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Originally posted by angelo
Antarctic Research Base (effective July 1, 2006)
i just wonder why antartic was banned??
the turn 3 deckout-deck abusing helm, base, salvage, tech upgrade, etc. It was publicly being tested at the pro circuit, which showed ude its insane potential if it ever got a chance to hit the golden age
No, the artifacts have not hurt it. On the contrary... It got people tinkering with equipment who normally wouldn't. There has been the potential for great equipment decks all along, but people were scared to explore it.
The artifacts were soemthng new, and so people tried it. In trying it, the saw how abusable getting around the uniqueness was. Once that was errated, they modified that deck to stay fun, and found out that equip decks are STILL solid.
The base was likely banned due to potential card interactions in the upcoming Heralds set, not just our current state of affairs.
But the banning of JLOA does remove a whole subset of hate from beign required in a build. It let's some more anti-equip or location hate to come into a deck, and also generic counters like Nice try. It gives it quite a bit of room to breathe.
by putting terrax doesn't mean u own checkmate...theres really nothing u could do, as much as i love sf, maybe there not cut out for silver, i mean look at the first marvel modern...idk, its hard to put that much tech
I'll do this in 2 posts: Checkmate/SP is godly good too in silver, and DCMA even. The fate engine, Ahamad, and equipment benefits all make it hard. ive used meltdown one out of 3 games. I lost them all. he played sandra, ahamad, the 4-drop checkmate sinestro copy, and 2 5-drops in the form of nightmaster and Black Alice. the exhausting thing wouldn't work that well; he always had at least 1 legal attacker except on turn 3.sandman didn't help me much either. his guys were way bigger than mine. granted i was using Angelo's build, but still. I'll try it with yours. & with the chess set deck i haven't done enough testing. ive only looked at the lists on the pc and this weekend's 10k. first thing that comes to mind is transmutation?
so ... let's try stripping the deck. let's try to re-make sf. lets start with a few questions: what are possible themes for sf? who do they have at what drop? their plots?
so, im not saying to get rid of SSS. I'm just thinking about working a way to re-analyze the team. possible themes that i can determine include stall, evasion, wild pack tricks, disruption, clones, and daredevil 5 is randomly there too. if we wanted to make sf viable somewhere, what theme #1 and who do they need to piggy-back on #2?
Originally posted by Orange_Soda_Man so ... let's try stripping the deck. let's try to re-make sf. lets start with a few questions: what are possible themes for sf? who do they have at what drop? their plots?
so, im not saying to get rid of SSS. I'm just thinking about working a way to re-analyze the team. possible themes that i can determine include stall, evasion, wild pack tricks, disruption, clones, and daredevil 5 is randomly there too. if we wanted to make sf viable somewhere, what theme #1 and who do they need to piggy-back on #2?
I'm thinking Wild Pack+Avengers (team attack+board control) or Wild Pack+X-Men Energy (team attack+burn+recovery)...
clones is golden. ude gave them support in the form of scarlet spider, Ben riley. that's it :( . I came in 5th with my spider city deck in my first constructed pcq last year too during the sea of purple crisis ... *a tear comes to eye*.
so from wildpack we obviously have wildpack. we also have silver sable. is there anything else to this mini-theme from the sf side?