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.
Umm, hate to burst the bubble TheLord, but Marvel isn't an activated power. His is payment only. However, you could stop them from Dr. Lighting a Shadowpact 2 drop on the board, thus stopping them from playing their game ender.
As for where Fun and Games could go, if run, I would say -1 Ezekiel, -1 Entangle, -1 System Failure. System Failures are too nice to drop them to 2.
Once again, I warn that you need the board presence to run Fun and Games. With evasion and stalling tactics, I hope that isn't a problem, but I'm not sure. Also, Fun and Games can be a great stall tactic as well. Even if you not have the board presence, if you can get them to exhaust a few of their own people for you, I think turn 9 is much more in reach.
Originally posted by stewuseless However, you could stop them from Dr. Lighting a Shadowpact 2 drop on the board, thus stopping them from playing their game ender.
Yeah, that's what I meant :rolleyes:
Anarchy should help to stop Dr.Light as well to prevent the Cap Marvel (although not in a SA build).
SttG X4
Return of Donna Troy X4
Absolute Dominance X4
Fun and Games X4
Pleasant X4
System Failure X4
24 Plot Twists
Swamp X4
BTW I heard about an SF/X-Men Mental build out there, focusing on Plot Twist denial and other Mental tricks to stall... Is this worth a look? I heard it won an online tournament, not sure if it's GA or SA...
fun and games is tricky to run since it is only usefull against high voltage and a dead draw against most decks and it doesn stop marvel.., i think 2 might be more appropriate but then it becomes a hard card to draw its a tough call btw here is my shadowspider deck its still a work in progress and i have been trying to get fun and games in but i yet to see a SA HIV deck so we will have to wait and see i usually like to play 61-62 card decks so i might just squeeze them in that way
Characters:
4 MMK-005 Dagger ~ Child of Light
1 MMK-020 Mikado and Mosha ~ Angels of Destruction
4 DCR-029 Wesley Dodds <> The Sandman ~ Golden Age Gunman
3 DGL-111 Governor Tozad ~ Planetary Commander
2 DCR-020 Rex Tyler <> Hourman ~ Inventor of Miraclo
4 MSM-034 Cardiac ~ Elias Wirtham
3 MAV-209 Spider-Man ~ Peter Parker
3 MMK-004 Cloak ~ Child of Darkness
2 MAV-210 White Tiger ~ Hector Ayala
2 DCR-046 Blue Devil ~ Big Blue
1 MMK-048 Battering Ram ~ Short-Lived Strongman
1 MSM-051 Scarlet Spider ~ Ben Reilly
3 MMK-027 Spider-Man ~ The Spectacular Spider-Man
1 DCR-064 Shazam ~ The Sorcerer
3 MSM-008 Spider-Man ~ The Amazing Spider-Man
1 DCR-047 Captain Marvel ~ Champion of Magic
1 DCR-220 Ultra-Humanite ~ Metahuman Manipulator
Plot Twists:
2 MMK-045 Wild Ride
3 DJL-150 Straight to the Grave
3 MSM-156 Pleasant Distraction
4 MMK-037 Midnight Sons
4 MXM-194 Enemy of My Enemy
3 DCR-075 Mystical Binding ~ Magic
Locations:
4 DJL-148 Slaughter Swamp
on the fun & games thing, your oponent can use it too. so it is a matter of who has more characters on 8, which means that glock will get out the shadowpact character to bring out marvel.
the build looks solid, but why the blue devil?
I'd think ragman would be better, as in the scenario above, he can just remove the shadowpact character from the oponents ko pile before it even becomes an issue.
that is right against glock that can help and he get bigger i just wanted a big body for defense and the 8 endurance gain since i will probably ko him since turn 6 and 7 and lock down turns for me anyways
LabRat: For SA, I would go with Mysterium instead of Ultra Humanite. This will give you a win condition as well as large 9 drop. Also, I wouldn't run Rico. In silver, what does he stop? I would prefer Toxin to him, primarily for the +1 ATK. This +1 means that he can actually attack, which is something Rico can rarely do. I would also cut the Fun and Games to 3. 4 is too many, and with 2 there is the chance of not drawing it when you need it.
On a side note, Fun and Games does work for your opponent, but you have TASM on your side. If they want to drop Marvel on 8, just exhaust Dr. Light before they can use his ability. If they want to drop him on 7, a very good possibility, then we need to either take odd initiative, or have a greater board presence. This is by far the worst thing that can happen to us. Against GLOCK, if Fun and Games is up early, they shouldn't have that big of a board. Using it from the beginning can save us from looking at an extra 4-5 characters or construct cards. F and G is by no means a game winner or a sure thing, but I do think that it will help this deck in the GLOCK and High Voltage matchup.
if glock with marvel becomes the norm since they dont really neet marvel to beat SSS it already has a good match up against spidey... spidey should start splasing in 1 or 2 leeches since he stops marvek
The TASM thing didnt occur to me ... it shouldn't be a problem to stop marvel on 8 afterall. with SSS hand/board, that should be more than the oponents board as far as characters to negate F&N go.
tasm only works if they dont run teamup which i think the run hard traveling heroes nut if not i guess that works fine but you still have to remember they done need marvel to beat you he is just a win more condition for there deck
Umm, for SA, I take back my suggestion of Toxin. Creeper is the way to go. 5 ATK and the ability to draw a card is just too good to pass up. As for a team-up in GLOCK, I don't see it happening. They will probably The Ring is chosen for the 2 drop, discard him, then bring him into play with Dr. Light. Why go to the trouble of teaming up??