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I played about 15 games with this deck today and 2 Fire, 2 Steel, and 1 Oliver seemed like plenty of 5's to me, even if the game lasted to 6. You can always under drop on 6, or Enemy for a different 5. Maybe I'm wrong, but the only reason I suggested Genis is his discard effect, not so much that hes a 6 drop but that if you're adding more 5's just in case you have to go to 6 why not just add a 6 thats above stats, reservist, easy to use with Enemy, AND a defensive pump if you don't think you're going to 6.
8, 3, 4, 4, 5 eh? I think that's just about what I run! lol Be interested to see if the names match the numbers.
Maxwell is indeed very good to have.
Hadn't thought about Anarchy, but that might be a really good call. TA is just begging to enter Golden in really competitive deck right now. And your 1-3 are really more about making your curve consistent, not so much for sticking around. Not to mention how defensive you can get to avoid stuns in the first place.
Originally posted by CreamSodaMafia I played about 15 games with this deck today and 2 Fire, 2 Steel, and 1 Oliver seemed like plenty of 5's to me, even if the game lasted to 6. You can always under drop on 6, or Enemy for a different 5. Maybe I'm wrong, but the only reason I suggested Genis is his discard effect, not so much that hes a 6 drop but that if you're adding more 5's just in case you have to go to 6 why not just add a 6 thats above stats, reservist, easy to use with Enemy, AND a defensive pump if you don't think you're going to 6.
Do you actually still have 6 resources on turn 6 though? Aggressive Kooeying seems popular.
Well I guess it won't matter if I tell our current curve... theirs no tech hidden in their.
1 = 4 Sue, 4 Beetle
2 = 1 Booster, 1 Maxwell, 1 Connor
3 = 4 Sheyara Thal (plus 1 Sorceress if Enemy is your main tutor)
4 = 3 Katar Hol, 1 Oliver
5 = 3 Fire, 1 Steel, 1 Oliver (2 Fire, 2 Steel, 1 Oliver if Enemy is your main tutor)
For the rest of the deck the following is standard:
4 Nth Metal
4 Kooey Kooey Kooey
4 World's Greatest Heroes
4 Magnificent Seven
3 Bwa Ha Ha Ha Ha!
From their you need 3-7 tutors from Enemy of my Enemy and Hero's Welcome... Both have their advantages though I personally prefer Hero's Welcome, over Enemy of my Enemy, but it makes only a little difference to the deck list. (Though it does make a difference to how it plays).
This leaves 9-14 spaces for whatever other stuff you want (depending on how many tutors and the implication of those tutors)... you can have the New Era engine, or not... you can run NTZ, or not... TA can be good, but is not a 100% choice... Cover fire has benefits, but should not be used in a version with Total Anarchy... The versions at 10k Auckland ran High-Tech Flare Gun etc...
Also these spaces can be used for adding characters to your base... but personally I don't think it's needed if you run Hero's Welcome as your main tutor... though you may want to add a Booster Gold if you are running 2+ Enemy of my Enemy in your tutors area.
Like Curve Sentinels used to have, their are a bunch of slots in this deck that can be used for customisation... to protect you from random tech and to tech for opposing match ups. But even better than CS, you have a tutor that can tutor for any card in your deck, which makes your tech stronger.
I ran something similar to this for a while and Total Anarchy is very good for the deck. Titans is a very bad match-up unless you play Ray Palmer, but then you lose Sue Dibny.
Has anybody tried Ice or 4-drop Black Canary? I found Ice both to be useful in different situations and you only need to run a pair of each because of Hero's Welcome.
4x Sue, 4x Blue Beetle
2x Booster, 1x Maxwell, 1x Connor
4x Shayara Thal
4x Katar Hol
1x Oliver Queen, 1x Firestrom, 1x Fire, 1x Steel, 1x Black Canary
Firestorm is probably a good cut, I play him for the decks that play fives so I can always max out on Katar power-ups with Shayera. But I like BC on 6 against random "full curve" decks.
I haven't updated my build with MXM cards yet, but I think Enemy of My Enemy is the best character tutor for the deck if you feel you need one. I haven't been running Hero's Welcome as I found I hit my curve so consistently it was better to have more plot twists. I also didn't have cards I wanted to discard to it that I couldn't discard to Reform the League for power-ups or Shayera/Blue Beetle.
Why wouldn't you play Cover Fire with Anarchy? Even if you lose a couple characters it's +2-6. And if you don't lose the characters you can sometimes get nearly +10. Between it and the power-up effects you should be able to all most negate the symetrical effect of TA in the first 3 turns.
Originally posted by RanmaSolo I haven't updated my build with MXM cards yet, but I think Enemy of My Enemy is the best character tutor for the deck if you feel you need one. I haven't been running Hero's Welcome as I found I hit my curve so consistently it was better to have more plot twists. I also didn't have cards I wanted to discard to it that I couldn't discard to Reform the League for power-ups or Shayera/Blue Beetle.
I agree with Enemy, I've played both and I like Enemy alot better. Discarding 2 cards is pretty steep especially when theres only 1 copy of that character in or left in your deck. I, however don't play Reform. I just couldn't bring myself to warrant a slot in the deck for it when its already powering up like a madman.
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Why wouldn't you play Cover Fire with Anarchy? Even if you lose a couple characters it's +2-6. And if you don't lose the characters you can sometimes get nearly +10. Between it and the power-up effects you should be able to all most negate the symetrical effect of TA in the first 3 turns.
I agree with this. I'd definately play coverfire in conjunction with Anarchy. We have the exact same opinion as to how/why its a good choice.
Whamme, I understand the whole aggressive Kooeying and such, but I often time find myself not really needing to Kooey. It fetches you usually another powerup [since you usually dont have to get your 5 drop or a tech card] and turns bwaha back online. I was merely saying that sometimes I'd rather have a 6 drop over a Bwaha and a powerup. You're probably right though, and I might just be overthinking it.
Does anyone else agree with running 4 Light Armors? I often power up enough on turn 3 to get Katar and Nth metal, then any power up after those go fetch Light Armor for me. Its kind of like playing a flying kick, but gets even better when Steel comes out on turn 5 as 11/11.
Also, Could someone explain why each 5 drop is worth its slot? I can't think of a time that I didn't want to just play steel as 11/11 on 5 and then Fire on 6. [or vise versa against child lock or something you need the burn for]
I never thought about Light Armors's... but they actually seem VERY strong. (even when you mentioned them up above I just thought the deck does not have willpower, he's just being silly). But they actually seem really good.
I'm not sure I would run 4... rather I would use them as a tutor target and run 1-3 if they worked.
As for the tutors, both do have their merits... and while discarding two cards is harsh, being able to discard any two cards is nice in a deck with 4 TA and 3 NTZ (as opposed to needing a JLI character that you have not played to get your 3-drop)... Also note that both leave you down only one card... Personally I like 3 Hero's and 2 Enemy...
umm Fire is generally your 5 drop of choice. The damage she adds that turn is somewhere around 8-10 for me. an 11/11 just doesn't do the same... he's your turn 6 if it gets there (he KO's all equip after attacking to do the last amount of 6-8 direct). Oliver on the other hand really helps against tricky decks like Titans or such.
Don't credit me with that Light Armor business. 2 Goodguys decks top 8'd at Aukland and 1 of them ran a few Light Armors. I thought it was silly at first too, then I read it a little more. And as an added bonus you can equip it on Olly if you want to hit him on 4 instead of Katar. 12 atk 4 drop? Yes please.
Travis, I see what you're saying about Fire being the better turn 5 play. Like I said earlier after I have Katar and an Nth metal for him I usually get Light armors, maybe I should rethink my strategy and have a Nth ready for Fire on 5 to try to burn them out. Although I still think that either way a win is a win, just different strokes. :p
Edit: I also meant to say that Heros sometimes leaves you down 2 cards, while not OFTEN its still a possibility. But in either case its probably still okay.
Jared Blakemore is playing the deck and scores about the closest thing to a perfect game as I've ever seen. He hit all his drops, drew the correct plot twists at the correct time, and everything fell into place beautifully.
Thanks for the props ay. The deck ran great. It had answers to so many of the other decks in the Meta that day. I played all the main decks that are popular right now bar Avengers (there were only three there) Meltdown won me a child lock game and my 9th round Glock match.
The CE match was an auto win because of him missing so much but it just shows the inconsistancy of that deck.
The deck is crazy consistant and although it doesn't seem to be anything special it does alot without either player really noticing the damage being done. Then when they do throw something at you you can nearly always negate it or Coverfire out of it.
My Friend Troy (the other guy in top 8) thought of Light Armor and said it was really good. I don't like running over 60 though and didn't get time to try it out. Also I feel that with Katar your attacks are large enough anyway.
Really fun to play and good if you're not fully sure of what the Meta could be.
Originally posted by flubba The CE match was an auto win because of him missing so much but it just shows the inconsistancy of that deck.
Well this is not exactly true... CE is very consistent, the problem is Michael Woodhall had taken quite a while away from the game and as such did not have "Enemy of my Enemy", let alone other things modern CE decks take as standard. (I don't even think he ran Medusa)
Has anyone tried the Fire/Teleport burn variant? Take odd initiative. Turn 5, recruit Fire. Have 3-4 characters with Nth Metal on each (not hard with JLI Embassy). Declare a full team attack, Trigger 6-8 burn through Fire. Play Teleport Tube. Cancel the attack and ready all. Got more Tubes? Do it a couple more times. It may not be tier 1 yet, but it's fun to do 12-18 burn before you make your actual attacks.