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Originally posted by WarHULK My new Xmen/Doom deck also runs 4 overpowers to help remove most of the opponent's cards from the deck. Losing 5 cards into the KO pile is *almost* never a good thing for anyone unless you're running a Colossus that needs to be beefed up... Even then, 5 cards, that hurts.
I absolutely love having this card played against me when I'm running my Brotherhood deck. It turns Avalon Space Station into a character tutor.
Yes, but at the same time you end up losing quite a number of important PTs and Locations in the process. I know I don't like to see a fair number of my important cards go away on me. What happens if you end up having to discard all your Space Station Avalon cards through the Overpowers?
Originally posted by WarHULK Yes, but at the same time you end up losing quite a number of important PTs and Locations in the process. I know I don't like to see a fair number of my important cards go away on me. What happens if you end up having to discard all your Space Station Avalon cards through the Overpowers?
Any good deck plans more than one route to victory. I don't need Avalon Space Station to win; it just makes the task easier.
The same goes for any single card. Overpower won't get every useful card in my deck because they're all useful on their own and even better together.
Guys, I've seen this deck and it's monstrous! It's the most vicous Skrull/Negative Zone Combo you've ever seen. I mean the second he pulls out Power Skrull: Angry Birthday Clown you know it's all over. Worse yet, he's got a copy of an Omega Rare Plot Twist called "Oops, you bwoke it." If I'd have had my "Everything is Fine, Nothing is Broken" card, I might have pulled through.
Here I was thinking there would be some decent discussion about a broken deck, then *poof* abso-frickin-lutely nothing! So much for trying to glean something meaningful off of this post :P :)
Oh, and I've got a broken deck that always wins by turn 3!
It is technically possible to get a turn 3 kill, it would require getting 3 TNB in your resource row, getting a Dual Side arms on every drop, and getting 1 2 3 drop on their respective turns. Also this assumes your opponant is never able to recruit!
Originally posted by cdaniel It is technically possible to get a turn 3 kill, it would require getting 3 TNB in your resource row, getting a Dual Side arms on every drop, and getting 1 2 3 drop on their respective turns. Also this assumes your opponant is never able to recruit!
I know ;-) Just pointing out it was technically possible. And i'm sure you could so it by turn 3 every time if you stacked your deck and knocked out your opponant
I find it incredibly amusing, and this is for any CCG really, not just this one - where someone gets stomped by a deck and INSTANTLY assumes that their opponents deck is broken...
I also don't consider anything that sets up on turn 8 to be "broken" LoL.
This talk is just too amusing for its own good.
Can't wait to see that Skrull/Zone broken combo tho, sounds absolutely incredible... :p ;)
To say one deck is broken in this game when only one set has been released is impossible. I think there are 3 or 4 deck types that are equally powerful. This is more than most CCG's have, most other CCG's have one deck type to rule them all. Marvel seems to have quite a few that are equally good.
People lose a game and immediately cry "broken!" or "no side deck?" or "no ban list?". Get over it people you lose a game then you lose a game. Just because one person loses to a deck doesnt mean its broken. Infact although there are some really powerful cards in the origins set I see no reason to restrict or ban any of them.
Turn 8? not quite. Most of you were not looking to discuss a broken deck just a quick advantage for yourself. I have played CCGs since Magic and have been competitive in all. This is legal within the rules and does work. No ccg is totally balanced. I am not sure if he will be playing in Philly but we will be at Origins.