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Wow man so many reinforcement cards. U really need that many? Yo man forget the yancy streets(that hurt me so much just to say that) and play 4bprd devices. Once mkko stuns u, regardless of weither they target u with an effect they will TARGET U WITH A KO CARD. I mean come on, hense the name mkko and its purpose. Such bad advice.
P.S.mkko is a bit diffent where we all come from. Some play the 2 drop punisher ko card version and others play both guns blazing so just prepare for what u expect.
It went 4-3 in NY Modern so no yancy then, the reinforce is there so you just don't take damage, it can put you in the hundreds before you drop Onslaught.
Visionary, that's a different deck, and having played it, believe me, it's rough to get around.
Stupid question, but if a character holding a BPRD SD gets stunned, isn't the BPRD SD turned off? Can't they then be KO'ed? *waits to duck at thrown stuff*
Wait u mean mkko? Which deck r u talking about? I was refering to the 2 different versions of mkko that r floating around in the meta. If ur playing ff4 against those 2 decks I would think that u would fare well against the 2 drop punisher with plot twist ko cards version a bit betteer than both guns blazing.
When I tried it out, I used Torch at 2, Thing at 3, Inv Woman at 4, Mr. F at 5, etc. I wanted Torch to go into my opponent's 3 drop and have Thing go into their 2 drop. Then on turn 4, I'd have Torch, Thing, and Inv Woman while my opponent had only their 3 & 4 drop. FFP saves my guy so on turn 5 I can drop Mr. F with some tubs on all four of my guys (if no pier 4).
I used Tech Upgrades for the 2.0 first cause the range is relevant most of the time. If you use equip search, you could tech in a Reality Gem. I'd probably say around 4-6 tubs was about the average. It varies depending on # of characters in play, equip search options, and having the Pier 4.
I wanted to try for burn with advanced hardware, future technology, torches that burn, and cosmic radiation. I didn't know if it should be low drops and child lock or curve out with burn off init.
Yeah the burn looks good but I think you need to off drop hard with it run some concealed 1 and 2s Herbie, and then maybe pick up at 5 Mr F and 6 Dr. strange to close if the job wasn't done yet. But I haven't got much farther.
I think for this deck to really work, each portion of the deck (character, location/PT, equipment) needs about 1/3 of real estate. Cutting stuff like FFP really hurt. The whole time, I felt like Antarctic Research Base was laughing at me.
My main problem was that I couldn't tell if what I was doing was right! It's definitely not the kind of deck I could pick up now and play on Tuesday. Where's Dean Sohlne when you need him?
No, my fault. I asked Kariggi to post his modern life gain build here as a reference for me to see what numbers he went with. Good suggestion for that deck.