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how about a rush deck with Kangs and Multiple man, you could get them faster with game of the galaxy, but that's just my opinion, don't know it it would work
The Deck Would be like wild vomit except with multiple men. I htink the deck list would be like so....
4x senator kelly
4x long shot
8x sentinel mark IV
16x multiple man
2x master mold
4x search and destroy
4x microsentinels
4x combat protocols
2x prime sentinels
4x genosha
4x underground sentinel base
4x birthing chamber
Okay, here is the perfect turn breakdown.
(1) play longshot calling out madrox and mark IV.
(2) play double madrox or madrox and senator. send a modrox into thier 2 drop expecting a stun back, pop 2 more into play and team into 2 drop and put 2 more madroxii into play. your board should be like 1 senator, which you can now burn them for 3, a longshot which should now activate, and 3 madroxii, one stunned
Originally posted by rietze can you get another multiple man?
Unfortunately, no.
Okay friends... we have been given a dare.
On Dave's Damn Yankees front page thread, in the fake IM exchange, Prosak says he can "see 14-16 extra cards by turn six". Is that Mark City, or am I missing something? I have my 24 Madrox ready to get hotter than HotLanta, but I need help.
ne1 try nightvision? w/ that, all you need is an army base. Or clones, in my case. mulligan for longshot, aim for nv & multiman.
MMA:
tough, but I really like the FoE idea. Whenever I play against it, (not allways a well-run variant), they allways seem let resource points go unused. W/ their Marvel's Most Wanted, that's another thing to think about.
Ok i think this is what UDE did when they made this card.
"ok guys we need a card to give to Stu that he can take to realms break it and it has to be a 1 drop army.
After this went down an intern walked in and said we dont have a multiple man card for this set. The guys looked at eachother and began to cry. They walked to the board wrot eit up and said there time to watch Stu make this baby work.
Now story time is over. The idea of mojo could work if you get enough out which shouldnt be hard. and watch your oppenet sit at the table and just stare into space wondering WTF just happned.
I think people are concentrating overly on the 2-for-1 ability and ignoring the two most important things about Multiple Man.
1.) He's a 1-drop Army character for any team. Including, for example, teams that would never otherwise receive Army 1-drops. Like, say, Brotherhood. The rush deck strategy for Brotherood Multiple Man is pretty obvious.
20x Multiple Man
4x Crimson Commando
4x Pyro
4x Kelex
4x Lost City
4x Avalon Space Station
22x other cards that do things
Alternately you could always go TNB with it, but you get the idea. Who else doesn't have an Army 1-drop and could abuse one... hmm... Fearsome Five? Shimmer-lock, Dr. Light tricks. Sinister Syndicate? Hired Goons, Spider-Slayers, Shriek and/or Carnage... X-Statix? All those swarm tricks suddenly become a lot more viable with an Army 1-drop. Hell, how about Skrulls? Lookit me, I've got a Skrull 1-drop!
Okay, so maybe Skrulls aren't the way to go yet. But you get the idea. Just ignore the replacement power and concentrate on the potential of a universal army 1-drop first.
2.) Read the ability. It says you can remove him and put into play up to 2 more Multiple Man. That means you can, for example, put 1 copy of Multiple Man into play instead.
You know what that means? That means he's a reliable method of keeping board presence. It means decks without flight are somewhat boned if you play Multiple Man in front of, for example, Sinestro and have a couple spare Multiple Men in hand. It means on turn 3 or 4 you have a handy extra body for a Fastball Special or X-Treme Maneuver or even a simple Finishing Move.
That's what Multiple Man is really good for, I think.