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This is the deck that I took to the Tulsa regionals this past Saturday. Even though the deck did not finish good. In fact it was the worst finish I have ever had, 1-6. This record does not dishearten me towards this deck because every match I had went down to the wire and it was fun seeing the opponent win and show me more weaknesses to my deck.
Monsters: (10)
Winged Kuriboh (3)
Kuriboh (3) Unhappy Maiden (3)
Morphing Jar (1)
Spells: (19)
Final Countdown (3)
Clock Tower Prison (3)
Flute of Summoning Kuriboh (3)
Nightmare SteelCage (3)
Terraforming (2)
Lightning Vortex (2)
Swords of Revealing Light (1)
Scapegoat (1)
Level limit: Area B (1)
One of the things I changed after the tournament was that I took out 2 eternal dreads for a 3rd nightmare steelcage and gravity bind. During the tournament eternal dread was more a dead draw than anything else so I just decided to take it out since the deck can stall long enough for clock tower to get its fourth clock tower.
Most of my duels were lost on my opponents 18th and 20th turns, when I just didn't draw one more stall card. Just being able to consistently get the turns that high at a regional tournament and losing the matches 2-1, makes me think that after some tweaking the deck can become a contender.
I need to a way to add more speed to the deck to get my final countdown faster without losing the stall power that my deck relies on. A few of my opponents suggested that I should add in magical merchants, and one of the judges suggested that I put dreadmaster in my deck of the one turn protection it provides the turn it's brought out by clock tower.
What are your suggestions and give me your opinion on the merchant and dreadmaster.
Merchant itself isn't too bad a choice. It basically turns into a Dekoichi for this deck.
As for Dreadmaster, I find the card unwieldy and a poor draw/topdeck. I don't know how it's worked for you though. How were you playtesting results? (proxy playtest or something)
Here are my suggestions.
-3 Kuriboh
-3 Flute of Summoning Kuriboh
-3 Hallowed Life Barrier
-2 Thunder of Ruler
-1 Threatening Roar
Kuribo the Flute are cards that are more one hit wonders than not. Only the Winged Kuribo are really useful, and Flute becomes a dead card after they're used up. It's 6 cards you could do without.
Hallowed Life Barrier's discard makes it iffy. The stalling potential of the deck is great, but it has no practical counters against its true competitive weaknesses.
Thunder of Ruler was a flavor removal. I kept one in there since I prefer another card instead.
Threatening Roar is the same as Thunder of Ruler.
+3 The Unhappy Maiden
+1 Morphing Jar
+3 Prohibition
+1 Card Destruction
+1 The Dark Door
+1 Flashbang
+1 Solemn Judgment
+2 Pulling the Rug
The Unhappy Maiden ends turns. It's basically Winged Kuribo.
Morphing Jar is to dig for cards. It's always good to have if you don't come across Final Countdown or Clocktower Prison early in the game.
Card Destruction is the same.
Prohibition is a key card in many Clocktower decks. Locking out an opponent's Heavy Storm, Giant Trunade, and Raiza the Storm Monarch are game breaking to this deck.
The Dark Door restricts swarms, in case your stalls fail.
Flashbang lets you take 2400 damage at most to end the opponent's turn. Not letting them have a phase is huge, despite popular belief that Main Phase 2s aren't all that important.
Solemn should be max'ed in decks like this.
Pulling the Rug solves Monarch/gadget problems, in case Prohibition lets up.
Opinions? A lot of my inclusions are flavor based, like The dark Door and Flashbang. They are my personal choices and if you prefer Thunder of Ruler and Threatning Roar over then, that's fine too. However, maxing out on Solemn and getting a playset of Prohibition are definite priorities to improve the deck. You can also consider Skill Drain, if the Life Point payments aren't already getting to you. Good luck at your next regional!
iViE - I've been thinking about adding in morphing jar, but I always didn't want to dump my stall cards even though the deck has so many. However, after the regional I agree with you and think that getting to the final countdown is more important. I like all of your suggestions and will test them out, but what does flashbang do exactly I can't remember.
spell - I like your ideas and I have been trying to figure out what to take out to playtest the pyro clocks and I'll try out your ideas to.
For the sidedeck I was thinking about siding it into protection against burn. If I take out the hallowed life barriers i'll probably side them with pikeru's circle of enchantment so that I can protect myself from a burn deck. Also would 3 des wombats be to many for the side. That would bring the sidedeck to 9 cards and any help on the other 6 would be greatly appreciated.
-On a side note at the regional tournament I didn't play any monarch decks or machine beatdown decks. 6 of the 7 decks I played were Horus, Beatdown, Diamond Dude Turbo, Archfiend, Spellcaster, and Dark Magician. I playtested for months against Perfect Circle, Destiny Hero Beatdown, Monarch, Machine Beatdown, and Sacred Phoenix; and I didn't play any of them.-
Activate only after damage calculation when a monster your opponent controls made a direct attack. It is now the End Phase of this turn.
If your stalls fail, and they get in an attack, you end their turn immediately. I'm guessing you'll take 2400 damage at most in 1 turn. Not giving your opponent a chance to set or activate more cards after their attack doesn't seem like a big thing, but it is depending on the pace of the game.
I made some minor changes to the deck and did some major playtesting. During playtesting I just didn't like how the deck ran without the kuriboh's and flutes so I decided to keep them in the deck. The Unhappy Maidens and Morphing Jar helped the deck out in the areas that the deck was hurting in. Those are the only changes that I have made for now, and I will keep playtesting any ideas to try to get the deck to perform better.