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4x The Atom-WSH
4x Roy Harper<>Red Arrow
4x Hal Jordan-Founding Member
3x Wonderwoman-AOP
3x Superman-MM
3x Barry Allen<>The Flash-Founding Member
2x Hal Jordan (7)
Characters: 23
4x Recharge!
3x Indestructible
3x Terminal Velocity
4x Atomize
4x Savage Beatdown
4x Mobilize
4x Mightiest Heroes
4x Fury of the Amazons
4x Truth, Justice, and Peace
Plot Twists: 34
3x The Watchtower
Locations:3
The deck works well as it is consistant. I haven't tried it with the Flash yet cause I just changed it to this and am in the process of getting the cards for him (see thread in sig) but it will probably do better than with the MM. In multi-player games, it destroys.
It isn't a problem to miss the one or twos, the reason I chose them was so they could come back to my hand so I could chuck them for a different effect. The mulligan condition is a Recharge!. I want to get 2 of those up before I remove Hal. With the early drops I use, Atomize is an awesome card. i'm not sure what it has a problem as of yet because my hobby league has been going a bit crazy with big multi games lately, but it might have some trouble with crazy rush decks because my 1-3 drops are not meant to do anything other than run away.
Those would be nice but thats what the Savage beatdowns are for. I usually won't use any till 6 because Wonderwoman has her pump and superman usually goes indestructible on 5.
I would but no one is playing IG in my hobby league. One guy has Titans/JLA, one has secret society, one has a flash, and one has a league of assassins. One guy is working on IG concealed, but he hasn't played it yet.
Those would be nice but thats what the Savage beatdowns are for. I usually won't use any till 6 because Wonderwoman has her pump and superman usually goes indestructible on 5.
But while I wouldn't pull the Savages, Battle Training in Comparison if it is held for Barry will be worth +8 across his two swings vs. +5 and if you drop two which is common the +10 becomes a more significant +16, and while it has the disadvantage of only being playable during the build, w/o WW 7, theirs little difference on when you play it on a Flash about to go Terminal, and if the second swing isn't terminal you don't have to choose whether to blow those pumps to the face or into some guy about to go all poker night on you, the final advantage I see to them is that against the afore mentioned IG concealed which will be coming to a table near you you're going to want to beat the heck out of them as early as possible, just like with the syndicate rush decks (to help limit the utility of the contract and some other effects primarily), and they go online starting turn 1, and in lasting the turn they help hit back those big guys swinging back after you punched him in the face, one pump for two.
I ended up running savage in addition as well though.
Ordered Monks is an unsanctioned format probably created by a group of hobby leaguers. The simple idea is to make a deck that contains only rares in it. Whether you want to limit it to Modern, Silver, or Golden is up to you.