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The key to any Mojo deck is to get as many non-aligned characters into play as possible. Random Punks served Mojo well, but perhaps it’s time for a new non-aligned Army character to take up the duty of showing up in large numbers. Enter Wildebeest.
Mojo 2.0
4 Mojo
4 Lady Vic
4 King Snake
20 Wildebeest
4 Airborne Assault
4 Combat Reflexes
4 No Fear
4 Blind Sided
4 Dual Sidearms
4 Medical Attention
4 Base of Operations
If the Random Punks version of the deck works to perfection, you will have played a total of six Punks by turn 3, and then you recruit Mojo on turn 4, making him a 23 ATK/7 DEF. However, the Wildebeest-fueled version can get seven other characters into play, making Mojo a 26 ATK/7 DEF on turn 4, if you’ve kept your Beests alive via Medical Attention. However, with a recruit cost of 2 each, you won’t be able to get one into play on turn 1.
Fortunately, DC Origins has two very annoying 1-drops that cry out to be left alone, as they both cause far more suffering then their small costs should allow. The endurance loss that King Snake and Lady Vic can cause may not seem like much, but chances are they will be around for a turn or three, nickel and diming your opponents’ endurance totals’ down before they know what hit ’em. Since the deck doesn’t do much in the way of attacking for the first few turns, the endurance loss these two cause will at least keep some parity in endurance levels between you and your opponent. Once your opponent sees the Wildebeest hordes coming, the little 1-drops will likely be left alone to perform Medical Attention on the Wildebeests.
No "Not so fast"? I see overload enough and burn rubber enough to would want to put it in this deck... not sure. maybe replace No Fear with the "Not so fast".
Wildebeast is inferior to Random Punks for two very big reasons.
Reason #1 - Random Punks cause damage when they come into play. They don't even have to attack to land this damage. Wildebeast has nothing of the sort.
Reason #2 - Wildebeast does not have range. Random Punks DO have range, which works extremely well with Cover Fire, further offering a better defense option than Medical Attention. Why try to save something when you can just prevent it entirely?
I understand the desire to branch out and use new cards, but you need to ask yourself, "Does this new card do something different or something better than previous card in current slot?", and then make your decisions and test it like crazy.
As for a slightly sub-par Reason #3 - You can combine Longshot with Random Punks for insane drawing capabilities. Using these other characters highly increases the chance to not get the draw off of Longshot, which has been proven to be an extremely fast drawing engine.
But, if you want to try a new card or two, then you may want to consider Thunder and Blackfire. Both characters have abilities to clear the path for a fat Mojo to land the 'touch of death'. I didn't see either on your list and it makes me curious as to why you would chose to not run either.
Yeah, I think the article was more about trying new things than saying this is the best Mojo build. Hey, if a few people end up liking Wildebeests better than the Punks, no harm done.
For that matter, with the new non-aligned beaters like Thunder and Blackfire, maybe Mojo isn't even the best way to build a non-aligned deck anymore...
Originally posted by JT_Kane Wildebeast is inferior to Random Punks for two very big reasons.
Reason #1 - Random Punks cause damage when they come into play. They don't even have to attack to land this damage. Wildebeast has nothing of the sort.
Don't forget that YOU'RE taking the damage too;)
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Reason #2 - Wildebeast does not have range. Random Punks DO have range, which works extremely well with Cover Fire, further offering a better defense option than Medical Attention. Why try to save something when you can just prevent it entirely?
Because you get more Wildebeests in play than Random Punks - and because the 1-drops that are substituted are more solid than Random Punks.
Also, Wildebeests can team attack with other Wildebeests which makes them stronger combatants in the end.
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I understand the desire to branch out and use new cards, but you need to ask yourself, "Does this new card do something different or something better than previous card in current slot?", and then make your decisions and test it like crazy.
They both have advs and disadvs - Hyra himself says that he's not arguing that RWildebeests are BETTER, just that they're an alternative.
But the one thing you can be sure of is that if Matt Hyra wrote an article around this deck, he tested it, tested it more, tested it more, tested it again, and then tested it some more.
Remember what he said at the end of the article - when they design a new non-aff character, they test it with Mojo - and being one of the main designe and development guys, you can be sure he had a hand in the Wildebeest design and test system;)
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But, if you want to try a new card or two, then you may want to consider Thunder and Blackfire. Both characters have abilities to clear the path for a fat Mojo to land the 'touch of death'. I didn't see either on your list and it makes me curious as to why you would chose to not run either.
I'm not sure how useful Blackfire would be in this deck.
Thinder would definitely have his uses, but he would interfere with the whole point behind the deck - popping out more and more Wildebeests. Dropping him on the 3rd turn eliminates at least 2 of your Wildebeests - more if you include the Turn 4 Wildebeests you'll be missing out on...
there is no comparison. If your deck is based around doing as much damage as possible with Mojo then WIldebeest is the superior card. "You can get more into play faster and their ability leaves them spent which allows to to play Press the Attack. This was something previous Mojo decks could not do with ease and it a hugh advantage to be able to swing twice with Mojo at +26. IF you swing twice with Mojo on turn 4 you will win unless your opponent has Fast Getaway or some other trick.
I think the rest of the deck posted could be filled out better, but, Wildebeest is far and away the better card when going for the big Mojo drop. WIldebeest has so much more synergy.
Random Punks still have their uses. WIldebeest just works better. Coverfire is a great card and not having range with the WB certainly pevents you from playing that card, but you should be attacking on turn 4 anyways and ending the game with Press the Attack. From the Shadows works better if you are taking an aggro approach. If you play on playing Mojo defensively, then by all means include Random Punks and Cover Fire.
As for the rest of the deck. No Longshot, ESU, Gone But Not Forgotten, Last Laugh, Lockup, Brother Blood, etc.......makes me certain that this deck was not meant to be the most competitive version of Mojo, just a way to show new ideas for old decks.
I dont think we even need to play Lady Vic and King snake in this deck....I would remove some wildebeest and add some random punks and add 4 longshot...Is that a good idea?