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Originally posted by The Batman I like the idea. I am wondering if you even need Alfred at all.
Truthfully, you don't. Everything you play in the deck is available in enough quantity to draw into it.
The JLI low drops are great, but you don't necessarilly need them. You probably won't need things like BWA HA HA! until round 4 or so when combat really starts to heat up. I tend to run 8 Characters at each drop 2-4, 4 copies of 1 GK and 4 copies of 1 JLI. 5 or so 5 drops, always with reservist, round it out.
How does the deck seem to do for you? Are there any matchups in the current meta that it does particular well against? What are the bad matchups? How about Titans. Do you play Titans a lot with it? Titans is one of the tougher decks at my hobby league and I am getting sick of losing to it. Can you post a decklist of what you run to give me an idea?
Originally posted by The Batman How does the deck seem to do for you? Are there any matchups in the current meta that it does particular well against? What are the bad matchups? How about Titans. Do you play Titans a lot with it? Titans is one of the tougher decks at my hobby league and I am getting sick of losing to it. Can you post a decklist of what you run to give me an idea?
I don't have a full decklist on me. Here are the Talking Points:
Full complement of BWA HA HA!, 2 Fizzle, Lots of Pump.
2 Utility Belts.
Titans is kind of a rough match-up for everyone. Utility Belts help. Roy has a hard time going off if you have a utility belt equiped and BWA HA HA's in hand. Evasion + Utility Belt = Less Pain.
I haven't played it in a while, so it's not exactly optimized against the rest of the field. I'll try to find my declist tonight.
here's a deck that i've been tinkering with for a while now, take it apart as you will. it built to be a aggro, without Savage Beatdown( $40 for a card is just wrong)
4x Tim Drake-Robin
4x Huntress
2x DLL-Black Canary(3)
3X Cassandra Cain-Batgirl(4)
2xDG-Nightwing(4)
1x Ragman
4xBatman(5)
2xCatwoman(5)
3x DG-Nightwing(6)
2xAzrael-Batman
1xBatman, Shadow of the Bat
1x Supes, BBBS
4x Flying Kick
4x Acrobatic Dodge
4x No Fear
3x Bat-Signal
3x Detective Work
2x Finishing Move
2x Blood in the Dark
Originally posted by ObsidianKnight Well you can design a beatdown version that can kill on 5 and you can bash with Devil. But your right he isnt a good choice other than that.
Versions that Kill on 5 would better use Dinah Laurel Lance instead (12/10) vs Tasmanian Devil (12/7) ... Both reservist one with range, one searchable with UN General Assembly...
Originally posted by TheLord Versions that Kill on 5 would better use Dinah Laurel Lance instead (12/10) vs Tasmanian Devil (12/7) ... Both reservist one with range, one searchable with UN General Assembly...
Seems like a no brainer to me.
Maybe exept if you want to curve out to 7?
Or 6. In my build, he was only there to facilitate a turn 6 if necissary. 2 Characters with the ATK of 6 Drops can really swing the game. :)
Thanks for all the input. It's given me a lot of good ideas. I'm gonna try out Doom/Gotham and JLI/Gotham and see how those work out.
Has anyone tried any crazy team ups. I know when Man of Steel came out I was tinkering with Darkseid/Gotham. 5 drop Batman with a Beta Club seemed nuts. Just couldn't get it to work for some reason. I haven't tried it since then. A lot of cards have come out since then. Has anyone tried anything out like that. What about failures. Anyone tried any builds or team ups that just didn't work no matter what you did? Keep the good comments rolling.
Control aspects. The new Lex, Zod, Dinah, Dominus, Fizzle. Using 5th dimension to put 2 of the same characters into play or bringing back cosmic counters.
Hostage situation for ongoing pts like dyn. duo for instance.
It's more fun than competitive. You could stall till Big Bat or Doomsday. I'm sure with work it could do fairly well.
For instance for those pesky weenie rush decks flame trap + massacre = board clearing. RS is one of my favorite teams that has great cards and potential but they need help.
Well, there's always Sin City, but in the current GA metagame, you may as well just donate your entry fee to the PTO rather than play it. Stupid rush and Child Lock...
Gotham / Injustice Gang's an interesting team-up, since the Knights greatly support the IG's army aggro theme. The Officers make a perfect END buffer while you let Minions or Warriors chill in the hidden area so they can attack back each turn, or at least keep up your board presence for future turns. With Home Surgery and Creeping Dooms, you can further keep up your board presence. Something to keep in mind.
I hadn't thought of that idea before. I tried a GK/IG build that was non army. I thought it was a perfect match. Playing fizzle on their one plot twist per turn is just mean. Plus the card draw of IG is great for GK. I just found that Mono IG was better and more consistent.