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oh ic. I'll try it out for a few days, but I don't imagine the deck will need it too badly. it's pretty fast and tends to run out of cards in hand pretty quickly. never felt any need for recursion.
Kick out 3 of 4 Boosters. Sue and Ted will find him if needed.
If you didn't get the Team-Up, aggressive mulligan for Sue (and Maxwell), you really need it in this build.
Play 4x BwaHaHa (great card, saved me more than once), 4x Kooey, and 4x Heroes Welcome.
No Artifacts, no Fate's Tower.
3x or 4x Fire, but only 1x Steel (and, if the format is Golden or Silver Age, his personal equipment, Flamethrower).
Does it really have to be Modern? If not, try Light Armor, your guys will be BIG with the power-ups and this EQ (Have you ever seen a Katar with 38 or maybe more running into a 5-drop, causing 20 points of burning at the same time? I have seen that more than one time.) And it helps you, if you can't play PTs for some reason (like Doom or Lex).
Ok, Modern. Then try Trial by Fire and Plasma Blast. Your weenies will easily kick the butts of drops two or three steps higher (and don't forget Katar).
Mr. Mxyzptlka is great, but only 1 or 2 times, not more.
You don't need Slaughter, but preparation for the things to come during the rounds before.
No Embassy, no Kendra, Jaime and Barbara only once.
I'm running Good Guys with only 23 characters, and believe me, it works. The burning damage of Fire and Katar's effect combined with Steel's kills your enemy on 6, maybe 5.
I don't understand how a 12/12 on turn 4 with flight, range and untargetability isn't the best option here. Every single game I've played with the fate deck has gotten a turn 4 fated out hawkman except the very first game I played with the deck. Turn 5 you play steel, equip him with something, then swing again with your 12/12 and however large steel is (depending on what equip you put on him). Assuming your opponent still has 30 end on turn 5 before the attack, you still are going to do about 8 damage with hawkman if you attack their 9/9 5 drop, whatever steel does, then flip kooey, sac it, get fate has spoke, ready hawkman, then molest their smallest guy who hopefully can't be reinforced by now (assume we do about 10 damage there). Generally if they aren't dead on turn 5, they are below 10 end, and I generally have about 35-40 end and a very good hold of the board.
Hey jenkins i can't really get hold of enemys as a permanent thing (got a friend who has 4 play sets and he loans one to me for tourny play) but you think i could use secret origens in place of them?????
I mean its like enemy in here. I mean if i take evens then i can origens for a hawkwoman and then i can use hawkwoman to get my katar.
And then theres the Fact that if i hit my 1 drop then i hit my 2 drop so i mean what do you think about that?
I'm thinking that Hero's Welcome is probably better for that deck than secret origins. I'm actually trying to get some hero's welcome for my own deck for when I change it to DCMA later down the road.
Also, it should hopefully be pretty easy to trade secret origins for hero's welcome. either way it should work, but I think hero's weclome would just be more consistant.
well yeah that is true, cause i mean origens is only as consistent as the opponets deck in a way of speaking. go against a stunted curve deck and it wont do much.
The only reason i don't like it as much is because you have to discard more cards.