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You been playing VS since 05? or playing titans since 05?
You should know when i started playing. You got me into the game and taught me, improperly actually, and haven't excelled past me since. Anything else?
You should know when i started playing. You got me into the game and taught me, improperly actually, and haven't excelled past me since. Anything else?
there is no ####ing way this has anything to do with SF strategy. either start contributing or get out. ED, don't fuel the fire either
wow you guys act like your 10 in here, just take it out side and settle it man to man then come back in here and post something usefull... btw back to the clone deck is "going my way" usefull in that deck i like the perm +1 attack to spiderman makes 4 drop spidey at least an 8/8 on turn 4attack and give you flight and range that turn ??
You should know when i started playing. You got me into the game and taught me, improperly actually, and haven't excelled past me since. Anything else?
#### you! I guess you will always be a dick. I am such a better VS player than you can ever be. This is coming from the guy who claims hes better than me, but yet has not won anything to show that he is, and your 4 way pcq split don't count, I rather have my PC record at 0-0 then your sh!tty 0-5. Anything else?
wow you guys act like your 10 in here, just take it out side and settle it man to man then come back in here and post something usefull... btw back to the clone deck is "going my way" usefull in that deck i like the perm +1 attack to spiderman makes 4 drop spidey at least an 8/8 on turn 4attack and give you flight and range that turn ??
I was actually thinking about suggesting that card for the clone build.
This is what I got angelo, try it out or make changes as you would use this as a base, I didn't know if you wanted a clone stall or attempt at clone beats
4 Black Cat, Master Thief
4 Cardiac, Elias Wirtham
3 Jessica Drew <> Spider-Woman, Venom Blast
4 Scarlet Spider, Ben Reilly
2 Spider-Man, Friendly Neighborhood Spider-Man
4 White Tiger, Hector Ayala
1 Spider-Man, Alien Symbiote
4 Spider-Man, The Amazing Spider-Man
1 Spider-Man, Cosmic Spider-Man
4 Spider-Man, Peter Parker
4 Nice Try!
4 Going My Way?
4 Mobilize
2 Costume Change
4 Return of Donna Troy
2 Soul World
2 Entangle
3 Meltdown
2 Have A Blast!
2 Pleasant Distraction
whenever i build a deck, I want to know what my goals are. In counter-abuse, i wanted to counter as much as possible. In spider-city i wanted to teamup mk-sf-bh to use lost city.
what goes through your mind when building decks?
also ~ whats your theme for your clones build? just to hit your drops?
the theme i was thinking of was stalling till turn 7 or 6, then attack with all the spidys cause of scarlets' plus 2 atk and plus all the going my ways that i have at that moment. it can be anywhere from plus 3atk to plus 6 atk to all characters name spidy...plus jessica drew can plus 1 more atk if u can keep her on the field, which i think u can
the only thing that goes through my mind when i build decks is to have fun and attempt to beat the best deck out there
I recently built a SF deck and was unsure what method to take on it. Then my friend and I came up with a mutual idea that makes the deck quite effective. I just wanted some of the adivce of the hardcore SF players that have tested many different ideas of SF. Let me post the list, and then explain why I play the cards I do. Also I'll list the problems I run across and maybe you can help me out guys.
3x-ESU Science Lab
1x-Slaughter Swamp
1x-Soul World
The reasoning and strategy behind this is quite simple.
Turns 1-4 stall and defend as much as possible while keeping your characters alive. Turn 5 attack them and butcher the player in the most violent fashion possible.
I have 8 drops on turn 2 so I am gauranteed to hit one. Any of them have a positive impact on the game for either early or later. On turn 3, the two choices I have are great one helps recover me, and kill them. The other helps defend my characters. Turn 4 definately is PP more then any other choice. That guy helps play off the early drops and later drops. Turn 5 deck changes gears and goes aggro. Daredevil is for decks that curve, Firestar for weenies (although it will hurt in the begining she will decimate the little guys), and White Tiger is just great and a nice alternate drop. Turn 6 is Scarlet, seven Amazing, and 8 is Cosmic we all know the purpose of those characters and why they are played in the quantity they are used.
The Plot Twists are done differently. The Acro Dodge, Senses, and Distractions are used to keep the early game going and to keep me alive as long as possible. Now these cards are also useful in the late game in case I don't have something to exhaust their 7 I don't have to worry about my Amazing being stunned. The Last Stand is in my opinion one of the most amazing cards this team has ever seen. I start off by being attacked and Evading away takeing damage here and there, usually the small drops are the targets they evade quickly (Only Cardiac doesn't evade within the first 4 drops) Then they see one character, either PP, Daredevil or whoever, and plan an onslaught to stun him with breakthrough then use the rest of their team to attack. I flip a Last Stand and laugh. The attack pumps are to stun anyone who wants to be funny and use Def pumps, and so Daredevil can stun up curve.
The locations are there for draw power, recovering the discarded cards, and reinforcment.
The problems I have with this deck are as follows.
If I miss a drop I miss a BIG drop. It hurts with the little I have to search it out. I also have problems with Doom at times when he prevents me from using the plot twists from the hand and resource row it becomes damning. I need some help hitting better, getting my 6 drop on the field AND in my hand. Please rate/fix this thanks guys
If I miss a drop I miss a BIG drop. It hurts with the little I have to search it out.
There's your first problem. You need more than 2 Costume Changes. The best options that you have are Mobilize and Straight to the Grave+recursion.
Second problem is, from my experience, Acro Dodges and Spider Senses really isn't enough to stall or brickwall a deck that's built mainly for offense (e.g. High Voltage, Newest Brotherhood). Their characters usually have a high attack, and if you manage to pump defense they usually have an attack pump to match whatever you've got.
Last Stand... Well, just as an example, I have a Morlocks evasion deck that runs 8 1 drops and 6 2 drops, and even with that I still have trouble having 3 stunned characters on board. It's very situational, and not having 1 drops in your Spider-Friends deck means that you'll get to use it only on turn 5, and that's if (a) you hit all drops from 2 til 5 and (b) if you still have all of your drops. Against SF decks biggest weaknesses (that I've seen), it's useless because (a) either by turn 5 you've already lost or (b) you're up against a stall deck and they usually have a stronger end game than SF...
Barbaric Brawl - I don't get it, are you teching against cosmic abuse? The best attack pumps for SF (in no particular order) thus far that I've seen are Flying Kicks, Savage Beatdowns, and No Man Escapes the Manhunters...
Last Stand... Well, just as an example, I have a Morlocks evasion deck that runs 8 1 drops and 6 2 drops, and even with that I still have trouble having 3 stunned characters on board.
That's why I run 11 1 drops and 8 2 drops in my Morlocks deck.