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But brainpower should be your thing with a screen name like I.Q.:p
I am actually looking forward to all of the Spidey cards getting released. I am anxiously waiting to build a full deck, not just with the starter cards.
It ain't no me fault that me initials is IQ, but I sure are smart.
I know trying to outsmart a player is a good way to defeat control decks but it's not very consistent. If I go with the New Brotherhood I'll be forcing the Doom player to play around my deck instead of the other way around.
Not a bad way to go. i don't actually play brotherhood. I'm one of these weird players that have character loyalty to a specific team (FF4 and the new Spidey people) but I would like to give the Brotherhood a shot.
FF Beats (Bumper Car Deck) does great against doom. Basically it plays bigger people then doom and uses personal forcefield to counter most of the doom tricks, since they target a character, when stretch is out just move the forcefield to whoever is targeted. Also you will need to beat them before turn 9 when they can gamma bomb but you should win turn 7 or 8 with really big Hulk, thing and IW, 2 fantasticars and a personal forcefield should do the trick.
FF bumper cars definitely runs all over doom decks. I was playing an INCOMPLETE FF/Xmen deck with only 2 cars, no antarctic bases, 1 signal flare, no heavy hitters, and only 1 clobberin' time, and I beat 2 well-equipped (one of them had so many cards the deck was made of all holos) doom decks in the same tourney. It was just too hard to keep his stunage down, even with mystical paralysis. The fantasticars make every char. a threat.
As for beating them before turn 9, peterparker, a real doom deck will bomb on turn 7. But really big hulk can end on turn 6 if you drop a ton of equip turn 5.
Well, as a Doom player, I should know what I am weak against. First thing's first: Apockalypse shuts Doom down. Killing those preceous resourced plot twists stops Doom. Another thing that hurts doom is not having initative on the even turns. If you think about it, a Doom deck with initiative on turns 4, 6, and 8 is near godly. An expeirinced Doom player will never take initiative on turn 1. The reason is because recruiting, and then attacking with each Doom is wonderfly devilish.
With the new spidy starter, another answer has arisen to at the very least, annoy the hell out of a Doom player. Actually, there are 2 answers: Black Cat and Madame Web. Both of those cards prove to be EXTREMLY annoying, and Doom players will look at them as big threats, and will attempt to take both of those cards down. But the thing you should do is to attempt to take a doom deck out around turn 6-7, before the 8 Doom finishes you off. That is all you can do, since Doom is so good at shuting players down. Just my two cents. ;)
well as a doom player i see that... you cant take us down... we will counter yur takedown... yes u can take us down for one turn but after that then we will just bounce back. sure ka-boom can kill but if yur smart we wont play it ofter the first one is destroyed... see we can adapt to any situation :devious:
problem is Doom has such complete control over plot twists and the ability to stop you from playing yours that you cannot keep up. He is the best deck in the game when played right, no doubt. How likley are you to have forcefields on all your 3 cost (or less characters? What else are you going to play on turn 4 if you play even 1 - you will be behind on the cost curve (espeically if you play brotherhood). Beside any decent Doom deck will play the sentries and puppet master to tap out characters to prevent you from acting which is absolutely huge. That is where Doom's power lies; the ability to get any of the kill cards when necessary (reign of terror, valeria, mystical paralysis, faces of doom etc) when needed is just insult to injury. If PFF cost 0 somwhow then it would be more viable but having to play equipment in order to keep characters alive and on the table means that they are not going to be playing much in the way of characters as well (turn 4: either a 3 coster + PFF or feral rage?). Besides cards like Robot Destroyer stop most big cards dead, such as Blob or sabretooth.
this is why doom is the most powerful faction; Kaboom is nothing. Shutting down one Doomstadt is really of little consequence (they will have more and you will lose resources).
I am a Doom deck player and yes, it aint easy to stop a doom deck but it is not exactly unstoppable.
To properly play a Doom deck requires lots of concentration and thinking to actually make it work the way its suppose to be. So yes, we took the hard route of doing lots of thinking so it is only fair that our opponent has to take the same route to take us down.
So yes, FF deck strikes fear in most of Doom players mind simply because they have the best char curve so far.
When i play against my opponents, never have i not feared his deck because,well, if an opponent outplays you then no matter what deck he is playing it is a fearsome deck.
thats my two cents. The only way to stop doom is to outthink doom.
ps: its not that difficult to outthink us if you have played with enough doom players...i mean...come on..4,6,8 drops are already rather predictable..
Which means other players have to think better than us. Most of the time doom players think ahead of what we are going to do because lets face it, from turn 1-3 there is really nothing much we can do cept for damage limitation.
And if they look at a doom deck, it is not that difficult to think ahead what we are going to do come turn 4,6 and 8. Doom is definitely going to drop. And knowing our strategies, thats when we deal the most amount of damage. The rest of the turns would just be simply stalling our opponent.