You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
There is a near broken deck out there, a guy at the shop that I play in put it together and its really something. I wish I could say what it is but he is planning on winning cash.
"I saw a deck and it's nearly broken and I can't tell you what it is."
I'm sure there are Tier One decks out there, but just because you see a few people get steamrolled by a deck, especially if it's well-constructed and well-played, doesn't mean anything.
Honestly people and their ideas of what is "broken"....
This game causes that reaction, then it squashes it. After a real guantlet, or even ten games against another good deck, all thoughts of "broken" dissipate. I bet he is using Marvel Team-up without remembering Foiled.
Usually, a "broken deck" this early in the game means that there are some rules that aren't being followed correctly.
Either a card is being used wrong or abilities are being misinterpreted. Since there is no way for us to know because of its "top secret" nature, I think the owner will be surprised how un-broken it is when he plays against players who know the game and with a judge who knows the rules.
turn 8 win?? Geez, getting to that point in a game is pretty difficult to do. Granted, it can be done, it typically needs a very good control deck.
Speaking of control, what do people think of Doom/Xmen deck that plays defense, deck control and keeps most cards from your opponent's hand? I made up one last night that will hopefully run pretty well. I haven't had a chance to try it out yet. It also has a turn 7 Gamma Bomb if I'm lucky. Drag out the game until the late turns to get those big nasties out. I think it might be fun.
Originally posted by WarHULK Speaking of control, what do people think of Doom/Xmen deck that plays defense, deck control and keeps most cards from your opponent's hand? I made up one last night that will hopefully run pretty well. I haven't had a chance to try it out yet. It also has a turn 7 Gamma Bomb if I'm lucky. Drag out the game until the late turns to get those big nasties out. I think it might be fun.
Last week I played a friend of mine's straight-up Doom deck. Stall/defense all the way until he Gamma Bombs and brings out the big guns. He basically had my Brotherhood/X-Men deck locked up pretty well. He Gamma Bombs on turn 8 (Latveria out) and at the beginning of turn 9 I play...3 Surprise Attacks, getting him to zero endurance. All I recruit is one Sabretooth with a Dual Sidearms. He recruits Onslaught. I have initiative and attack; a Savage Land and Savage Beatdown later, and I win the game. Close...but his deck truly frightened me. :)
I've been thinking of a discard deck, but have been thinking about X-Men/Brotherhood instead of X-Men/Doom. I haven't created the deck yet, but it'll be the next fun deck I try.
Oh, and I've got a broken deck that always wins by turn 3! But it's sekret! I'll rewl the Pro Circuit!!!!! HAHAHAHHA!!!!
My new Xmen/Doom deck also runs 4 overpowers to help remove most of the opponent's cards from the deck. Losing 5 cards into the KO pile is *almost* never a good thing for anyone unless you're running a Colossus that needs to be beefed up... Even then, 5 cards, that hurts.
My deck also runs Night Vision and Cerebro, Doom's Throne Room and Jean Grey to help me cycle through the deck to get what I need. Use night vision, check to see if I have a character or plot twist on top, decide accordingly.