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Considering Giant Trunade isn't even restricted in the Advanced Format, I might have to throw and extra one in there. It makes a wonderful equip reset as well, I should really combo that in more with Premie or some other fun.
BTW, it’s almost at 150 pages, so keep on posting. I’ll get out the drinks and the shrimp. Waldo, could you and Squid run to the store for me and grab some snacks? And GreatDragon and Dillie-O, could you go ahead and help with the drinks? But no drinking them yet! As for everyone else, keep on the posting, so we can start the celebration! Enjoy ^_^
*Looks down at drink in hand* Oops...
*Looks up at page count* Hey look at that! We are now 10x the size of the Fairy or Zombie Threads! 5x the size of them put together. Roughly 7x the size of the Dragon's thread.
I'm gonna try and make a fiendish hand control deck, based around Roobin' Goblin, Giant Germ, Mefist and Helpoemer, anyone got any ideas about things to put in?
Honestly, I havent found a lot of "hand" control Fiend specific cards. I like the Robbin Goblin idea, though.
it might work well with Shadow Killer. Drop some Ojama Trio, then use SK's effect with Robbin Goblin to keep their hand screwed. this even works with Bark of Dark Ruler. Only thing is that it might seem a bit trap heavy. Strong monster removal, s/t negators would be needed to help out. Especially since out of the 3 I mentioned: Bark, Robbin, and Ojama, 2 of them circulate around specific battle conditions.
An odd card I have tried in more than a few decks is Exchange. The reason I think it works in Fiend decks is that so many monsters in Fiend designs are low attack, Graveyard oriented effects. It doesnt matter to you if they get Newdoria or Giant Germ, even Jeroid. Not even a single block from Kuriboh will hurt, since its still depleting their hand size. (If its your Kuriboh Exchanged, are you really caught surprised?...no)
It would not be a good idea to use Exchange if you have your Dark Ruler, Slate, etc in hand. But then, Fiend designs can make better use of discard costs as well.
All in all, a single copy of Exchange can be used or dumped for the cost of things like Magic Jammer/Raigeki Break without feeling like you got rid of a vital card.
Well I made the fiendish hand control deck, its lurking in the Deck depot if you want to take a look, what m/t negators would you suggest Squid, maybe Magic Drain since it kinda fits the theme...
Dang, that was some sweet insight there ByserSquid. Well put.
A couple tech cards that might help those controllers is Last Will, Winged Minion and Dark Jeroid....
You're probably already reading it out: Last Will, Tribute for Mefist/'Pomie, then bring out the appropriate Jeroid or Minion to boost or lower the monster and move in for the kill.
One tangent to potentially explore would be comboing this hand destruction with some face down effects ala Shadowslayer. I'm running a focus on the Hammer and the Slayer in a deck and it has some killer results. Similarly, you could get a book of moon or two in place to setup face down monsters to let Shadowslayer move in. Then get Mefist's trample effect going which will start the hand disruption as well. Its one less step into getting at their life points, which gives opens the hand disruption.
One other thought would be the Goblin King/Opti-Camoflage Armor route. That gives you instant access to their lifepoints and a pair of GKs give you lock down. Heck. You could even have just two on the field and not be too worried since you're tapping them for 1000 or 2000 per turn and their hand goes nill really fast.
Hope these help!
EDIT: When running negators, I still keep a 7 Tools and Magic Jammer for their speed and reliability. After that, I try to keep a few Dust Tornado's or Raigeki Breaks for their ubiquity with stopping things. Then again, by the time you run a MJ and a RB or two, the deck starts screaming for Night Assailant abuse 8^D. Don't forget that MST!
Thanks, I'm experimenting on YVD at the moment so I'll see what works. If I was to run GKs how many do you think I would need, two or three? Thing is they can be horrible if yuo draw them when they're all alone... :(
As for the GKs, it depends on the focus. Two will suffice for a tactic, just make sure you have a Last will or another buff Fiend handy when he hits the field, otherwise, run three if you really want to focus on it and add a Tomato to the mix.
As for the GKs, it depends on the focus. Two will suffice for a tactic, just make sure you have a Last will or another buff Fiend handy when he hits the field, otherwise, run three if you really want to focus on it and add a Tomato to the mix.
Well I'm taking out the Germs now, since they don't work with Robbin' Goblin any more, so I will probably put in a Tomato and 2 GKs for them.
Hey, Squid? Did you remember to pick up ice at the store, since its gonna get a little hot in here..... FIESTA!!!!
*Turns on Mexican Music and hands out Pina Coladas and Tacos*
I decided to do something a little different, since it is 150 pages. Happy anniversary! BTW, has anyone seen Waldo?
Meanwhile.....
Waldo: Hello? Squid? Anyone here? *Looks around for Squid*
"Squid, did you leave Waldo at the store by himself AGAIN? Well, perhaps mother Necrofear can give him a ride home."
BTW, at 200 pages we're having Japanese food! Hope you like sushi! ^_^
Anyway, I would have to agree with you, Squid. With more toons out, we can finally make a toon fiend deck. I can't wait until Toon Index comes out, since that will help greatly with searching for the right materials. Enjoy ^_^
Anyway, I strongly agree with you there. Robbin' Goblin is one of the best cards in the game if used right. How? If you at least do one attact to your opponent and inflict something, you did a 1 for 1 deal. If you land a full field of monsters at your opponent's life points (and they still live), then you completed hand advantage with 5 for 1 deal. Granted, you may just get screwed and not get anything out of this, but they may have wasted their Heavy Storm for your one card. One way or another, you will most likely come out ahead, or hardly lose anything at all. Enjoy ^_^
I've always been a fan of trap jammer over 7 tools. yes 7 is more flexable and reliable, but the majority of the time traps are played during battle phase.
i used to run a fiend beatdown/hand control involving mifist, great maju, trap jammer, and robbin goblin. it worked pretty well considering i was still in my infant stages of deck building and stratagies. just to be creative and experiment i also mixed in some of the guardian equip spells. it was neat to watch maju at a 3000+ atk (pre ban CoH to tribute opponents big guns) and either attack twice or attack directly.
outside of that deck i really haven't used it much. man, i liked that card. i should throw a goblin into my archfiend deck and see how it goes...