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I'm going on vacation so I won't be able to do anything for a week. When I get back, I'll finally take a look over every single X-Statix card and see if I can come up with a draft for the weenie swarm deck.
IDK what this thread is all about but it says x men players unit, and i am a big fan of x men beats, there is alot of different ways of running. I am sure everyone knows that a getto style x men made top 8 at the columbus 10k so hats of to that guy for showing x men are good, in the non-stall form.
the is an x-men tech thread, like any other thread that discusses a certain team or decks. except this thread does not start with "All things.."
and yes an x-aggro did place top 8, the build was a modification of a build posted in this very thread. if you like the x-men maybe you should read the whole thread, there might be something in here to help you, or at least give a clue on what other x-men players are doing.
Does anyone think Playing Mystic Chain will help with the Xmen lack of card draw?? I mean Your Low cost guys are big enough to cause BEL when attacking accross the Curve(Proudstar Logan) And your 6 drop is Huge. They Also can Break Up formatoins through effects like Gambit and Sunfire to prevent reinforcement. That and you can keep your guys around easly with COTA to make sure you have 3 guys.
I agree with keeping the character count high... as well as interested in trying out that eq with the xmen. Need to get my hands on a couple of em first though.... cracked box and didnot get a single one..... not even a wild ride nor a weapon of choice!!!
anywyas, back to the xmen..... outback stronghold is a good addition to the team..... i think the xmen needs some hidden chararecters!!!6 drop nightcrawler would do nicely... hehehe
I actually have a possible deck update for a discard x deck :grin:
The key is to dicard early, the problem reign of terror:(
It kill early field advantage, & handcuffing mystic chain still working through the kinks
BTW, I added 6 drop storm in place of 6 drop rogue in my deck. WOW talk about adding to the synergy. I play a CS deck, froze him on turn 6, drop Colossus on turn 7, and flip 2 surprise attacks for good measure.
Also, can't get Total Anarchy to work with my buid at all. I want lower drops on the field late game, for big Colossus as the finisher. 2 drop nightcrawler is fun, but kills me if he hangs around to long.
One last thing ;) i have found the 7 drop wolverine may be very effective late game against both TT & CS. I gave it some tests and it looks pretty good. What do you think:rolleyes:
hmm i run 3 xaviers for turn 7, and i usually see at least 2 of them, if not all 3 with cerebro. maybe i will toss in one berserker rage for certain match-ups, like titans and TNB.
although for CS i would much rather have chuck, and not the runt.
TA is very helpful for getting rid of your liable early charachters by the late game, so that nightcrawler won't get hosed by huge beats.
6 drop storm is good, but i like the 4 drop vs CS, no flight for you means my back row is safe and you have to go through my huge front row, and with COTA's and james howlett, you will have to keep doing it.
hey has anybody tried heat vision in their x decks:rolleyes:
I was thinking about that and possibly fight to the finish to punish attacks down the curve. Any thoughts? :)
BTW, Im in the process of overhaulin' the whole 10k deck, so any input would be gretaly appreciated. I'm leaning more toward burn beats to counter the stall meta that has appeared at both my local store (Greg's in Westfield NJ) and in the PCQ scene. I want to stay straight X, basically to prove it can be done. I'm also reworking my discard deck to include MMK/WOS for possible pcq play, but I dont' like the match up with CS. :ermm:
a mono x-men dedicated burn deck will be hard, they have prof.X at 7 and rogue and mimic can copy him, but if you are using mimic for burn, might as well go full mutant nation and get pyro,quicksilver, and all the nifty brotherhood burn cards as well.
i toyed with fight to the finish, it works great with wolverine(5), he can't be stunned, so that is nice, however, he is kinda below average on the stats, so he needs a nasty surprise, or as you mentioned a heat vision to stun back, and that is using three cards to Ko someone, when you can just use finishing move.
i am thinking of dropping the combat reflexes in my deck, and adding flying kicks instead, i need more than 4 savage beatdowns for pumps. my reasoning is that with cerebro, i am allready tossing plot twist, so the ones i get i need to make sure they can be useful. and i don't want to waste pumps just to keep wolverine alive for one more atack, if they wanna hit him twice then let them
here is how i break them down.
the flying kicks can be used with archangle to make my guys unstunnable.
but the combat relfexes can move my guys between rows and avoid alot of nasty powers, like sub-mariner, and Doc OCK(7)
i can use flying kicks to hit back row guys, stopping reinforcement, and dealing more damage throughout the whole game, ending the game quicker.
combat reflexes can negate declared attacks and keep my guys safer.
flying kicks can be used earlier, allowing me to go on the offensive as soon as possible
combat reflexes can make charachter without range in the back row, move to the front and be able attack, if needed.
hmm.. so it looks like flying kicks will give the x-men more offensive potential, but combat reflexes give them more versitility and defense.
I have flying kicks in my x-men deck and while it is very great, I find that more often then not, I want those combat reflexes, as Howett will still be alive normaly in the later turns. And on the defensive, where my deck shines, they help get your guys out to the front row. This helps a lot with surprising the opponent too.
man, i wait for the day, when the titans are no longer in the meta, or that the x-men get some tools to deal with other than total anarchy.
i mean, i love that card it is great against alot of weenie decks, but recent builds of titans has them running foiled, cuz now, not only are x-men decks running it, but so are Cs, and some FF beats. i have to run not so fast to keep it up, and that means another couple of slots in the deck, just for the titans match-up.
Ta is only slightly useful against standard curve decks, like CS and CE, but i have this nagging feeling that something more bettererer could go it in spot.
yes Ta is a great card, and it does do its job in certain matches, but has anyone esle found that they have decent game against titans without using it, and increase their percentage against other decks?