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Hey quick question, I've never saw it before, or even thought about it. Can you use two Team-Ups so your Sents can be X/F4 abusing Radiation AND Xaviers School?
Yes, but that likely wouldn't be worth the extra cards IMO - Xavier's School only works once per turn - 2 to 4 cards worth for 3 damage/turn in this deck would just gum up the works...I'd leave it out altogether...
I'm really digging the GCPD version of this deck. The synergy between Advanced Hardware, Stretch and GCPD Officer is simply awesome.
It'll be abolutely infuriating against any beatdown deck as you can trade 3 endurance straight up every time they attack one of your weenies (2 to transfer, 1 for GCPD stun).
Control will be an issue like you said. I'm wondering if you confused Advanced Hardware with Personal Force Field considering your remarks about protecting Stretch from Overload. If not, you might consider PFF as it'll shut down Reign of Terror and a bunch of other nasty PTs (Kidnapping anyone?)
Something else to watch out for is Thunder and Lightning. At the very least, they can force you into playing Cosmic Radiation at an inopportune time. At the very worst, they're gonna hurt you something awful.
One cool thing about GCPD vs. Thunder is that you gain reinforcement for all the GCPD Thunder exhausts.
I would think you'd want some more PTs or equipment which require exhaustion though. I'd hate to pin my game on only 4 cards and the self-reinforcement is just too useful to pass up.
Maybe Wayne Manor?
Edit:
Bat Signal, GCPD Headquarters, Clocktower and Dynamic Duo all work well ith GCPD Officer.
Maybe Tech Upgrade to fetch those AH and PFF cards? Picture it: they send a bruiser to crush a GCPD, you play TU to fetch a needed equipment card and reinforce the GCPD. Very not bad.
Maybe Spoiler in there as well. I know the extra cards may add too much, but the life gain for drawing with Longshot and your two per turn would definitely be worth it. If not Spoiler maybe adding a Gone But Not Forgotten. It seems to me if you can generate some extra endurance gain for the mid game you can flame on even more.
Another variation would be to play with GCPD (the location). If you can attack with several weenies on an odd turn and if you use three of more then there is a K.O. and one less attacker to worry about.
Control will be an issue like you said. I'm wondering if you confused Advanced Hardware with Personal Force Field considering your remarks about protecting Stretch from Overload. If not, you might consider PFF as it'll shut down Reign of Terror and a bunch of other nasty PTs (Kidnapping anyone?)
You misunderstood. My instruction was that you end the chain with the Advanced Hardware on Stretch so that your weenies don't get Overloaded.
My fault. I never really used Longshot. I never made an army deck that needed him. Gone But Not Forgotten might still work though. You certainly don't want to lose characters but you probably will. Why not gain the endurance from it?
I already have a deck like this that uses Brotherhood and Fantastic Four: "Brother's Fantastic Burn" So the idea is not new, but the article is still well written and worth a read.
Originally posted by fatalsync You misunderstood. My instruction was that you end the chain with the Advanced Hardware on Stretch so that your weenies don't get Overloaded.
Paying 2 endurance to avoid taking a loss of one doesn't seem like a good trade.
Especially if you're oponent isn't running Overload.
I'd rather leave AH where it's at and transfer it in response to Overload.
After all, the only real threat is Finishing Move-type effects robbing you of an Advanced Hardware.
Oh yeah, my GCPD version uses just about all the tricks you mention. Clock Tower is insane in this deck. I'm also running Wayne Manor. The others, I haven't tested yet, but I'm trying to maintain a magic number of 12 different cards on the deck.
I run my straight up FF toys deck similar to this with no army characters.. it runs hotshot and has done 30-40 damage in one turn.. it's a really nice way to even up the field when you don't have the initiative.. 2x advanced hardware = 6 damage hotshot = 5 x cosmic radiation.. usually amounts to alot of damage quickly, i haven't posted a list of it because i think the deck has been done b4 but not with the emphasis on burn like mine.. basically it runs the 2 drop mr fantastic and she-thing.. then ben and ms. hulk.. 4 drop is either invisible woman or hotshot.. depending on your 4 drop that u draw you will play it differently.. draw hotshot.. put a PFF on him and burn away.. draw invisible woman and you can either personal force field her for more insurance or use her as a beatstick with advanced hardware..
1- yeah, she is weak and costs 3, but she makes longshot a gurantee.
2- During your burn you can also force 2 card discards form your opponent if she is also part of the team up. Longshot technically need nto be part of it at all, and the school is a single use trick.
3- If she IS teamed up, you gain 2 endurance every time you burn, which coutners the 2 you spend when you move the advanced hardware around... so your net is a loss of 3 to your opponent and yuou remain the same!
Originally posted by i3ullseye My addition? I would splash in Madame Web.
1- yeah, she is weak and costs 3, but she makes longshot a gurantee.
2- During your burn you can also force 2 card discards form your opponent if she is also part of the team up. Longshot technically need nto be part of it at all, and the school is a single use trick.
3- If she IS teamed up, you gain 2 endurance every time you burn, which coutners the 2 you spend when you move the advanced hardware around... so your net is a loss of 3 to your opponent and yuou remain the same!
Tasty!
Yeah, she's definitely a good option, but it's terribly difficult to pull off a 3 way team-up and she costs you 9 burn for the 3 1 drops you can't play. I think Wayne Manor is the better alternative.