilize
4 MTU-198 Big Leagues
2 Skree
Locations:
4 MHG-156 Arsenal of Doom
This list actually is extremely decent. But, don't take my word for it, try it out for yourself. LMK how it works.
Coolexplosion
Couple of questions.
1. Why no Armies of Doom? I thought that was a vital card to Doomed Earth deck.
2. Why only 3 copies of Doomed Earth and not 4?
3. Do you find your resource row too crowded to get the full power of Poker Night?
While a strong list I would highly recomend Uni-Power, you need to be able to get full value out of Divinity when you have to play him. It swings at least one match in your favor.
Skreeee lets you use it whenever you want. Especially in most of the match-ups at PC Indy where Spidey will be present, potentially wasting The Uni-Power is not good at all. Also, the one more ATK(basically) helps. Besides, your characters are gonna be stunning anyway (they're one drop 2/1's so...) so the power-up is less meaningful.
Quote : Originally Posted by Piccolo-21
Couple of questions.
1. Why no Armies of Doom? I thought that was a vital card to Doomed Earth deck.
2. Why only 3 copies of Doomed Earth and not 4?
3. Do you find your resource row too crowded to get the full power of Poker Night?
Thanks.
Sure.
1. It's a pretty overrated card. It gets you one Moloid...great. Then what? A pump or a searcher in Mask Of Doom is a lot better.
2. Space mostly. A lot of times though you don't have the characters for more than one, and the resource row is eh. I mean, ko'ing two characters, alright, ko'ing four is stretching it a tad, ko'ing 6 is just madness. Especially with a really clogged resource row. Chris probably has a better explanation for this one than me though.
3. Nope. The only real cards you have to have in the resource row for their effects to shoot off are Doomed Earth, Arsenal of Doom, and Poker Night so, the row's okay.
Skreeee lets you use it whenever you want. Especially in most of the match-ups at PC Indy where Spidey will be present, potentially wasting The Uni-Power is not good at all. Also, the one more ATK(basically) helps. Besides, your characters are gonna be stunning anyway (they're one drop 2/1's so...) so the power-up is less meaningful.
I really run it for Divinity not the Moloids who almost always want to hit to the face. Skree still targets so BPRD Signal Device and a few other cards hurt it (though as I stated its less relevant here than in a King/Fate world of Silver). If you Uni-Power and Swing into an evasion character you kinda get what you deserve, if that is the spidey waste you are refering to, plus as KHoops stated, it gives the glory of flight, ah flight. And Uni-Power can be played any time as well.
I really run it for Divinity not the Moloids who almost always want to hit to the face. Skree still targets so BPRD Signal Device and a few other cards hurt it (though as I stated its less relevant here than in a King/Fate world of Silver). If you Uni-Power and Swing into an evasion character you kinda get what you deserve, if that is the spidey waste you are refering to, plus as KHoops stated, it gives the glory of flight, ah flight. And Uni-Power can be played any time as well.
"When that character attacks for the first time this turn, power-up that character." So, if it's played after the attack, no bonus.
Chris's explanation:
"Skree is the better pump in general, plus it lets you better attack the guys that can make your pumps wasted. Example is using skree on Hawkeye, if you use The Uni-Power, it's wasted or not used, if you use skree however, the next guy to hit Hawkeye still gets the pseudo +2 atk.
Same with spiderman, the opponent can easily do a Gift Wrap to the Uni power guy."
Skreee IS the better pump in general. It's not better in this deck, however. The whole point of running hidden hate in this format is to make a strategic attack on a specific character in the hidden area (probably Cap), preferably with Divinity. If you can't reach the character you're after, the card is of little value. You shouldn't count on the Skrull player being sloppy and putting everyone up front.
Skreee IS the better pump in general. It's not better in this deck, however. The whole point of running hidden hate in this format is to make a strategic attack on a specific character in the hidden area (probably Cap), preferably with Divinity. If you can't reach the character you're after, the card is of little value. You shouldn't count on the Skrull player being sloppy and putting everyone up front.
If you look at the Skrull build though, a bunch of their characters have no range (specifically Franklin). Besides, let them conceal their board every turn, it doesn't matter. Just keep slamming to the face with your superior pumps. That and, Skrulls are a lot more inconsistent.