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I guess I'll be the first one to bring up glock. It's still extremely good even without cover fire, balance of power does not suck, neither does helping hand and men of steel.
There is still some control out there even in this format... I seriously doubt that in this format games end on turn 4 or 5... there are still some viable anti-weenie tech/decks out there.
People always think the Game will end on 4-5 when its really 6-7. Glock Is not dead, (esp cause it will prob get new cards in the next set) In MMA (which is faster than SA As far as I can tell) games ended on 5-6, meaning that SA will be my favorite Format eva.
Lots of fast decks still make it through intact though. All the Marvel Modern Age ones and GLEEVIL, Anti-Green Lantern etc . . . GLock should still make a decent showing though so some semblance of control is possible.
With such polar opposites (decks designed to win turn 5 or decks designed to win turn 9) you'll probably have to run either the fast beat boys or the king of control. Not an exciting prospect. There is hope in Infinite Crisis though but no-one likes to only have a month or so to build and test new decks.
Games will most likely end on turn 5 or 6. There are lots of Weenie decks out there (Brotherhood, Squadron, GLOCK, GLEE, etc.). They'll have a lot of influence over the Metagame.
Ohh yeah! The X-Men Starter! The brotherhood acctually has a nice "arkham" feel coming from the starter..I might have to acctually buy 1 or 2. Who knew 2 Origin teams could be used effectively in a format without Origins! Any more ideas would be great, as well as concerns about opposition. I fear no AGL, for I have MAXIE ZEUS!!! BWAHAHAHAHAHA!
Actually, the real 'finger' to the AGL is in running the 4-drop Poison Ivy or Quick Kill. I had a funny idea earlier today for a Society stall deck. The main plan is to find some fatty low-drops so your 4/5/6 can be Ivy, Crystal Frost, and Grodd. If nothing else, they'd be a very mean team to face off against, never mind the fun of Ms. Frost with an Nth Metal... mmm... lockalicious. ^_^
Also, am I the only one who's tempted by Man-Bull to try to resurrect the old Syndicate Rush concept? Beatsticks like Silvermane, Rhino, Basilisk, and Man-Bull in team can work well with the heavy hitters from other affiliations, and can have a good old time with KO'ing tricks to keep opposing boards locked in constant terror. Syndicate / MoE, maybe?
Originally posted by merdle Syndicate and MoE, the two teams with the best KO tech...
Not necessarily best, because it doesn't mean anything if they can't use it, but they do happen to each provide a card that requires no other specific 'cost' to use, but rather have the requirements that predicate a swarmish build. Inside Job is a 'free' KO for a field with three or more non-stunned Syndicate guys, and Hero's Demise is pretty similar, requiring the two like-costed face-up MoE characters. A 1-3 swarm deck with their heavy hitters and a good mix of pumps and KO'ing cards seems like it might be a particularly nasty mix. I did pretty well back in the day with my old Synidcate Rush deck that was a 36/12/12 mix of characters, pumps, and KO'ing cards. I wonder if, given the MoE's better access to field building, a similar formula might end up being good for their purposes. It only sucks that their team-stamped team-ups are for other teams... MoE/Syn/TB swarm might be something to consider to accelerate the hate. ^_^