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Originally posted by Bubblemailer I threw gas in the fire.
I think that's called "flaming". Admitting you have a problem is the first step. Do you really want to be remembered as "The Person Obsessed with a Wuss?"
(Silver Age will indeed be much, much more than AGL. Is Crisis legal for San Fran?)
And your opinion of Generic effects and their influence on the game? Do they constrain development of future sets, or do they promote diversity? How about Unaffiliated characters?
As for unaffiliated's and such, I'd like to see more of the main characters like DD and Cap. A and Ghost rider show up as unaffiliated's with similar affects to Mulitple and x-23's team up being in effect so long as you control the other team.
I'd love to see a ghose rider spirit of vengeance that was a reservist that ran with a similar effect to Captain marvel Shazam. He could use a 'reveal from your resource row whenever an unaffiliated character you control is stunned or ko'ed by an opponent's effect, to cause that player to lose x endurance' or something like that.
I think unaffiliated characters need to see more boosts in stats like this recent 4 drop wolverine patch. Nice stats and a nice ability as well.
Originally posted by Orwelldesign But.. the "answer" to GLOCK and New School *isn't* add two Apocalypse to Avengers and call it a day. Is it? That seems like a bad idea. And, what other "stall hate" is there?
What about Enemy of My Enemy? I'm glad I've already got mine and I'm buying all I can at 30 bucks cash each - they'll never be worth less, i think - I bet EoME ends up 45 plus bucks like Beatdown
Actually Apocalypse doesn't really help (chance of drawing is bad, New School has brimstone). The true answer to stall is aggro, focus more on the early game and prevent them from setting up their lock. I can't remember how many times I have lost to Squadron and other rush decks (with my New School) just because they beat past my early defenses and lower my endurance beyond the point of recovery.
And I don't think EoME will end up costing more than it does now as most teams (particularly from the recent sets) have better search availiable to them, and it is limited as you have to be running characters from both teams at each drop (which sometimes you don't want to do).
Originally posted by stubarnes I think that's called "flaming". Admitting you have a problem is the first step. Do you really want to be remembered as "The Person Obsessed with a Wuss?"
(Silver Age will indeed be much, much more than AGL. Is Crisis legal for San Fran?)
yeah you're right. silver age wont just be agl it will be decks that beat nothing but agl.
Originally posted by canamrock Actually, both AGL and Squadron are entirely beatable in Silver Age. Several good curve and stall decks can either keep up with their stats or stabilize reliably enough to finish them in the long game. My group's testing has found nearly a dozen decks that are all within the probable Tier 1 and 1.5 levels for the Silver Age metagame, with several others in the works. It's odd how many otherwise overlooked ideas become suddenly vastly more viable in a format missing the Origins cards.
im gonna call bs. what CURVE deck can keep up with 2 4/4 on 2 and a 9/9 or more 4/4s on 3 and a 8/6 + 3 4/4s on 4? there isnt a single curve deck that can deal with that. i mean really look at the few decks in GA that have a chance against it. they all use origins cards.
so could you hook me up with whatever type of weed your playtest group uses?
Originally posted by tigolbitties4L im gonna call bs. what CURVE deck can keep up with 2 4/4 on 2 and a 9/9 or more 4/4s on 3 and a 8/6 + 3 4/4s on 4? there isnt a single curve deck that can deal with that. i mean really look at the few decks in GA that have a chance against it. they all use origins cards.
so could you hook me up with whatever type of weed your playtest group uses?
Sorry, dude, no weed. I'd have to correct my previous statement slightly, though. It's a combination of stats and stabilization that gives our testing curve decks a solid chance against the AGL rush. In the Justice League matchup, for example, Booster Gold with an Nth Metal is a 4/4, and Katar Hol with Booster and an Nth Metal is a 9/10. The key is that their visibility and the power-up's potential as a defensive tool keeps the AGL's damage down to where the League's higher drops begin to outsize the Anti-Matter's options. The Avengers don't have nearly as good a game, but the match isn't entirely unwinnable. The key is a combination of playing defensively early, and using Hawkeye to pop Chomin before an opponent's attack step. It's usually better to let Xallarap or an AGL swing for damage once, rather than letting them return every turn. A new deck of ours, "Common Energy", has a surprisingly good game against the Anti-Matter Rush deck. Using Magnetic Force and Insignificant Threat to lock out their characters from striking effectively, as well as having the Massacre to stop Faust from ever doing anything, makes this a rough match for the AGL player to win (I should know, having been on the AM side of this match for a half-dozen games).
Squadron and AM Rush are both very good decks, but I really haven't seen anything that makes me think they're assuredly the best decks of the Silver Age format.
well i was hoping to maybe see something insightful and true but thats not what i got :/. so im just gonna agree to disagree and just have fun smashing ppl who dont play agl or anti agl
but i am curious as to why you think agl cant stun a 10 defense drop on 4 or how that saves you. i've gotten ppl to -10+ endurance turn 4 with the deck i dont see how 10 defense is gonna change that :/.
Originally posted by tigolbitties4L well i was hoping to maybe see something insightful and true but thats not what i got :/. so im just gonna agree to disagree and just have fun smashing ppl who dont play agl or anti agl
but i am curious as to why you think agl cant stun a 10 defense drop on 4 or how that saves you. i've gotten ppl to -10+ endurance turn 4 with the deck i dont see how 10 defense is gonna change that :/.
Well, first, I'm glad you're insulting me. That's really awesome. Anyhow, the 10 DEF is a matter of convenience. That forces the use of the pump on 4 that can be negated by Bwa Ha Ha Ha Ha! or made less useful by reinforcing. It's likewise big enough that 2 AGL's can't do the job of getting him down without a pump, and things like this begin to add up. When the JL deck hits its full compliment of lower drops, it's difficult to even get half its endurance gone with the Rush, specifically because these small differences begin to add up. It's certainly possible for Anti-Matter to pull out a win, but really far from an easy thing, in my experience. I'm curious to compare our AMR builds, and see if perhaps there's something I'm missing, or just so I can better understand where your take on the matter's originated.
okay lets say you happen to not attack on your init just so you save damage.
turn 1 you take 2
turn 2 you play another character i attack whatever does less damage anyways (prob your 2 drop) you reinforce i atk your 1 drop for 4. atk with chomin. stun a 1 drop. you are at 39.
(now i dont know your 3 drop so ill put it in best case scenerio)
turn 3 you play aquaman with a nth metal.(btw i could easily just banish aquaman but i will say i didnt draw it and well say i somehow have 0 cards in my discard pile even tho i have willworld and agls dying) i play xal. either you attack me and i get to deal more breakthrough or you reinforce and take like 2 less damage. i have chomin,agl and xal. you have 2 drop and aqua. i atk into your 2 drop you reinforce. 37. xal into aquaman, you are a 7 defense you take 5. 32. chomin 30. stun xal. 27.
turn 4 - you have 7/7 and 9/9. i have chomin,xal, and faust now depending on whos init the game could maybe go to 5. but if its mine i win. so we'll say its yours. (btw you have an advantage since i decided to play faust instead of garenteed hidden guys)
you stun faust.. and lets say i only have 2 agl to get. you then attack me with aqua. so now my attack i have 1 chomin,2 agl,1 xal. xal into your 4 drop any atk pump will do so lets say its only a +3 and not a trial to keep things in your favor. you take 6. 21. an agl into your 7/7 +3 pump. 18. agl into you 14.chomin into you 12. stun a 1 drop (we'll say im an idiot and didnt stun faust) 11.
(so you are at 11 and thats a game where i dont banish,use a WHOPPING 2 atk pumps,and you hit the biggest drops you can + nth metals. and thats giving your characters reinforcement.
turn 5 next turn you have 9/10 and lets say steel being an 11/11. now you are either at 8 and i play fiero and stun her for game. or you're at 11 i play fiero + agl i stun fiero you go to 1. certainly chomin + xal can stun 1 of your drops.
now even tho both those draws arnt gonna happen every game, agl has consistency up the butt esp compared to curve. so even with 2 atk pumps and you hitting 1-5 near perfect scenerio you die on 5. now you could say well what if i bwahaha i pump.. well considering i play 3x as many pumps as you play bwahahha (or 4x depending if play pump instead of banish) i dont think that means a whole lot.
unfortunatly i had the time to post that since im for some reason still home on a saturday night.
I'll give you that tig, you do put some thought in to what your points are, but you seem to make the same assumptions that a lot of people make, and those being that you are the one giving your opponent the benefit of the doubt.
What do you do against haweye? what about trying to banish a character only to find it chaso magiced away? What about you not being able to play effects for your first attack of a turn due to field of honor? What about opposing defensive pumps? What about your opponent playing nearly as aggressive as you? What if your opponent's build is more aggressive than yours? Your entire field is hidden just about, so what do you do to stop yourself from getting totally jacked up back? What about a deck that can win on turn 4 with opposing drops to suck up the damage, what do you do with no one there to stop it? And what about life gain stall? What about all manner of variables?
The assumption that his game plays just like that is assuming that you have the ability to get those stuns off early like that, right?
Recovery effects can be good too, and so can blanket reinforcement, right?
he's not really saying anything special, just a faster deck will beat a slower deck, given no disruption. You're little game synopsis said what? If you're opponent doesn't attack back and simply sits backs and reinforces, you will inevitably win? lol.
I'm not saying anything in particular is any better or any worse, but instead that people frequently act like it is a simple fact that they are going to do x and y and that you will be somehow unable to perform any of your decks functions.
I find it humorous mostly when people say to me, or when I see them say to someone else ' I'll even give you the benefit of the doubt...'.
It is so funny, because they rarely know what they are actually talking about. They don't know what cards are where to be used when.
Knowing what their deck does is really all they can say.
And IGL is fast, but it isn't the fastest. Not by far.
I've been reading through the newer posts, and I still can't figure out how, in the span of the weekened I wasn't here (I was judging at Grand Prix Manila), I find that the thread is now about AGL and whether or not it is beatable.
Not that I'm angry, mind you. I just find the whole thing fascinating. In any case, I'm dead tired and my feet have blisters on their blisters so I'll not contribute anything useful to the topic (generics, unaffiliateds, and AGL) until I am better rested.
PS: I learned that the saying "Water, water everywhere and not a drop to drink" is particularly apt for judges, except you need to replace "water" with "chairs" and "drink" with "sitting down".
PPS: I give in. I would like to point out that at PCNY Sentinels fixed the Nu School match-up by adding Apoc. Glock also fixed it by adding Apoc and Green Arrow (who fixes the Child Lock match-up as well).
Two cards to turn problematic matchups into favorable ones? I'll have me some of that.