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i'm just surprised that you don't use never give ups in your deck. i use them in my MK Xstatix deck and it makes for a very interesting turn 6 when i attack with zeigest then never give up the other guy to use his ability and then have a 14/14 zeigest attacking. you could use NGU with your 7 drop goblin, attack then NGU, burning the guy and taking down one of the big guys, or if you somehow have two other guys out there you burn twice using that, if you have two NGU's
just a suggestion.
Actually, Big K, I like to play Venom on turn 5. You want to see something sick? do the following.
Turn 4. Recruit U-go-Girl, bouncing X character.
Turn 5. Recruit Mendel Stromm. Recruit Venom and EAT U-Go-Girl. KO Mendal Stromm to put a +1/+1 Counter on Venom. Because you recruited 2 Synister this turn, slap a Goblin Glider on Venom.
Stats? With Cafe and Star of the Show, our Venom is a 7/7...8/8...10/10... 14/14..
Yeah, I tried this team-up a while ago shortly before I tried my ill-fated Doom/X-Statix team-up.
The whole point of my making the deck was to give Hobgoblin's awesome effect a good home. The ability to put your opponent behind a resource is too devastating to pass up. I can't believe you'd pass on it. I used 5 drop Orphan who exhausts if you have newly recruited character in play. I prefered to take evens so that exhausted Orphan on turn 5 wasn't so bad, and so that on turn 6 I could KO Hobgoblin during my recruit step with X-Statix HQ and gain 6 endurance, a card, and KO my opponent's resource before he could recruit a 6 drop. The jump in stats is so big between a 5 drop and a 6, if you screw your opponent at this critical turn, he will likely never be able to stun 7 drop Anarchist the next turn, assuming you have Cafe in play and a Dead Weight. Usually if you can pull off this Hobgoblin trick, you win.
Both players "KO's" a resource they control when the sack
Hobbie right? so how can you play a 7 drop anarchist if you have 6 resource on the next turn? :D
Originally posted by Messiah cool article. actually, im just posting because i am so freaking jealous of his avatar. Not only is that my fav villian, but the way the colors wax and wane make it look uber cool, congrats.::Cough::Someone should make GLC Avatars::Cough::;)
Thankyou. The DGL avatars should be available soon.
As for the HobGoblin comments. I agree, he would be awesome, but as I stated in the write up, it really would require a strategy focused on him. He would probably be better suited to a standard XS/SS team up rather than the loner build.
Farchyld. This is why I like the guy so much. His effect makes him such a good bet at a selection of drops. Personally, I don't have the room for gliders - but how scary would that scenario be!! Wow.
Never give up was something I thought about for a while, but what I have found is that in a loner build, teching can be a life saver. By making preparations for my opponents deck I feel more confident leaving one guy on his own (when it's required). If I filled all my slots with little regard for my opponent, you can often find youself under the kosh when on defense. At the end of the day, it all comes down to running work works best for you.
The point with Hobgoblin is that, with Initiative on turn 7, you can build a resource, generate 7 resource points, play Anarchist... and KO Hobgoblin (or KO Hobgoblin to HQ.) The result? You have a 7-drop, the other guy replays turn 6.
With all the weenie/swarm decks running around, I've found Glory Hound to be an invaluable card. I use every one I draw every game. Generally to funnel specific team attackers in to Zeitgeist on 6. You'd be surprised how many experienced players will team attack him without realizing I'm going to stun 2 of the team attackers and likely not stun.
Mendel Stromm doesn't seem worth the trouble, Chameleon would be the better choice as he helps get the team up active.
Finally Doc Ock's Lab should be tremendous in this deck. With all the life gain this deck has you should never have a problem paying 3 for +3 ATK.