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Wolverine seems to have a couple decks to go in, but my boy doom needs a shout out.
Characters 27
1 drops
4* Boris
2 drops
4* Puppet Master
3 drops
4* DR. DOOM, Richard's rival
4 drops
4* DR. DOOM, Diabolic Genius
5 drops
4*Kristoff von Doom, Pretender to the throne
6 drops
4* Dreadnaught tank
7 drops
2* Molecule man, Owen Reese
8 drops
1*Dr. Doom, Lord of Latveria
Plot Twists 29
4* Mobilize
3* Faces of doom
4* Mystical paralysis
1* Gamma Bomb
1* Time thief
4* Fervent research
4* Flying kick
2* return of Donna troy
2* Only Human
3* Crackshot
1* New and Improved
Locations 4
4* Doomstadt
Dr. Doom is a favorite of mine from way back in the day. I built this deck recently,(Note: I don't have a playset of Mobilize so I ran 7 drop Doom and ran faces of doom so he would be search able and because I only have one Molecule man =)) and it did well.
Galactis is hard to beat for a Stall finisher, but I went for something more thematic and something I could theoretically find easier. GAMMA BOMB!!!! Tell me what is better than having your Dr. Doom Gamma bombing the field after he just put his foes into the negatives?
Preferred initiative: ODDS!!!!!
Mulligan condition: If you have Puppet Master stop right where you are and hold onto those cards. If not you normally want to mulligan. If you have Boris AND Doomstadt then you might keep that as well. If you have 3 drop doom you should probably keep as well. Other then one of these three scenarios you should mulligan. Here I will make them bulletins for ease of use...
* Puppet Master
* 3 Drop Doom
* Boris AND Doomstadt
Your dream opening hand would be all three above, and you pull into a Mystical paralysis and New and Improved. At any rate...
Here is a drop schedule with play notes...
Turn 1. You hope to have some Boris action. If you don't it isn't to big of a deal but he is helpful.
Turn 2 Puppet Master. You normally want to mulligan for puppet master. If you have him this makes your day alot easier as he starts shutting down you opponent almost immediately. If you have doomstadt in your row you should probably wait to flip it. unless you are in danger of losing boris because of a multi attack.
Turn 3. The doctor starts making house calls. Ahh what to search what to search... If you don't have a Mystic P. than you better go get one since you will need it next turn. If you do, then go find new and improved to set of a fun combo for next turn. Puppet master forces them to not be able to reinforce if they only have 2 guys out. Your board could still potentially be Boris, Puppet Master, and Dr. Doom, unless you went and searched out a flying kick so Doom could punch that unreinforced drop right in the head. If so you are in good shape.
Turn 4 I like this play gimmick as it allows you st start doing some damage! Place the New and Improved into your row. Hopefully you already have a Mystical P. In your row! Use Mystical P. with your 3 drop doom targeting their 4 drop. KO him to new and improved. Drop 4 drop doom and flip mystic P. down. Before you go to the combat phase activate puppet master. you don't want any only human shenanigans. Wait for them to pass intiative once the yget their one swing in with their 3 drop then send your 9/8 4 drop into their unreinforced 2 drop with the aid of a flying kick. Hopefully they can't reach your 8 defense but if so it isn't the end of the world. you should deal double the damage to them as you will receive. I know it wasn't alot of damage but every little bit helps!
Turn 5, NOW it is your Swings. Puppet master will again limit you opponent to what he can do and 4 drop doom keeping their pt in hand isn't such a bad thing either. Kristoff adds a bit more control to the party and does so with descent stats. Your Dr. should be able to up swing easily and Kristoff can swing to force a reinforcement if need be. Try and maintain your board. In doing so you may limit the damage you do but you want these guys around. Hopefully you can stun their 4 and 5 drops. Try and keep their 3 on the board since he will be leaving next turn any way.
Turn 6, Assuming you still have your board on turn 6, which isn't that crazy to think about, you will get one free dreadnought tank trigger, you use puppet master after Dreadnaught tank triggers. Since they probably lost their 4 drop last turn on your initiative they could still have a 5 and 6 drop on the board. One Mystical P. later they can now get their one swing in with their 5 drop. =) without pumps from the hand he shouldn't be doing TOO much damage. You may even choose to not reinforce and swing down at their 2 drop for giggles and some nice breakthrough.
Turn 7, Molecule Man hits the field. He is the reason you put a mystic P. in your row. You can remove his cosmic counter and target their 7 drop or hold off on that and wait to remove it til next turn off initiative. Either way be careful with him so he can keep it if you want to. Pumps and a timely Mystic P. and help lock down this board. Dreadnaught removes the 2 drop.
Puppet master activates. Swing down on their 5 drop with molecule man. If they reinforce you can just activate puppet master and move on to the next turn. At any rate your options are still WIDE open!
Turn 8. If the game has tracked the way you want so far than you aren't in any danger. Remove the cosmic counter off Molecule man to copy Mystical P. effect targeting their 8 drop (ya we can pretend they have one) use a Mystic P. with 4 drop Doom. Puppet master to lock down one more guy and you can KO Doom to new and improved and bring out 8 drop Doom turning over Mystic P. plus what ever other PT you would like to. If you want to completely lock them on turn 8 go ahead and use the mystic P. with 8 drop doom. Complete shut down and you still have a 5, 6, and 7 drop to swing with. Flying kicks to boot!
Turn 9, COME ON YOU DIDN'T WIN ON 8!?!? JK Turn 9 swing around. feel free to drop any pieces to the puzzle you may be missing and Gmma bomb them so they can't do anything back.
Turn 10 and beyond... Return of Donna Troy your 8 drop Doom. Recruit another character, and then recruit 8 drop doom turn return of Donna Troy and Gamma Bomb face down and wait for your intiative to swing in. Over time you will WIN!!!
If these deck hits its curve and tricks, which isn't that crazy it is VERY hard to deal with. Between being locked down on your initiative. Damage from them on theirs and not being able to play PT from your hand you are pretty hog tied. Throw in those lovely only humans and Doom thwamps your face! Time theif their silver bullet or reek havok on their late game!
Why you should use this deck...
Personally I love Doom and many people do. This has many thematic features to it and is really fun to play, but not fun to play against, who knew. Gamma bomb for the win! Fervent research for the win!!!
I know this is kind of breaking the rules, but it doesn't seem fair that this guy shouldn't get a crack at Last Man Standing. He doesn't fit into Marvel or DC, but it's wrong to make him sit on the sidelines because of that.
4 - Hellboy: Little Boy
4 - Sidney Leach: Human Metal Detector
2 - Kate Corrigan: Folklore Consultant
4 - Professor Bruttenholm: Father
4 - Hellboy: Anung Un Rama
4 - Abe Sapien: icthyo sapien
4 - Johann Kraus: Free Spirit
3 - Liz Sherman: Uncontrolled Power
4 - Mobilize
4 - Weapons Lab
4 - Nth Metal
3 - Laser Watch
4 - Cannibal Tech
2 - New Baxter Building
3 - Flying Kick
3 - Breaking Off the Horns
4 - Pancakes
This is the standard build where the 4-drop Hellboy gets huge with 2 Nth Metals and Abe Sapian in play. He can attack more than once with Breaking Off the Horns, and should be able to stick around thanks to Pancakes and Johann Kraus. Plenty of equipment search.
The deck I made for the Legends event and then didn't have the guts to play:
InsaniDoom
1-drops (4)
1x Harley Quinn
1x Mad Hatter - Mad As A Hatter
1x Boris
1x Duela Dent <> Harlequin
2-drops (5)
1x KGBeast
1x Calendar Man
1x Kang - One of Many
1x Doombot
1x Puppet Master - Overprotective Father
3-drops (7)
1x Charaxes
1x Barbara Gordon <> Oracle
1x Richards' Rival
1x Joker - Out Of His Mind
1x Doombot Corps
1x Emil Hamilton <> Ruin
1x Ilsa Hauptmann
4-drops (5)
1x Dr. Doom - Gypsy King
1x Dr. Doom - Diabolic Genius
1x Batzarro
1x Poison Ivy - Kiss of Death
1x The Joker - Headline Stealer
5-drops (4)
1x Kristoff Von Doom - Pretender To The Throne
1x Scarecrow <> Fear and Loathing
1x Matt Hagen <> Clayface
1x Mr. Sinister
6-drops (4)
1x Gorilla Grodd
1x Two-Face - Heads or Tails
1x Dreadnought Tank
1x Joker - Crazy For You
7-drops (2)
1x Basil Karlo <> Clayface
1x Dr. Doom - Fearsome Monarch
8-drops (1)
1x Dr. Doom - Lord of Latveria
Consistency (12)
1x Beside Myself
1x Pick A Card
1x Jack In The Box
1x EomE
1x Secret Origins
1x Faces of Doom
1x Mask of Doom
1x Poker Night
1x Super Genius
1x Slaughter Swamp
1x Ego Gem
1x Usual Suspects
Board Control (5)
1x Money Talks
1x Death Trap
1x Finishing Move
1x Removed from Continuity
1x Astral Suppression
It's kinda hard to give a game plan for an Insanity deck... mostly you just play whatever cards show up. But I'll offer some general tips:
1. Always mulligan for Beside Myself, Ruin, or Richards' Rival. Ilsa Hauptman with an otherwise awesome hand is borderline acceptable.
2. Duela Dent is your emergency plan for getting the Arkham affiliation. If you have Beside Myself but no Arkham character, sub her in.
3. The deck has a ton of search-- use it wisely to toolbox for solutions. Important toolbox cards include Scarecrow, Two-Face, Joker, and Grodd.
4. This is a board control deck, first and foremost. Don't use your pumps to do breakthrough. Use them to get stuns, and then kick the characters off the board.
But of course, you'll rarely hit all of your ideal drops.
Curse you CaptianSpud... I was planning on dropping my version that was played in the legends tournament. Back to the old drawing board. Maybe I'll post my Bart Allen in a few minutes, then.
Don't feel too bad, I submitted a fusion of our two decks for this one. My favourite inclusions from my build, with some of the ideas I liked in yours. I'll totally share credit with you when we win. :P
Characters:23
1 drop
4x uta the watcher
3x jamie reyes<>blue beetle
2 drop
4x Mr. fantastic, string bean
3 drop
3x morbius, bio chemical blood sucker
4 drop
4x mr.fantastic, critical thinker
5drop
1x mr. fantastic, inhumans
1x franklin richards
6 drop
1x mr. fantastic dimensional explorer
7drop
1x spiderman, starkes protege
8 drop
1x Captain marvel, champion of magic
Plot twists:21
4x mobilize
1x team work
3x crisis on infinite earth
4x eureka
4x stretch out
2x cannibal tech
3x against all odds
locations:5
2x fates tower
3x new baxter building
equipments:11
4x med kits
3x helm of nabu
2x amulet of nabu
1x cloak of nabu
1x mind gem
pretty much an i stall/win deck. ideally u wanna get you one drop out but you dont have to. but the deck doesnt attack at all unless it has to and then instead of using stretch out for def. u use it for atck... kinda a given. but you wanna get out a fates tower and atleaste 2 med kits out by 4. and us morbius for the i gain 3 burn u for 3. but it should look kinda like this.
turn 1: uta if lucky enough use blue beetle to get a med kit and hold
turn 2: string bean and boost the def. use eurekas if you have them or beetles for med kid and fates tower for amulet or which ever one you need most.
turn 3: hopefully youve drawn your team up or teamwork by now. if not hold of on morbius and use mobilizefor your 4 drop causes hes key for the deck to take off
turn 4: crisis should be out and mr fantastic should have some artifacts if not all
turn 5: if your not hurting for endurance( you never should be) bring out mr.f if you need life bring out franklin
turn 6: uses as much search as you can and get the rest of your curve and as many equipments out of your deck as possible (average was 4-7 eq's) then recruit mr.F 6 and draw alooooot: by now you should definately have a fates tower out and should be using the back up to swing med kits around to gain like nuts
turn 7: make sure you have the crisis team up out and play spidey for stall. do the whole spidey stall and equipment swing around.
turn 8: draw as much as possible and do the equipment swing and gain as much as possible. then pay for the win.
needs to be played a couple times to get the hang of it. but is alot of fun. and c'mon... who doesnt love ending the turn with more endurance than they started with.
Ok, so why no Daredevil love? here is a deck built around ole horn head himself. there are 3 legal versions of him, so we will run 4 of each.
Characters:
4 MVL-101 Black Cat, Thrillseeker
2 MTU-008 Frank Drake ~ Nightstalker
4 MVL-108 Daredevil, Fearless Survivor
1 MTU-003 Blade ~ Nightstalker
2 MXM-208 Black Panther ~ King of Wakanda
2 MVL-128 Spider-Man, Webhead
4 MVL-109 Daredevil, Hornhead
3 MVL-131 Vengeance, Spirit of Vengeance
1 MVL-121 Moon Knight, Knight of Khonshu
4 MTU-005 Daredevil ~ New Kingpin
2 MVL-111 Dr. Strange, Master of the Mystic Arts
1 MVL-116 Ghost Rider, Danny Ketch
Plot Twists:
4 MVL-147 Quick Kill
4 MVL-150 Wild Ride
4 MVL-143 Defensive Formation
4 MVL-260 New and Improved
2 MVL-258 Mobilize
4 MVL-267 Savage Beatdown
Locations:
4 MVL-139 Dark Alley
Equipment:
4 MVL-135 Desert Eagle
60 Total Cards
Pretty basic MK build. Most of our characters have range, so we will pack Defensive Formation. And we run New and Improved for when we replace Daredevil. 6 direct search cards makes sure we hit curve, and a set of Beatdowns forces the stuns we need. Quick Kill then gets rid of pesky targets that may annoy us.
Basic ideal game.....
Note: the only resource that is specific will be Dark Alley, and that card can easily be swapped out for something more juicy. But preventing stunbacks is kinda nice for this type deck.
Turn 1: Black Cat or Frank Drake. Cat is card draw if the opponent misses, and Drake will pay dividends later. This deck will probably like to go second, so you have an option on 1 once you see what they play. If they miss, get Black Cat.
Turn 2: Here is our first Daredevil, and he likes to swing up the curve... but we won't be able to just yet. Depending on what you are up against, fetching a copy of Blade may be better if you need the exhaust effect.
Also note... Drake and Blade.. and a few others... are Reservist which we can put in the row until later needed.
Turn 3: Panther, and he goes to grab a Desert Eagle.Another option is to work a single copy of Mindtap Mechanism in here for him. then he can start gaining tokens each turn, and you get a full resource benefit out of his ability. In some games though, Spiderman will be a better choice on 3 to exhaust key characters.
Turn 4: Here we get a decent sized Daredevil to play, and if you have New and Improved, he comes on as a 9/9 on turn 4. With his effect, he jumps to a 6/12. That not even considering that most characters have range and we can use Defensive Formation.
Turn 5: Vengeance or Moon Knight. Both are solid and good at what they do.
Turn 6: Daredevil again, and this one steals initiatives!
Turn 7: Doc Strange... and he can make any attack a risky venture with his ability to boost defense.
Turn 8: Do you really have to ask?
Everyone in the deck who DOESN'T have the word Black in thier name has range. And Black Panther can go grab an item to make sure he has it when he comes into play, so defensive formation is really reliable.
3
4 x Doctor Doom-Richards' Rival
2 x Queen Lilith
4
4 x Divinity
1 x Blackheart
5
4 x Doctor Doom-Just Reward
1 x Kang-Destiny Warrior
6
2x Madelyne Pryor-Goblyn Queen
1x Doctor Doom-Sorcerous Savant
7
2 x Molecule Man
8
1x Doctor Doom-Latverian Monarch
Equipment
4 x Nth Metal
Plot Twists
2 x The Uni-power
2 x Ritual Sacrifice
3 x Truth and Justice
4 x Death's Embrace
2 x Strange Love
4 x Dimensional Rift
Locations
2 x Slaughter Swamp
2 x Doomstadt-Castle Doom
2 x Arsenal of Doom
2 x Surthur's Anvil
The basic plan here is to make sure you're teamed up by 5.. or at least have underworld and doom on the table. The moloids are there to feed to Divinity, whether they are there naturally, or if you have to exhaust Mole Man or Doom to back door them. You WANT Black Rose on two, Doom on 3, but Lilith is okay if you need to. Divinity or bust on 4 really, all to set up Big doom on 5. I've had a Darkseid 6 drop, with a Beatdown and 4 power-ups attack me on turn 6... and fail. The deck is ALL about powering up. And when it works.. it's crazy fun. And with all the recursion in the deck, you'll rarely be short on power-ups. Extra characters make for good food to Surthur's Anvil, or Ritual Sacrifice as well.
4 x Forge, Inventor Extraordinaire
2 x Professor X, Idealistic Dreamer
4 x Cable, Nathan Summers
1 x Beast, Bookworm
1 x Morph, Exile
3 x Emma Frost, Ice Queen
1 x Professor X, Headmaster
1 x Rogue, Power Absorption
4 x Blink, Age of Apocalypse
1 x Psylocke, Second Skin
2 x Cable, Askani'Son
1 x Mimic, Exile
1 x Professor X, World's Most Powerful Telepath
Plot Twists
4 x Children of the Atom
4 x Bodyslide
4 x Mobilize
4 x SNIKT!
4 x Turnabout
4 x X-Men Assemble!
Locations
3 x Xavier's Institute of Higher Learning
1 x Soul World
2 x Cerebro
Cable legend deck. Plenty of recover effects to allow X-Men assemble to pump your field. Bodyslide to get multiple activations of Cable, Nathan Summers or to get past uniqueness rule. Great amount of card draw and filter.
Hmmm... since this LMS is open to any legend (not just those in Marvel Legends), I have to toss Galactus' very large hat into the ring:
Much Respect to the Planet Eater (60 Cards)
Characters (29)
1 Jakeem Williams, JJ Thunder
1 Mary Marvel, World's Mightiest Girl
4 Jack Knight<>Starman, Knight Past
1 Silver Surfer, Skyrider of the Spaceways
1 Wesley Dodds<>The Sandman, Golden Age Gunman
4 Air-Walker, Wesley Dodds
1 Human Torch, The Invisible Man
4 S.T.R.I.P.E., Pat Dugan
1 Red Shift, Rift Walker
2 Thunderbolt, Yz
1 Captain Marvel, Earth's Mightiest Mortal
1 Terrax, Harbinger of Ruin
1 The Fallen One, The Forgotten
1 Adam Warlock, Protector of the Soul Gem
3 Galactus, The Maker
1 Captain Marvel, Champion of Magic
1 Galactus, Devourer of Worlds
Plot Twists (20)
4 Advance Warning
4 Allied Against the Dark, Team-Up
4 Creation of a Herald
4 I Must Obey
4 Kindred Spirits
Locations (11)
1 Elemental Converters
2 Slaughter Swamp
1 Soul World
4 The Rock of Eternity
3 Worldeater Apparatus
This is the deck that I played at my last Legend event. It's similar to the deck that Patrick Yapjoco played at the Mega Weekend Event in Columbus (with the same win condition in Mary Marvel/Captain Marvel). However, I decided that I wanted to build a deck that capitalized on the interaction between Worldeater Apparatus and The Rock of Eternity.
The goal is to set up a soft lock in the early/mid turns with Air-Walker and I Must Obey. You can generally advance this objective with calculated attacks down the curve, then using your exhaustion effects to keep your opponent's larger characters. If your opponent tries to retaliate by going off-curve, you can punish them with Adam Warlock on turn seven.
The preferred curve is Jack Knight, Air-Walker, S.T.R.I.P.E., and Thunderbolt. Air-Walker is just plain amazing in with The Rock of Eternity; as he can exhaust two characters when you have the initiative. Turn six is a situational play. If you have Air-Walker in play without a cosmic counter, and your opponent has only a couple of characters, then you want The Fallen One. If your opponent has more board presence; or tries to go off-curve, you want Terrax. Otherwise, you generally want Captain Marvel (as he is absolutely huge). After shutting down your opponent on seven, you can Substitute Mary Marvel into play on eight to recruit Captain Marvel for the win.
Wesley Dodds is a great under drop on turn five or six to get a free exhaust on an opposing character. Human Torch is not as good on four as S.T.R.I.P.E., but can be great for gaining additional endurance against decks with a lot of hidden characters. Finally, Red Shift is murder against decks that play problematic characters (such as Punisher with the Fate Artifacts).
The deck wants even initiatives. The mulligan is for Jack Knight or Kindred Spirits. Jack Knight gives you enough extra card draw that you can usually hit your preferred curve. Kindred Spirits gives you Air-Walker and Silver Surfer (who can find S.T.R.I.P.E. or The Rock of Eternity). Even if you don't hit Worldeater Apparatus early, each character through turn five generally has a way to exhaust independently. You can also take advantage of I Must Obey to get your characters exhausted.
While the deck doesn't have any particularly great matchups, it doesn't have many bad matchups either. In any case, it's a lot of fun to play... and certainly a great lead-in to the upcoming release of Giant Sized Vs.
4x gift wrapped
4x mobilize
2x indebted
4x berserker rage
4x trial by jury
4x flying kick
4x savage beatdown
locations (4):
4x empire state university
deck wants even initiatives. basic plan is to stall with exhaustion and card draw effects through the early turns, then get a non-legendary assist from an unstunable wolverine that can attack multiple times.
ideal opening hand is either aunt may or black cat with an empire state. turn 5 is tech. phil urich for swarm or deathlok for curve.
4x manhunter clone
2x boris
16x swarm-bot
4x doom-bot
4x Dr Doom, diabloical genius
2x Dr Doom, gypsy king
4x supersize me
4x attend or die
4x striaght to the grave
4x forbidden loyalty team-up
1x team-up ( the doom one that lets you ko to burn for 2)
3x armies of doom
3x mystical paralysis
2x slaughter swarmp
2x arsenal of doom
1x mandarin proto type
Turns 1 - 3 play as many swarm bots as you can, if you get the manhunter clone then play that, and keep him around.
Turn 4 play a Dr Doom and start Koing doom bots to make him big, use the doom-bots to make your over sized Dr Doom attack more then once.
If you have boris in play as well use hime to get the team-up or attend or die, or armies of doom , which ever you need.
Turn 5 onwards , use attend or die to replay your swarm-bots, use armies of doom to get back your doom-bots.
Plays to bear in mind
The striaght to the graves are first and fore most to get manhunter clone. From turn 5 onwards you can SttG for him, play attend or die, put him in play team-up,( discarding a swarm-bot to the the team-up for the +1/+1 token) then recruit the rest of the swarm-bots from your KO pile.
The 2nd use for sttg is to get the doom-bot if you have the armies of doom or arsenal of doom location.
Off iniative you have the option of playing mystical paraylsis, and then Koing doom-bot to ready Dr Doom.
Save the super-size me for the brick wall.
Don't ko your swarm-bots during the build phase when you play attend or die!
Always play the mandarin prototype over 2 swarm bots
Remember that manhunter clone has an effect when he stuns, which can make cards 3 drop doom, attilan, San etc look a whole lot less exciting.
4 Boris
4 Kang>One of Many
4 Dr Doom>Richard's Rival
2 Technarx
1 Doom-bot>Army
1 Pacifier Robot
4 Dr. Doom>Diabolical Genius
1 Magneto>Mutant Supreme
1 Rogue>Southern Belle
3 Magneto>Acts of Vengeance
1 Ultron>Ultron 11
1 Sabretooth>Savage Killer
1 Dr. Doom>Sorcerous Savant
1 Sentinel Mk VII>Repurposed
1 Gorilla Grodd
1 Magneto>Master of Magnetism
1 Dr. Doom>Latvarian Monarch
2 Slaughter Swamp
3 Armies of Doom
3 Iron Extraction
4 Mystical Paralysis
4 Enemy of my Enemy
1 Mobilize
1 Power Cosmic
1 Time Thief
1 Betrayal Most Foul
4 Forbidden Loyalties
4 Doom Needs Only Doom
This is v1.7 of a deck I'm using for hobby league. Some of the plot twists could stand to be rebalanced, asall the turning stuff back down/replacement with the various Dooms allows for reuse of the important ones. Doom Needs Only Doom is a very powerful combat pump, and really goes well with Armies of Doom and Ultron. There are many "Pleasant Distraction" abilities that help seal the deal. Best part is, you get to play two of the best bad guys Marvel has to offer. And a monkey. Don't forget the monkey.