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Can you win on 6 if you have 3 end left? What if you have 5 left? and they are at 25?? Thats the Problem, Winning on evens only matters if you dont loose on turn 5 (assuming you dont have a deck that can win on turn 4, and no I am not talking about SqS)
Odd Intitive In soo Important cause there are so many Big and Benchmark 3 drops that stun 4 drops (and some 5's looking at you BP and Lark) without Help that stay till turn 5 that make swing that far up the Curve game Shatering.
The only thing That really matters is that you have Intitive on your Kill turn, and if your Kill turn is 6 or 7 I hope your deck is solid and you are very Lucky.
You want odds because you want to win on 5. If you can't finish the game on 5, you at least want to put it out of reach for your opponent to win on 6. I have seen it time and time again in testing the various aggressive decks. If you wind up with evens, you are pretty much guaranteed to lose unless your opponent gets a bad draw. Games just end on turn 5 or put any chance of a win out of reach for you to win on turn 6 if you get evens.
So, if you're making a deck to win on turn 6 you better have an amazing plan to not lose on turn 5. You must also have huge plays to overcome a very likely huge END deficit in your opponent's favor where a single stunback on your attack probably loses you the game.
If you could've won on 5 if you had init, then why can't you then win on 6 (assuming your opponent didn't win on 5). Maybe I'm missing something. I'm not saying evens is better, but our testing hasn't really shown a huge advantage to 1 initiative. Generally the deciding factor in a win or a loss is:
1. which deck got a better draw.
2. which deck had a better matchup.
Of course if you're both just playing smash face big huge guys then odds are very good the game will end on 5 and whoever has init on 5 will win.
dalton do you agree or disagree that stun backs are huge in this format? if you agree.. thats why odds are better. cus you just use all your pumps on 5 putting them either at dead or at like 5 or less EASILY. their inititive chances are you will stun back by your stats alone (marrow,nuke,hump,morlock fatties) die to burn (golden archers) die to stun back pumps (boot,mansion,retribution,heroes in reserve,and too many more to name.)
and the fact if you ALMOST won on 5 your opponent will have 2 characters out on 6 and its much easier to reinforce against 2 characters.
now there are SOME GAMES where i see turn 6 win or goes to turn 7, but thats when like magnetic force is used more than once a game :[. and that usually just make the kill turn a turn later.
tigolbitties4L: To answer a question you posed to someone else, of course stun backs are important in this format. However, many of these decks can win on 6, even if there is a pretty big difference in endurance totals going in. Every team has access to at least flying kick if not more specific ways of breaking formation and reinforcement (Sabertooth and Caliban for attacking hidden characters, Harry Delgado and Morlock Justice for screwing reinforcement, and even Wonderman for forcing certain formations). Take the Brotherhood for example. Delgado takes away reinforcement on a character, then smashes in with as many pumps as they please (which any good player would have saved as many of these pumps as possible until kill turn). Following that up with a non-stunnable Sabertooth attack, and even a large difference in life totals can swing wildly the other way. This example is not far fetched and is typical of this format.
Originally posted by tigolbitties4L dalton do you agree or disagree that stun backs are huge in this format? if you agree.. thats why odds are better. cus you just use all your pumps on 5 putting them either at dead or at like 5 or less EASILY. their inititive chances are you will stun back by your stats alone (marrow,nuke,hump,morlock fatties) die to burn (golden archers) die to stun back pumps (boot,mansion,retribution,heroes in reserve,and too many more to name.)
and the fact if you ALMOST won on 5 your opponent will have 2 characters out on 6 and its much easier to reinforce against 2 characters.
now there are SOME GAMES where i see turn 6 win or goes to turn 7, but thats when like magnetic force is used more than once a game :[. and that usually just make the kill turn a turn later.
They are just as likely to stun you back on your attack on 5 as you are to stun them back on 6. Also you're just as likely to only have 2 guys to attack w/ on 5 as they are to only have 2 guys to attack w/ on 6 (barring underdrops or evasion). Just cause you almost put them at 0 on 5, doesn't mean that doing that last few points will win you the game. They may very well put you well below 0 on their init on 6.
Originally posted by Dalton If you could've won on 5 if you had init, then why can't you then win on 6 (assuming your opponent didn't win on 5).
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Of course if you're both just playing smash face big huge guys then odds are very good the game will end on 5 and whoever has init on 5 will win.
If you want to win on 5, you play Smash Face Big Huge Guys (SFBHG). If you don't, then you better have a deck that can survive against SFBHG to not lose on 5 and win on 6, or you lose on 7 for the same reason. Marvel Modern is proving to be very aggressive and quite slim on the chances of making a deck that can reliably survive past turn 5 against these hyper-aggressive decks.
You also don't want to be in the situation where you get odds and can't win on turn 5, and then your opponent smashes you on turn 6. Any of these hyper-aggressive decks can win on turn 6 just as easily on 5 if they didn't lose on 5 when they have evens.
Deck building strategy is pretty much "win on 5" or "don't lose on 5". It's proving to be much tougher to do the latter than it is the former.
Smash Face Big Guys is only one of the handful of decks most people should be testing right now...
The rotation has to be Smash Face Big Guys, Bash Face Lots of Little Guys, Smash Face Medium Size Guys with Burn, and obviously everyone's favorite: We Don't Have a Prayer in Modern Age, Yet People Think We Do Guys.
If you aren't testing against these "secret" decks, you are not testing right.
With that said... I do feel that about 70% of all match-ups at Atlanta will be determined by who has odd initiative ;)
Originally posted by Dayspring tigolbitties4L: To answer a question you posed to someone else, of course stun backs are important in this format. However, many of these decks can win on 6, even if there is a pretty big difference in endurance totals going in. Every team has access to at least flying kick if not more specific ways of breaking formation and reinforcement (Sabertooth and Caliban for attacking hidden characters, Harry Delgado and Morlock Justice for screwing reinforcement, and even Wonderman for forcing certain formations). Take the Brotherhood for example. Delgado takes away reinforcement on a character, then smashes in with as many pumps as they please (which any good player would have saved as many of these pumps as possible until kill turn). Following that up with a non-stunnable Sabertooth attack, and even a large difference in life totals can swing wildly the other way. This example is not far fetched and is typical of this format.
yes but the fact is at least from my testing is YOU DO win on 5 anyways. and there are other cards to put in variables
sorry dalton i wasnt more informative it really depends on the deck you're playing. against avengers vs avengers sure its probly better to have even init assuming they dont kill u 5. but for ALOT of decks 5 is the "hey i win and theres nothing u can do about it" turn. and on how many characters you have a turn also depends on your deck. i could pancea potion into 5 and have 3-4 characters,or i could be morlocks, or i could amelia vought it up, or i could like underdropping.
honestly in this format i'd take ODDS no matter what just so i can prevent decks from winning on 5. cus trust me there are multiple decks in this format that reliably win on 5. (im sure you've already figured that out dalton.)