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I've been running burn for over a year now so I know what's good.
-1 Des Koala >>Three Koalas is overkill; what if they get crossed-out?
+1 Cannon Soldier
-1 Morphing Jar
+1 Cyber Jar >>If you're going to run a jar, run the one with the field removal. Morphing Jar gives your opponent too much speed without you knowing what s/he gets with that speed.
-1 Raging Flame Sprite >>needs its own deck built around it
+1 Exiled Force/Swarm of Scarabs/Swarm of Locusts >>whatever removal you need most
-1 Premature Burial
-1 Call of the Haunted >>Revival just doesn't work in a burn deck.
+2 Wave-Motion Cannon >>One of the most potent weapons a burn deck can have.
-1 Secret Barrel
+1 Solemn Judgment >>You need to be able to protect your S/T cards.
I think the deck looks great and cardsoftheheart's fixes seem solid. You'll probably win 1st duel 90% of the time. I too have played burn for a long time. What I want to know is what about your side deck. The hardest part for me has been a side deck that works. Des Wombat, mystic swordsman Lvl 2, Chiron, Horus, 3 dust tornadoes and royal decree all kill this deck pretty consistently in the second and third duels. Shoot I've even had them throw me a Lava Golem and hit me with WMC and burn me!
So maybe we can discus that for awhile. I have had many ideas. Chain disappearance, BTH, jerry beans man, 3 solemn judgement. I've side decked last turn and beat down, skill drain and normal monsters. Anyway, we know you'll win with burn at first, but what's your plan for the side deck? That's really what it's all about.
I've been running burn for over a year now so I know what's good.
-1 Des Koala >>Three Koalas is overkill; what if they get crossed-out?
+1 Cannon Soldier
-1 Morphing Jar
+1 Cyber Jar >>If you're going to run a jar, run the one with the field removal. Morphing Jar gives your opponent too much speed without you knowing what s/he gets with that speed.
-1 Raging Flame Sprite >>needs its own deck built around it
+1 Exiled Force/Swarm of Scarabs/Swarm of Locusts >>whatever removal you need most
-1 Premature Burial
-1 Call of the Haunted >>Revival just doesn't work in a burn deck.
+2 Wave-Motion Cannon >>One of the most potent weapons a burn deck can have.
-1 Secret Barrel
+1 Solemn Judgment >>You need to be able to protect your S/T cards.
Does that help you any?
I thought about Cannon Soldier but decided not to. And the Wave Motion Cannons where typo'd. It has 3 wave motions in it. Might use Swarm of Locusts/Scarabs but i really just don't like Exiled. Secret Barrel is chainable and works with my ojama trio's.
DEAD MIKE - In the side deck i was thinking of using 3x Solmen judgements 2x Mask of Restrict and a few Cured Seals. Dunno what else yet.
If you're having a little trouble with the side deck, I can tell you that I've been tinkering with a somewhat offensive side deck. Here's what I would suggest in your side deck:
- Tsukuyomi >>It can reuse your koalas and help take out your opponent's monsters.
- Kinetic Soldier >>Everyone else is using them against Warriors; why not you?
- Injection Fairy Lily >>This monster will help even more when SD6 comes out. *coughMagician'sCirclecough*
- Nobleman of Crossout >>Only use with Tsukuyomi; otherwise don't consider it.
- Heavy Storm/Giant Trunade >>Get some more S/T removal when you need it.
- Metamorphosis >>Lava Golem->Cyber Twin, Goat Token->TER; GG
- Threatening Roar >>You HAVE to do something if your S/T are about to get destroyed. The only trick with this card is knowing when to activate it. I've had a lot of practice.
- Desert Sunlight >>Flip your koalas, give Mystic Swordsman LV2 a nasty surprise; what's not to like?
I still absolutely hate the revival cards in here. You'd be better off with Magic Reflectors than those cards.
And I can't stress enough how much you need to protect your S/T cards. You'll still need a Solemn Judgment for game 1; it's not like there's no S/T removal around.