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1x dimension fusion
1x limiter removal
1x book of moon
1x future fusion
1x overload fusion
1x heavy storm
1x MST
2x econ
1x brain control
1x fissure
1x smashing
1x premature burial
traps 7
1x mirror force
1x torrential
1x call of the haunted
2x return from the different dimension
1x trap dustshoot
1x call of the haunted
fusion
2 cyber twin
3 chimeratech
2 cyber end
Now the breakdown of the deck. Untill yesterday i did not know D.D scout plane was a machine. Thats when my idea for strike came about. the decks main focus is to keep field pressence with scout plane and ninja, while setting up the return. tomato will help get scout plane out faster and he is dark so auto include. what kills me the most is how good overload fusion and scout plane work together u can activate overload and have massive field advanatage next turn with the scout planes. My spell line up is meant to abuse scout planes to there fullest. 2 econ means i can take conrtrol of my opponents monsters with ease and also creauture swap tomato along with scout plane. also it has the regular machine spell line up.
Traps are no brainer so i dont want to go into detail.
Isn't Jinzo dark, and a machine as well? I would imagine Jinzo, especially at two with Reasonings as Lily Dude explained in his posts on a couple threads, would work well.
EDIT.
Whoopsy... Missed the little tin man in there. As a real fix then I could see a third Dekoichi and one Strike Ninja dropped.
Isn't Jinzo dark, and a machine as well? I would imagine Jinzo, especially at two with Reasonings as Lily Dude explained in his posts on a couple threads, would work well.
im still on the wall with Reasonings but 2 jinzo are in there
what about breaker the magical warrior? other than that he's a staple (or as close to a monster staple that we have), he's also a dark monster, so he's ninja food too. take out a ninja for breaker (plus, you never want 3 ninjas in a deck, it's much more stable at 2)
what about breaker the magical warrior? other than that he's a staple (or as close to a monster staple that we have), he's also a dark monster, so he's ninja food too. take out a ninja for breaker (plus, you never want 3 ninjas in a deck, it's much more stable at 2)
i thought of breaker but ninja takes care of spells and traps for me so i dont know if i want him in there so much. ill think about it though.
Breaker and Magician of Faith are both too good not to run. They're instant +1's most of the time.
-Strike Ninja
Two is fine. In playtesting, 3 is overkill and I've ended up with all 3 in my hand.
+Blowback Dragon
It's a machine that runs over CyDra and wrecks havoc on the field. It's too good NOT to play, I think.
+Magician of Faith
+Breaker the Magical Warrior
Just yea :x
-Creature Swap
-Reinforcement of the Army
-Future Fusion
+Smashing Ground
+Fissure
-Widespread Ruin
I don't like Swap, at all, especially in a format where everyone wants to run Crystal Seer or Tomatos and you're not running many tributes to creep around it. One Reinforcement for only 3 Warriors isn't that great, and with them all the same, it's even worse. Future Fusion I've never found to be consistant enough to warrant play, but that one is up to you. I'd prefer the 1x deck slot. Widespread isn't needed with Smashing and Fissure, plus 8 Traps + 2 Jinzo? You'll create dead draws more often than not.
I don't see Reasoning fitting in here. With playtesting I'm either going 3 or 0 on them, 1 and 2 doesn't seem to help enough.
i fixed up the deck alittle but i kept future fusion its ablity to send all three of my scout planes is amazing also has anyone tried to tech skull lair?