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The problem with trying to split the deck between reservist and leader is this -
The best reservist cards need a lot of reservists in your resource row to be effective. Black Panther wants three there on turn 3, Wonderman wants 5 there on turn 6, Avengers Mansion and Heroes in Reserve both want as many there as possible. Generally, the Mansion should be your -only- non-reservist resource if you're drawing well.
The other problem is that the only real incentive to have Leaders is Avengers Assemble! And AA! needs at least a dozen or so Leaders before you can really consider it.
Quote
Characters
Rick Jones X4
Wasp X4
Captain America, Steve Rogers X4
Quicksilver X4
Iron Man, Tony Stark X4
Hawkeye, Clinton Barton X4
Monica Rambeau X4
Captain America, Super Soldier X4
Hercules X4
Plot Twists
Heroes in Reserve X4
Call Down The Lightning X4
No Man Escapes The Manhunters X4
Flying Kick X4
Earth’s Mightiest Heroes X4
Savage Beatdown X4
If you're set on going with a Leader theme, then you'll need to play Avengers Assemble! for a start, as it's really the only reason to play Avengers Leaders. Although I don't think the following list is actually good, I do think it's better.
4 Rick Jones (R)
4 Natasha Romanoff (R)
4 Wasp (L)
4 Quicksilver (R)
3 Captain America (L)
4 Hawkeye (R)
2 Iron Man (L)
4 Captain Marvel (L)
3 Captain America (L)
2 Hercules (R)
But really, if you want to go mono-Avengers, I think you virtually -have- to run it primarily reservist - the payoff (Panther, Wonderman, Heroes, Mansion) is so much bigger than just Assemble. The only question is whether you run just enough leaders to enable Assemble, and for Golden Age the consensus seems to be 'no' at the moment.
try this, my friend has this, he has fun with it, the reason avalon is there is to combo wit hulk and assemble, so u can recycle the leader that r in ur k.o. pile and hand, try it, i think u'll really like it, entangle is there for rush and ect
Wasp x4
Black Widow x2
Falcon
Quick Silver x4
Captain America X3
Iron Man x4
Warbird x2
Hawkeye
Monica x3
giant man
captain america x2 (6)
vision
hulk x3
thor x2
avenger assemble x4
savage beat down x4
no man escapes the manhunter x4
legendary battles x4
finishing move x3
nasty suprise x3
entangle x2
Wow. Thanks for the replies guys. Some very interesting thoughts about Avengers Leader. Just a quick question. I saw the build with Natasha Romanoff and like the idea of her, but then Falcon seems to look just as good especially if the build focuses primarily on leaders? Also, I like Playroom since team attacking is another focus in the deck. How about a spot for it? What do you think?
Falcon's entire upside is that, sometimes, she has 1 more attack than Natasha. Against that we have Natasha getting free stuns... I'm also biased in that I have an unhealthy liking for the 2-drop Natasha card, it just seems to be one of the nicer-designed cards in the set.
Playroom shouldn't really be considered unless you're trying to go all-out blitz team-attack, which probably means a very aggressive, off-curve, probably multi-team deck. Just using it for the odd chunk of endurance in what is otherwise largely a curve deck is an inefficient use of deck-space. Basically, if you wouldn't play Surprise Attack in a deck, you probably shouldn't be playing Playroom.
Originally posted by Steve Rogers Interesting. Just out of curiosity, what does Beast do for the deck? And if Avengers Assemble! gets put in, do I then replace the Heroes in Reserve?
I would replace the hereoes in reserve for Avengers Asssemble because adds to the consistancy factor of the deck it allows you to search out cards in your deck faster for your win condition but i guess that would only be good if there was a consistancy issue
Why not try a Justice For All build w/ Avengers and Thunderbolts?
4x Wasp
3x Falcon
4x Citizen V (3 drop)
3x Cap America, SR
4x Iron Man (4 drop)
2x Thor (4 drop)
4x Hawkeye, LBE
2x Monica Rambeau, Cap Marvel
4x Cap America, SS
3x Hulk
1x Thor
4x Avengers Assemble
4x Justice For All
+ Whatever you have to run here
The build is really consistant and moving the leaders with JFA is really disruptive during combat. There is a thread about it here on this board if you search for it. It wrecks Avengers Reservist, I can tell you that much. I played it to a top 4 PCQ finish. My only losses were to Squadron, but I was playing no anti-rush. Would top it off with Total Anarchy or Flame Trap if you have them for Golden Age.
Originally posted by Nuse_ii Are you suggesting him to try and accomplish such a feat for building such a pile?
On to the fixes. Scrap the deck. It's terrible and effectively ignores every good card avengers can utilize which are: Black panther/call down the lightning/heroes in reserve/wonderman/she-hulk/dane whitman. Go with reservist or go with another deck.
Theres a reason noone plays doom "beats".
This deck may not be competitive enough, but I feel it can be a very fun deck to play with. So, I am giving opinions to make the deck as good as it is. If it's a tournament deck, I suggest scraping as well.
Interesting build in reference to the Thunderbolts Team-Up. A couple questions though. Instead of Falcon, how about Beetle (Team up tutor when he gets stunned)? Also, how do you use Citizen V? Do characters ready automatically after combat if they're adjacent to him? I'm somewhat confused. And why not keep Quicksilver as the backup to Captain America on the 3 drop?
If you are teaming-up TBolts. I suggest playing almost everyone a leader. Then, you can make use of Cap(6), Wasp or Hawkeye(5) along with Monica's ability. Then, you will save some space for Legendary Battles.
I don't see how Helmut Zemo(3) and (6) allow your characters to ready automatically. By right when you attack, your characters are exhausted, but there are ways to ready them like Deadly Conspiracy within the attack. Helmut Zemo (3) will give you the +3 attack if you are able to be readied within the attack.
Quicksilver is better than Cap. That's my opinion.
My brothers and I built a similar Justice For All leader build. Some things we found from testing that are:
A Second Chance is really good, especially when you have Helmut Zemo out, and can recover him for a surprise stun-back.
Also, Helmut in general is much better than Cap at 3-drop. Our 3's were Helmut and Cap, but we always wanted to play Helmut. His 5 DEF helps against any non-rush deck, and if the opponent is lacking in flight, you can sit Helmut behind your 2-drop for an auto-stun back, and then move Helmut to the front row with JFA, so he can attack.
You probably want to play some Beetle 1-drops, to make sure you hit JFA.
Also, Beetle 7-drop is a much better 7 than Hulk. Plus, he's another leader that you can discard to Assemble.
I didn't even think about the Beetle Leader at 7 which does sound better than Hulk in this build. Also, what about Justice, Like Lightning in this build as well as Avengers Assemble!, and Justice for All? And what about Dealy Conspiracy instead of A Second Chance?
4x JFA (team-up)
4x Avengers Assemble (char. tutor)
4x No Man Escapes The Manhunter (to pull Hounds or Panther out of the hidden area)
4x Savage Beatdown (combat pump)
2x A Day Unlike Any Other (back-up team-up)
4x Acrobatic Dodge
2x Nasty Surprise
This PT selection was done before the rise of Chicken Supreme, so some changes have been made. First, I dropped the Nasty(s), an Acro Dodge and the Day Unlike Any Others for Total Anarchy.
I was running the one-drop Beetle to pull the team-up earlier, but if you don't hit him on one, he's a dead card in hand. The basic curve idea is this:
Turn 2: Wasp (Falcon as back-up)
Turn 3: Citizen V (Falcon as back-up)
Turn 4: Iron Man (Thor as back-up)
Turn 5: Hawkeye (Monica Rambeau as back-up)
Turn 6: Cap America
Turn 7: Hulk
Turn 8: Thor
Citizen V is in there at 3 to make sure you can pull off the team-up early. You want to flip JFA only when needed to keep the surprise factor intact (makes your opponent make stupid combat math errors) or to be able to Assemble for Hawkeye if you haven't topdecked him. V is decently-sized for his spot (a 5 defense). His ability is one that comes in handy as a mini-Nasty Surprise if you've hit your team-up and can move him adjacent to a defender who may be just a little shy of a stun-back.
Iron Man at 4 lends his +1/+1 bonus as well as flight and range to those who need it. I was running a copy of Cobalt Man<>Iron Man in testing, but pulling off his double loyalty was not always the easiest thing to do (esp. when CS was Hound-Locking everything). Thor makes a good back-up here. None of the Thunderbolts 4-drops I tested here were working consistantly.
Hawkeye on 5 is where it gets good. Now all your lower drops can attack up the curve without worrying about a stun-back. Next to Iron Man, he is a 12/10 5 drop (15/10 while ready next to IM and Citizen V). You really don't want anyone else here, but Monica is a sub-par back-up plan and is good to throw out to an Assemble if needed.
Cap on 6 is incredible. The ability to move him around so he can share his bonuses with your board is even better. Hulk on 7 just seemed like the natural fit (with his discard requirements) and the fact that he is almost impossible to stun is even better. He will win games for you. If not, you have Thor on 8 to give his HUGE bonus to everyone you own (who should ALL be next to Cap as well) so you have massive attackers who can't be stunned.
Granted, the deck is not perfect, but it does run consistantly. There is a little flexability with the tech that is available, so try what you like. Justice, Like Lightning is great, but limited to combat. Entangle would prob. be a good addition here to hold down the weenie hordes.
As great as Thor (8 drop) would be to get out, I just hate the idea of having the game get that deep. Ideally, I think a 7 drop should be enough for a deck like this that hits its drops and having the space for other cards can also help. I was looking at other related Leader Team Up builds today and wanted your guys' take on Legendary Battles in this build?