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Originally posted by PANDAmonium I think Nature works with anything because its main job is to accelerate mana, which every civ needs.
I don't think every civ needs mana acceleration. Plenty of decks are better off without it because the nature part of the deck may not compliment the other part well. Fire for one, is good without mana accel because most of everything is cheap anyways. Not to mention decks that focus heavily on mana accel usually are wide open for turn 1-3 because they are spending time upping their mana. Decks like rush capitalize on that and get a lot of easy shield hits and can win faster than if you had blockers to slow them down.
Not really about what civs are chosen but what cards from within the civilization are chosen. Any civilization combination can beat any of the others if it is built well. Just my opinion. But one thing I like to do is use all the civilzations combined so they all work together, hehe. The most annoying combination would have to a good old Black/Blue followed by Black/Blue/Green. Both are solid and tough to beat.
I can recall only one of you stating the unltimate combination: Darkness/Fire. The reason for this is that you can destroy the opponents blockers and other creatures with spells and creature effects from both civs. Then when you have complete control over the field you can slaughter your opponent's shields with Double Breaker.
I think Fire/light is the best. Fire has the best creatures and Light has the best blockers. The only bad thing is fire has high cost creatures and mana destruction could seriously mess up your game. Other than that Fire/Light beats all!
i'd say darkness/light, while light taps, darkness destroy, holy awe or anything that taps like solar ray or moonlight flash combined with creeping plague can deliver serious damages
i say fire and light, just look at their creatures and spells
ligth creatures are good blockers, and their spells tap creatures
while fire has creautres that are power attackers that can destroy some pesty creatures that you may want out, and some fire spells like magma gazer are even more devastating
i like Water/Nature because it offers different things to the table. It has its its version a permanent removal (Natural Snare). It has temporary removal with all the bounce, Great evos and it has its way of dealing with blockers (Crystal Paladin) and dont forget mana accel and card searching
I second that CrimsonBrawler. Water and Nature is awesome. Drawing cards super fast and bouncing, with mega mana acceleration (and elf X) make that type of deck hard to beat.
Fire/Darkness- Excellent because Darkness removes the creatures so your fire creatures can attack.
Fire/Water- Ok because Fire depletes your hand and water builds it back up again.
Fire/Light- never used this. I think it might be ok.
Fire/Nature- it has worked well for me on many occasions, as you get out your big red creatures quickly.
Darkness/Water- Works well, becauswe if you can't bounce the darkness gets rid of them, although not even close to my favorite combo.
Darkness/Light- Goes well because the blockers stall so you can destroy the creatures before they can do anything else.
Darkness/Nature- Nature speeds the mana so the big Dark creatures can come out as early as possible.
Light/Water- Light provides the strong blockers and at times big attackers. The water also gets around blockers.
Light/Nature- A nice combo since the nature speeds the mana so that you can break out Urth early.
WATER/NATURE- The best combination of them all. The nature has very good Evolution creatures that can attack straight through after the water bounces the creatures. Also The water civilization has creatures that attack straight through.
I agree with Water and Nature being the best combination between any two civilizations. Here is what each color supplies in my deck (that has won tournaments and beaten the Kaijudu Master twice).
GREEN: Beastfolk like Bronze-Arm with their speedy Evolutions, namely Barkwhip. Natural Snare is there for perament removal as well.
BLUE: Draw power from Hulcus and Brain Serum. Cheap blockers like Marine Flower, soon to be Hunter Fish. Spiral Gate can bounce things and Corile handles evolutions.