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is there a version that uses universal weapon? just curious...
Now that's an interesting idea:
Turn 1 Luna
Turn 2 Quicksilver
Turn 3 Universal Weapon; Power Gem, attack pumps
Leaves you with a 6/6 2 drop going into 4 (assuming you bounce luna) where the original would have a 3/3 and whatever dark lantern is; also eliminates the possibility of subbing in Tania; but an interesting alternative
How many games can you consistently hit Weapons Lab+Requirement of the U.S. Army Agent though? And the 3 cost thing is iffy as well since Quicky can't swing for much on turn 2. Overall, stick with the Sinister Syndicate version...oooops...
Well, aside from teaming up, I figured uni-weapon and royal guards might take care of non-stun backs. maybe add chilly recption for non-reinforcements (except stuff like poker nights obv.)
Well, aside from teaming up, I figured uni-weapon and royal guards might take care of non-stun backs. maybe add chilly recption for non-reinforcements (except stuff like poker nights obv.)
I was also wondering why The Royal Guards weren't in this build. I'd just say take out the 10 cards in the U.S. Army Agents and 4 Weapons Labs for more good stuff for the earlier turns. 2 more Lunas. 4 The Royal Guard, and maybe more team-ups or Tania<>Red Guardians.
Well, this version was more equipment based. It doesn't look bad on paper. But in practice, too much equipment, not enough terraform or card draw and you could have a potentially bad row.
Too quick to flame? Don't think so. You want constructive comments instead? Sure. This deck is far too fragile without the fate artifacts. Royal Guard is a necessary card for helping not get stunned. As well as cards like that new Guerilla card in DWF. Honestly though, I could play a Waffles or Nasty Surprise or a Poker Night.
Older, better versions of Quickfate never had to deal with Poker Night. A generic non team based, non character based reinforcement. If you cannot figure away around that, you will lose. Also, Power gem is a bad call. If you attack to the face, that is 3 less damage. The new Power armor is at least better for 1 less damage.
Also, if you do play equipment heavy, you will need heavy card draw effects to negate your loss of hand and potential face down resources. Try more terraform or Substructure. You can replace bad cards with potentially good ones. Its like having card draw in your deck.
You will also need to think about hidden decks. Sure, you rather go to the face directly IF you have your kill turn ready, but most times on turn 2, I doubt it.
Last thing to think about, Bat got your tongue or similar effects. How do you deal with that?
I sweet peice of tech that I threw into my quickfate that won me the city champs was blue area of the moon. It has terraform so if you draw it you can put it into your row, its green so you can search for it with poison ivy, and its a pretty big defensive pump.
Well, this version was more equipment based. It doesn't look bad on paper. But in practice, too much equipment, not enough terraform or card draw and you could have a potentially bad row.
Ok this is more constructive than you last post. Perhaps Alpha Primitives could find a place in the deck
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Too quick to flame? Don't think so. You want constructive comments instead? Sure. This deck is far too fragile without the fate artifacts. Royal Guard is a necessary card for helping not get stunned. As well as cards like that new Guerilla card in DWF. Honestly though, I could play a Waffles or Nasty Surprise or a Poker Night.
The fate artifacts aren't legel in Modern hence their exclusion. The Royal guard is not needed.... how is +2 better than +3? You're not getting stunned due to Dark lantern so the defense isn't needed. Guerilla Warfare is worse than Royal guard, so its definately not going in. Waffles and NS do nothing to this deck, poker night only saves one attack. I'm still stunning your board with one character, providing board control.
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Older, better versions of Quickfate never had to deal with Poker Night. A generic non team based, non character based reinforcement. If you cannot figure away around that, you will lose. Also, Power gem is a bad call. If you attack to the face, that is 3 less damage. The new Power armor is at least better for 1 less damage.
Also, if you do play equipment heavy, you will need heavy card draw effects to negate your loss of hand and potential face down resources. Try more terraform or Substructure. You can replace bad cards with potentially good ones. Its like having card draw in your deck.
Dark Firestorm is there for card draw, again Alpha Primitives could be the answer here
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You will also need to think about hidden decks. Sure, you rather go to the face directly IF you have your kill turn ready, but most times on turn 2, I doubt it.
The deck goes off on 3/4 and cleans up on 4/5. Hidden might be a problem if I rely too much on Power Gem, then again I smacking them directly in the face. I could throw in some Skreee... to help with that
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Last thing to think about, Bat got your tongue or similar effects. How do you deal with that?
How does anyone deal with it? Grin and bear it, not much can be done unless I go GK myself.
I sweet peice of tech that I threw into my quickfate that won me the city champs was blue area of the moon. It has terraform so if you draw it you can put it into your row, its green so you can search for it with poison ivy, and its a pretty big defensive pump.
Poison Ivy isn't legal in Modern
I've edited the list making some changes. Added Samantha Parrington(3 attacks on 4) making the deck better able to finish. Added a little resource row manipulation and a couple more team-up cards.
While you definitely need bprd sig device, it also hinders your total attack value. I was thinking you would go all in on turn 3, mainly because of spidey and gift wrap on turn 4. Then burn the rest the way with Sparky. However, D-Block makes some interesting points as well.