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Turn 2: Tania
Turn 3: Hellcat
Turn 4: Sam + Astral Projection
Turn 5: Dr. Strange, Activate Tania+Hellcat+Sam on Strange, Ready Tania with Strange's ability, Activate Tania = 19/10 Flight Range Double Attacker. Throw in a Flying Kick or even an Imperious Rex and you've nearly won the game with Doc alone.
Turn 2: Tania
Turn 3: Hellcat
Turn 4: Sam + Astral Projection
Turn 5: Dr. Strange, Activate Tania+Hellcat+Sam on Strange, Ready Tania with Strange's ability, Activate Tania = 19/10 Flight Range Double Attacker. Throw in a Flying Kick or even an Imperious Rex and you've nearly won the game with Doc alone.
Or even better. Run both 2 drop SF evaders (so you can sub in Red Guardian on the kill turn) Run ESU to hit your cards (black cat also helps you get crazy card filter). Then do the same thing with MoonKnight instead of strange. Throw in the order for good measure. Some Flying Kicks and Banished to the Abysss to prevent stunback.
Enjoy your 11/9, + 8 atk (Red Guardian), +4/+4 (Hellcat), + Flying Kicks, + Rabbit Fire, Each exhuast from Banished, Triple Attacking Five drop. You also have Secret Defenders to further resist stunback.
I would play it if I seriously was going to a serious SA tourney. Kree/Vu is still really solid. Its got game against a lot of stuff. It can pull out the Quicksilver match with No Mercy and other things. Checkmate decks have to pull a Check and Mate out of their ### to handle you if you have 6. I don't know if its the best deck, but it still seems very good to me.
Never before have I seen so many people get so flustered over a card that facilitates a combo that can be countered as easily as picking the odd initiative.
Never before have I seen so many people get so flustered over a card that facilitates a combo that can be countered as easily as picking the odd initiative.
Sam decks build for the guaranteed win on 6 and the probable win on 5. Since she has Substitute, it's easy to drop a concealed 4 (or Gargoyle and ship him off to the hidden area) and just sub her in when you need her - or, if the math is in your favor, build for the turn 5 win even if you have even inits, ship everybody off to the hidden area with Astral Projection, then big-swing twice.
(I don't think she needs to be banned, but yeesh, she really should have been teamstamped. One copy of her goes in every deck that runs 4 and 5 drops and Enemy. She's really ridiculous.)
Sam decks build for the guaranteed win on 6 and the probable win on 5. Since she has Substitute, it's easy to drop a concealed 4 (or Gargoyle and ship him off to the hidden area) and just sub her in when you need her - or, if the math is in your favor, build for the turn 5 win even if you have even inits, ship everybody off to the hidden area with Astral Projection, then big-swing twice.
If I can't get into the concealed area or beat a Sam Parrington combo on turn six, then I deserve to lose.
Seriously, after practicing against a bunch of these "double attack" decks, I find that she's not ridiculous at all. If my deck is built to handle double attacks on turn 2-3, then it can handle them on turn 5-6. I even have reservations calling Sam extremely good. She's just good. Maybe very good, max.
If I can't get into the concealed area or beat a Sam Parrington combo on turn six, then I deserve to lose.
Seriously, after practicing against a bunch of these "double attack" decks, I find that she's not ridiculous at all. If my deck is built to handle double attacks on turn 2-3, then it can handle them on turn 5-6. I even have reservations calling Sam extremely good. She's just good. Maybe very good, max.
I see you are enjoying running Nasty Surprise in your decks too.
The more I play with her, the more I believe Nova is probably the better defenders backup character. She's fragile, and while she has potential, none of her "in theory" combos have really fruited out. She does have potential for abuse one day, but I think she's going to go down with Need for Speed on cards that people talk about but don't actually play.
Mark my words, it will be Lizard. I finally got my playset for SS Rush, he'll get banned.
Assuming this isn't sarcasm. He's good. In fact, really good. But not only is he team-stamped, but he draws you 1 extra card a turn. Just one. AND he burns you for it's cost. AND you have to reveal it. This is just the definition of a useful effect, not a ban-worthy one.
Someone else mentioned earlier (I don't recall if it was in this thread or not), that the sets seem to be leaning more towards card draw then search, which is exactly what should be done not only for balance reasons, but time restraints as well (Kelley playing EMS was torture).
No, it was just sarcasm. Although it might be fun to make an army deck with Gotham Knights/SS using Spoiler and Lizard to net extra GCPD Officers and not paying for it. (Lose 1, Gain 1)