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There are few in the breed who can actually talk about Skrull with experience backing their words, let alone Tournament experience.
Does this Thread deserve to exist? I ask you this.
Why is the ONLY character in the entire game of VS able to provide an escalating combat pump disregarded without true consideration? Is there no one in our community able to find a decent way to play and protect these little game winners?
I am no great deck builder and I have tried several times to design a truly competent Skrull deck. The closest I came was winning a weekly local tournament with Skrull/Longshot/Random Punks. At the time I had mathematically calculated that by turn 3 there wasn't a damned thing in the game I couldn't stun.
Overload was a big part of the deck viability, in that I would use Skrully to pump your incoming guy and stun you before resolution. Now we have a much weaker card in system failure to replace it. It could be useful, maybe.
Skrull theory demands you put as many skrull in play as possible per turn and keep them there for combat goodness. There are some really excellent cards providing promising potential if they could be configured correctly.
1] Hard Sound Construct
2] Infernal Gateway
3] Armies of Quard
4] Witching Hour
5] Longshot
6] Paul Ebersol<>fixer
Now that Null Time Zone is out it may actually give enough protection to Skrully to keep him safe and playable, stopping that nasty Flame Trap.
I swear somone is gonna win a PC with Skrulls in the deck and make all you Skrull hatin bastages turn to dust.
Seriously, Than, you make sucking look so good it could get contagious.
Get your girlfriends or kids off the computer answering threads in your name and find me the guys smart enough to work up a few decks,... (*&%(&*^$$@%^%#(*&)
unless,..your,..actually,...tards. maybe.
See, if you havent ever dug into your collection and TRIED a skrull deck you are missing out on a ton of fun and,... that would make your opinion a bit hollow here.
If you don't even have the guts to OCTGN up a Skrull deck and see for yourself then just hit the back button and do the rest of us a big favor.
Here is a skrull deck that was able to win local play in tournament like 6 months ago.
19x Skrull
18x Random Punks
4x Longshot
4x Xaviers School
4x Overload
4x Cover Fire
4x Men of Steel
3x Savage Beatdown
Many of you would think a flame trap would cripple this deck. It actually really depends on how smart the flame trap player is. If he does it 3-4-5th turn you can still recover nicely and win,..if its on 7 and in your attack your screwed.
enter Paul Ebersol<> Fixer.
There is tech in mating up Skrull with 1 drops en-mass so that you can fill every drop, and so you can use those 1 drops for fodder instead of your HIGHLY VALUABLE SKRULLS.
This allows you to DOMINATE the early game. I mean own.
I will set the ball down now. see if you can pick it up. if not try rollin it a bit anyway.