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The deck needs swift escape.
I wouldnt be so quick to swap out those Dazzlers. IF you do you will be light on X Characters. X-Dream requires you to discard 1 x-men character which means that in the current incarnation, to actiavte turn 3 you will NEED 1 x Doomstadt, 1 x Latveria & 1 x Unlikely Allies out. The odds of that are very slim. Im playing Doomabomber right now and I can tell you that I rarely see both of those locations. Throw in the unlikely allies and it makes for a very unlikely scenario.
I would suggest that you change tactics. Forget about the early win and instead try to stall out till late game and either go for gamma bomb lock or Phoenix Force lock. You can use Marvel Girl to ditch to the dream should you be fortunate enough to get a few early game counters.
I made FF/X-men Dream deck last night and tested it against Sentinels and BBH. It can stall enough to maintain control. The turn 3 Flame Trap is enough for most Sentinel decks to lose their character advantage and Political Pressure takes care of the rest. I need to test it more before I can tell you is it good against rest of the field.
Dream decks can't sustain against anyone who runs overload or anything doom
I had a pretty sweet dream deck that won pertty fast ... the problem was that guys would resort to overloading thier own characters or just using robot destroyer to stun thier own guys or using search and destroy to take out their own guys
too many ways to kill yourself make dream decks impossible
the only way to GARUNTEEEE that the dream works is with jean grey or gamma bomb .... but then you run into a problem with stalling long enough for that to happen ... and since doom is the best stall but you need x-men to discard, you have to combine both groups
the only problem is that doom/x-emn can't stall nearly as well as doom by himself
I tried to tackle the dream for a while and I have it on reserve as a fun deck to play ... but on a competative level i can't sustain or be nearly consistent enough
I'm hoing something in DC or Spidey will help make the card more usefull, becuase it is an interesting conundrum
ALSO run x-corps. being able to gain life is a great way to stall a beating. If you get that out on turn 2 ... you could gain 28 life by the time the game is in your favor
But I certainly agree with you. Xaviers Dream is good but not nearly consistent enough to be considered for tournament play. Although there was that X/Hood-Dream deck that top 8'd at a pcq a while back so perhaps were just giving up on it too easily.