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These people are why I wish we had the Pros. Where people who knew the game well could show us the good and the bad in the set.
Or do we still want BAMF! Banned?
While for the most part I agree with parts of your synopsis of the situation I respectfully disagree that anyone "needs" PROS to show us good and bad cards.
I think most gaming environments will naturally expose those values over time...I think pros might help expose that power of certain interactions to a community faster but even then I wonder so much about the faster part as much as the popularity part.
I could come on here and tell you about Ghost Rider burn or Stu could tell you about it. Chances are, as a more popular personality, you will believe him more than me. Doesn't make my observation any less valid and our community is rife with threads of pros and non pros alike going "hey look this is silly..."
Perhaps a semantics issue but one I feel is important.
None of these 'awesome and broken' decks everyone has been mentioning holds up to a good stall in the current format. the amount of non-targetting stall is ridiculous, not to mention non-targetting stun or ko effects.
Sure, in a striaght combat phase oriented match-up, this deck can be brutal. Against a deckw ith tricks... not so much. I am 4 cards short for a deck that will burn for over 60 while stunning the opponents board by turn 5... but it isn't broken.
They win a lot. Why? Because they are good players. Why else? They play some of the best decks. How? Vigous play testing.
When I say, Pro, I do not mean the pros that you may know or that may be on here. I am talking about people who play the game to win. And who can best gauge the pure power of a combo or deck, but a person who plays for not purely leisure but finatial gain? They would play the most abusive, strong deck they could find. We would see it played, and can see what cards are more abusive than the other.
Otherwise, we'd get constant updates like these, where there is a "broked" deck, because some stick is winning in their hobby league of five people.
YES the fate artifacts are abusive. Thats the name of the game. For a while it was reign of terror, or overload, TNB. Sometimes, it's good to have these sort of cards.
Its good to have these sort of things. Why? Because, oddly enough, they add to the flavor of the team. Could you drop random in any deck and play him? You HAD to at least put one Bhood card in there right? What about quicksilver. The refuge and Attlian help the deck out a lot. So you are not using the team with their mechanics to their full extent. Boo hoo. A lot of times, the team's mechanic's arn't built exentivly enough in set to be used in the first place.
In short: Find a way to beat the deck, become a better player and take a tissue.
This deck doesn't do anything against my Superbats deck:p :cool:
This is actually quite true, Canadian Bacon has a superbats deck that pwns hard. This deck can get hurt hard if it doesn't draw the sneak attack on top of the various other cards it needs. Keeping those drops in play isn't all that easy either, one could still easily pack a absolute domination. While the combo is good and I intend to test it tomorrow. I don't think it's " broken." If it was then there would be the level of curve back when it had sno or light show. It's good but it requires quite an amount to go off, and that many cards isn't easy to achieve. Please stop calling for the ban stick on so many things people.
If you are thinking that Batman 6 would stop Random, you are right. Unfortunately, the Random deck is capable of going off on turn 4, swinging 5 times with 15 ATK without stunning back. This will tend to win the game on that turn. How can this be possible? Random + Artifacts = 9 ATK, 4 1 drops that activate = 4 extra attacks, Frank Drake = +3 ATK, Flying Kick or Crackshot = + 3 ATK. The deck has lots of draw power, so paying the discard costs is not a problem. Getting 4 characters besides Random on the field that can be activated is also not a problem.
Yes, there are some decks that cause it problems (Spidey Stall and Gift Wrapped for one, Nova Blast for another), but if you aren't playing one of those decks, you will have a hard time beating this one.
If you are thinking that Batman 6 would stop Random, you are right. Unfortunately, the Random deck is capable of going off on turn 4, swinging 5 times with 15 ATK without stunning back. This will tend to win the game on that turn. How can this be possible? Random + Artifacts = 9 ATK, 4 1 drops that activate = 4 extra attacks, Frank Drake = +3 ATK, Flying Kick or Crackshot = + 3 ATK. The deck has lots of draw power, so paying the discard costs is not a problem. Getting 4 characters besides Random on the field that can be activated is also not a problem.
Yes, there are some decks that cause it problems (Spidey Stall and Gift Wrapped for one, Nova Blast for another), but if you aren't playing one of those decks, you will have a hard time beating this one.
Look at that, Fatifacts.
Like I said, folks, it's the freakin' Artifacts that make everything brusted.
I have to agree here. BPRD Signal Device does the same thing as the Amulet (actually does it better) but the artifacts are a free +4/+4 untargetable that are easily searchable and draw cards. There is just too much there not to include in decks that abuse a specific character whether it be Ahmed (transferring to others) Quicksilver or Random.
The Realms makes everything seem broken when, in fact, it is not.
For once (I think it's now 3 times in my VsRealms career) I agree with Stu. But back to that in a moment.
I would like to start off by saying anyone who says "fartifacts" automatically makes me skip their post. The word is just pure crap, stop using it, and maybe someone'll stop smashing you with them.
Anyway, look at the decklist and think about it for a second. It's semi-consistent but if you look at the other decks in the field, they're just plain better:
Quickfate: Remember Antonio's article? Use it to swing at two 1 drops every turn until you can just smash them ftw. Checkmate/???: Simple, have all your characters swing every turn and if necessary use all 3 Kings visible with Threat Neutralized/other saving grace. Maxwell alone kills this deck and if they've got a Cloak on Random, cry cry, tear tear, your characters are huge. Venom Burn: I put this here because it's just amazing in Silver, it slams the Random deck so hard that it's hilarious. Moloids: Moloids swarm better than this deck and they have the pumps to prove it.
Overall, I just can't see how the Random deck is that meta defining. Honestly, Ted Kord is getting rotated out so there goes some consistency. If that doesn't hurt it much then just wait until the next Marvel set when EOME and the X-Corps go away and there goes the deck's consistency.
Take down Quicksilver, then see how the Meta goes from there.
Random is a good card but it doesn't hand you an auto win. You don't have the draw power to support what you are talking about and in a few more months it will have major consistency issues.
Another reason EoME needs to go the way of the dodo? Maybe...
I'm sure Random's going to be banned at some point in the distant future.
(If you can give Deadshot the ability to draw cards, you can infy. In addition, with Tommy, Capture Net, Bounty Hunt all you need is some way to grant Tommy some way to activate and you can infy too.)
But definitely not because you can swing with him a huge number of times.
I think the deck looks weak. It does die to every rush deck in the format, and something to remember is that gift wrapped also beats the combo. Just exhaust 4 1 drops before his attack step and you just stopped him from attacking 4 times. Same thing with heat wave. I would stick with Quicksilver, he is quicker and not dependent on other characters. I do not think that this deck is all that busted.
If you are thinking that Batman 6 would stop Random, you are right.
No it wont.
Batman, Cape And Cowl
Cost 6
12/12
Concealed - Optional Opponents can't use a payment power if it has already been used this turn.
Discard a Gotham Knights character card -> Negate target payment effect. Use only once per turn.