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Forget what I said, Dr. Destiny doesn't look like such a bad option after all =\
But Battering Ram looks better...because if you have initiative you win the game. Two turns of Scarecrow burn plus whatever you did on turns 2-4 should more than likely seal the deal. If Scarecrow was only an activated effect, I would run Mimic at 6 =(
I think that the Battering Ram idea is good but I still prefer Destiny and maybe that is because I have 4 drop Doom teamed up so I can just paralyze their biggest drop and then hopefully PT my way out of the next biggest attack. I played a Curve Sentinels deck the other night and burned with Destiny for 32 so it would be hard for an opponent to catch up w/ that. One other thing I found after playtesting, and this may sound obvious but I did not even consider it, you need 1 copy of Ocean Master for the mirror.
I have been playing against Squadron, and their ability to empty their hand can come close to matching the IG ability to draw. Don't count on Scarecrow to burn for the win all the time. Sometimes you're going to have to resort to combat to win. Squadron is a pretty tough match because it can hit hard and fast enough to outdo the ability to burn them down.
I'm currently making a pure IG swarm deck, and I like what I've seen here so far (it matches my thoughts for the most part, like how stupid Infestation is), but I'm not seeing a few cards that IMO would work really well with the build. Almost no one likes Poison Ivy as a back-up to Zazzala on 2! She is fantastic to make sure you get your Storage Tanks up and running fast, and of course grab the Birthing Chamber or Matrix if you need it. I think she's awesome.
Second, where's the love for Membership Drive? The card has multiple uses in a deck like this. First, you can make sure your Zazzala won't be getting stuned on 2 if you keep her visible, so you can get that much-needed early character advantage, especially if you like Minions to give her counters. But secondly, and the most obvious and useful, is Tattooed Man! If you run 4 in swarm, and you obviously should, there's no reason he shouldn't come out at a 10/10. That free Trooper can win the game, with the insane bonuses you get from Infestation.
Third, I think if you're running mostly Troopers, Funeral for a Friend (or its better version, Crowd Control) would be excellent to retard emeny attacks. Automatically reinforced saves you lots of exhaustions that can be used for Creeping Doom (if you run 1, which I think is wise), or to counter-attack.
Fourth, Mantis! Dr. Light is good to stall the game, but if you want to run people over quickly and end the game on 5, I think he's the best choice by far. It should be easy to have him at an 11 or 12 attack or turn 4, and he works directly with the swarm strength by adding another 1-drop every turn. I would consider running Vicarious Living just for him.
Sorry Guys I'm not reading through 11 pgaes of info so if I repeat anyone's point I'm sorry.
You need Abra Kadbra for the CS match up to shut down Bastion. If your not worried about CS then don't run him. Otherwise you need one copy of him in your deck. Also remember vs CS Abra is your 5 drop not Scarecrow otherwise Bastion dumps in responce to you playing him. Next you need to be ablt to protect Lex otherwise you lose big time. He is the card that wins you games without him you have nothing.
Dr. Destiny is very good in this deck but sometimes he is just overkill. You do not need him vs every deck out there just some. I would run one copy of Battering Ram just in case b/c you can search for him if need be.
Next Captin Boomerang is the best option you have at 2. Yes he is just better than IQ b/c of his ability. IQ's burn is nice but Captin Boomerang being able to clear out those hounds is just sickly good for you. Plus he owns Fantastic fun and can really mess up a team up deck. Think about using him vs mirage in B&B if you have evens.
Finally with IG Hand Burn you really don't need a char. higher than six b/c of how the deck runs.
If you have even init, given that Sentinels prefers odd, Bastion won't be in play before you get out Abra Kadabra on your init turn 6. However, Abra Kadabra may be the better turn 5 play anyway so you can put down a boosted Scarecrow on 6.
Something else fun to do with Boomerang if you have the init on 3. If you stun the 3 with Lex, then use Death Trap and exhaust Boomerang. Then bounce Boomerang to bounce their 2.