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3 A Proud Zinco Product
3 Air-Walker™ ~ Gabriel Lan
1 Barbara Gordon <> Oracle, Hacker Extraordinaire
2 Bat Got Your Tongue?
1 Batman, Cape and Cowl
4 Black Cat™ ~ Nine Lives
4 Creation of a Herald
1 Crime Doctor, Bradford Thorne
2 Mind Gem ~ Unique ? Infinity Gem
4 Empire State University
4 Enemy of My Enemy
2 Galactus™ ~ Devourer of Worlds
2 Galactus™ ~ The Maker
2 Gift Wrapped
4 Lockjaw™ ~ Inhuman's Best Friend
1 New Baxter Building
1 Only Human,
1 Red Shift™ ~ Rift Walker
3 San™ ~ The Alienated One
1 Slaughter Swamp
1 Soul World
1 Spider-Man™ ~ Stark's Protégé
3 Spider-Man™ ~ The Sensational Spider-Man
1 Terrax™ ~ Harbinger of Ruin
1 The Sentry™ ~ Golden Guardian of Good
1 United Planets HQ ~ Team-Up
4 Waking the Ancestors
1 Worldeater apparatus
1 Human Torch ~ Invisible Man
1 mxy
I'm not sure what SF will look like for silver, but I'm afraid that it won't be very prominant in the meta due to the lack of speed. There should be stronger stalling options starting at 3 other than Mattie Franklin. Alot of the breakthrough is caused between turns 3-5. Also, there are not many options at 5; Deathlok can prevent some breakthrough but can't really prevent the attack from going off.
We could try using some of the new cards from the new Galactus set. Pathetic Attempt is a stronger version of Trial by Jury although it has a higher threshold. Only Human from MVL has some potential, but do most card effects go off before the combat phase?
It's unfortunate that SF doesn't have some of the plot twist control that GK has. Spidey is a scientist after all, maybe not as the same level as Batman but he's still up there. Maybe if UDE makes another SF set it can center around a similar form of plot twist control. Just some wishful thinking.
We need ways to get through all the loads of damage pumps. Def pumps alone won't cut it. But I'm not sure what options we have right now.
i've been poking around here for ideas for sf tech, but as much as i'm picking up on the rules and despite having picked up a box of mor, msm, dwf, mvl, and 2 of mtu, i cant get the grasp of decent deckbuilding for vs. i've been told spider-friends is an initial handicap to begin with, however with just about any cardgame, theres always a way to do [i]something[i] with what you want to do. i think the biggest thing that would help me is A) knowing whats good and whats not worth it, and how to build with the curve, and B) how to deal with my local meta. heres the breif run-down of the key threats:
sentinals: this is probobly the deck i play against most often. it's basically a vomit sentinal build, it usually finishes you off around turn 7. the main problem is dealing with him early enough to prevent the late game crush.
team super now: this is a clone superman smash-fest. turn 1 he drops lois to search for the cheapest superman he doesn't have in his hand. turn 2 he drops keelix to search for cadmus labs. tuns 3 is red superman, turn 4 is no-drop sup, and from there it builds. 4 savage beatdowns, plus other ts boosts.
outsiders: this deck is a b****. it has so much synergy and just ways to counter anything you do i question the legality. it uses luna maximoff to save it characters. looker prevents breakthrough. the avengers quicksilver readies whenever it team attacks, and thats all this deck does. roy haper helps exaust people for lookers ability. the biggest guy is a four drop jade i think. he also has al sorts of team up options.
insanity: its primarily arkham inmates, with a splash of revenge squad and gotham knights. it draws an insane (no pun intended) amount of cards, them likes to finish people off with ultimate clayface or bat-mite.
here's the decklist i have now:
4x frank drake
3x aunt may, golden oldie
3x black cat, nine lives
2x blade, nightstalker
1x jessica drew<>spider-woman*
2x cardiac*
2x darkhawk
2x mattie franklin
2x spiderman, spider hulk
2x spiderman, the amazing bagman
1x spiderman, the sensational spiderman*
1x spiderman, peter parker*
1x phil urich<>green goblin
1xmichael collins<>deathlok
2x venom, lethal protector
1x man-thing
2x scarlet spider
1x mattie franklin<>spider-woman
1x daredevil, new kingpin
1x spider man, the amazing spider man
1x spider man, starks protege
1x the sentry*
1x spider man, cosmic spider man
2x flying kick
2x poker night
2x nasty surprise
1x chilly reception*
1x sucker punch*
2x indebted*
1x sticky situation
3x spider senses
1x big leagues*
1x costume change
2x going my way?
*indicates i have no more copies of this card then what is listed
Quote : Originally Posted by Thegogod
There is a massive thread devoted to spider friends find that and you have more than all the answers you will ever need.
Quote : Originally Posted by scorpious1109
the problem is with most of the decks i've seen on here is i dont have ANY mobilize, slaughter swamp, soul world, gift wrapped, and i only have 2 indebted and empire state university, and just one sensational. i dont have enough deck building skill to make sutible replacments.
I'm sure you've already taken a look at it. I'll take a gander at what you've got ...
get rid of frank drake. the only 1-drops you should run are either a) utility characters (like alfred/boris, that you plan on underdropping for) or "free" characters like haywire and aunt may.
speaking of her, she nice. max her out. esp. since you only have one sensational. on to 2 drops ... id add a black cat. I like running 6 2-drops in a curve deck. I'd make cardiac a 1-of and id get rid of darkhawk, tbh. mattie is amazing, and you want the odd inititatives anyways. then I'd take out bagman for parasitic host. then I'd get rid of green goblin and deathlok for white tiger from MAV. white tiger is soooo much better than any of us ever gave him credit for. if nothing else, try him out and see how you like him. you can always take him back out. man-thing isn't as good as he looks. iceman is neat. esp. against stall. one copy is worth trying out. a copy of torch from MEX would wreck that sentinel deck.
make your plots:
4x flying kick
3x poker night
1x chilly reception*
2x indebted*
4x spider senses
1x big leagues*
1x costume change
2x going my way?
this is temporary. your goal right now is to trade for gift wrap and esu. gift wrap first. san, from heralds, can replace blade to ensure you hit esu. I hope that helps, and that you contribute to our thread.
Quote : Originally Posted by Vader
Another thought if you are able to survive till turn five against weenie decks and have the initive firestar can be devestating
Quote : Originally Posted by Orange_Soda_Man
the problem I see with firestar is what is she really going to help you against? just the outsiders, really. sentinels can stun their own guys for effects, search and destroy. anything with multipleman will have mob mentality. if it goes to turn 5, you beat syndicate anyways. titans will stun her at the start of combat before your attack step. jli/jsa/jla/gk will bwahaha or equivilant. BoP can bat got your tongue.
basically, firestar wins games you should be winning anyways. but, thats just my experience. if you find it works out, go for it.
If you don't have or can't get Cap, try getting Daredevil, Matt Murdock. As a last resort, you can try Moon Knight, Knight of Khonshu. Basically all you really want is to have a good defensive Marvel Knights character on turn five as an option to ensure loyalty for Spectacular Spiderman. If you do not have access to common cards from mmk, just go with four Alien Symbiote spidermans and replace Spectacular Spiderman with Daredevil, new kingpin. If you can't get more Amazing Spiderman, just go with some Dr. Stranges from MVL. All the rest are commons. The trick is just to survive until your 8-drops win the game for you. Exhaust your way to turn 8 and win.
first of all, thank you ukyo_rulz for the decklist. i would try it, but im missing 3 webhead, 2 neighborhood watch, 1 puppet master, 2 gift wrapped fillers (i have 1 entangle and 1 chilly reception) and either 5 drop cap or 5 drop daredevil. did i mention i pulled really crappy from my mvl box? i will try to track these cards down though.
as for mono sf, you have some very good suggestions for me osm. i guess i can see dropping the drakes for more useful stuff, but as far as 1 drops go i think he's bested by only aunt may as he is very functional to be certain. in the 2 drop area im seeing that 4 black cats (nine lives) are pretty much the starting point, and it would seem blade is pretty popular, though honestly im not 100% sure why, but i would prefer stay mono affiliated. plus i dont really have any sans anyway. im doubting the usefulness on any cardiacs really after playtesting him, and as good as mattie is, im not to clear on the appropriate amount, though i like the prospect of being able to use her for costume change bait if i keep 6-drop mattie, which is very likely. i wonder if it would be worth tracking down toxins, or perhaps the new 3-drop punisher is worth it? i have my 1 sensational as my 1st 4-drop no questions, and i guess, at least 2 hosts, though the only strength i see is the concealed option, but i suppose thats worth it. i also like substituting between hulk and bagman depending on the init. should i worry about a non-spiderman in my 4-drops, like sleepwalker? for 5-drops, i unfortunately dont have any white tigers, but i will talk to my friends to see if i can find them. im guessing venom is worth leaving in? i would most definately have a firestar, but alas i didnt pull one from my msm box. which human torch ar you reffering to and where can i get it? surprisingly, the people i play against find man-thing highly annoying. i find that an iceman gets gang banged once he hits the board and doesnt actually get much chance for his ability to go off. daredevil is the goods, has is mattie franklin<>spider-woman. i wonder how many scarlets are useful? i dont clone so much with this version, but the ability actually does synergize with my pay-atk-when-attacking abilities. after that i just run 2 7s (amazing and protege) and 2 8s (sentry and cosmic spidey) i recently took out an ezekiel, i dont think its worth it at that point.
location wise, im asking around about slaughter swamp and soul worlds. i have an avalon space station. i was wondering if it would be worth running 2 new baxter buildings and 2 mind (ego till i get them) gems to combo with black cat and fill in for the esu's i dont have.
i know i really need gift wrapped. what can i say, 2 boxes and i didnt pull one. i have 1 chilly reception, 1 entangle, and 1 flame trap. im assuming these and possibly another filler card will suffice until i happen across them? yeah, a box of origins and legends, yet now savage beats. i did get one big leagues from mtu though. is my one copy of against all odds (super dodge) worth it? i have reconstruction programs and return of donna troys if i need them. no mobilizes from mvl, but if i need filler, i do have vicarious living.
first of all, thank you ukyo_rulz for the decklist. i would try it, but im missing 3 webhead, 2 neighborhood watch, 1 puppet master, 2 gift wrapped fillers (i have 1 entangle and 1 chilly reception) and either 5 drop cap or 5 drop daredevil. did i mention i pulled really crappy from my mvl box? i will try to track these cards down though.
You can also go with something like this list until you can get Entangles or Gift Wrapped:
4 Black Cat
4 Dusk/Blade
4 Mattie Franklin, Reserve Webhead
2 Cardiac
4 Spiderman, Parasitic Host
1 Sensational Spiderman
1 Spiderman, Peter Parker
4 Michael Collins, Deathlok
4 Daredevil, New Kingpin
2 Amazing Spiderman
1 Spiderman, Stark's Protege
1 The Sentry
2 Empire State University
1 Avalon Space Station
2 Ego Gem
2 Indebted
2 Costume Change
3 Reconstruction Program/Return of Donna Troy
4 Spider Senses
1 Against All Odds
3 Acrobatic Dodge
4 Flying Kick
4 Down, but not Out
Quote : Originally Posted by scorpious1109
as for mono sf, you have some very good suggestions for me osm. i guess i can see dropping the drakes for more useful stuff, but as far as 1 drops go i think he's bested by only aunt may as he is very functional to be certain.
1-drops are bad because unless you draw them turn 1, you need to underdrop to play them (unless they're free). Also, drake is too aggressive for SF anyway. You need to focus on stalling.
Quote : Originally Posted by scorpious1109
in the 2 drop area im seeing that 4 black cats (nine lives) are pretty much the starting point, and it would seem blade is pretty popular, though honestly im not 100% sure why,
Blade has good stats and a useful ability. Dusk is also good here, because she combos well with down but not out.
Quote : Originally Posted by scorpious1109
if i keep 6-drop mattie, which is very likely.
For a non-clone deck Daredevil is better than Mattie on six, unless you plan on playing 40+ characters, most of them reservists.
Quote : Originally Posted by scorpious1109
i wonder if it would be worth tracking down toxins, or perhaps the new 3-drop punisher is worth it?
Nope. Mattie is better in mono SF.
Quote : Originally Posted by scorpious1109
i have my 1 sensational as my 1st 4-drop no questions, and i guess, at least 2 hosts, though the only strength i see is the concealed option,
The stall is what you really want. SF needs to stall. If you can keep yourself alive to turns 7-8, you should win. Host helps you stay alive.
Untested Idea: You may also choose to focus on bouncing attacks by playing 4x Blade, 4x Parasitic Host, and 4x sticky situation and as many resets as you have. It's a nasty, nasty combo.
Quote : Originally Posted by scorpious1109
i unfortunately dont have any white tigers,
Deathlok is similar, and an adequate replacement. White Tiger is better if you decide to play Dusk, though.
Quote : Originally Posted by scorpious1109
i have an avalon space station.
Play that. It's basically the same as Swamp.
Quote : Originally Posted by scorpious1109
i was wondering if it would be worth running 2 new baxter buildings and 2 mind (ego till i get them) gems to combo with black cat and fill in for the esu's i dont have.
Ego Gem is actually better than Mind Gem, IMO. Amazing Spidey requires a large hand to really get going.
here's what i got now, it recently beat the insanity by turn 6.
4x aunt may
4x black cat
2x blade
4x mattie franklin
2x cardiac
1x the sensational spider-man
3x parasitic host
2x the amazing bag-man
2x michael collins<>deathlok
2x venom
1x daredevil
1x mattie framklin<>spider-woman
1x man-thing
1x scarlet spider
1x the amazing spider-man
1x stark's protege
1x cosmic spider-man
1x the sentry
2x empire state university
1x avalon space station
2x ego gem
3x flying kick
2x poker night
4x spider senses
1x entangle
1x chilly reception
2x sticky situation (trying these with blade/host)
1x big leagues
1x against all odds
2x indebted
2x costume change
2x reconstruction program
here's my "sideboard" (stuff i'm still considering)
spider-man, peter parker
4th spider-man, parasitic host
4x acrobatic dodge
4th flying kick
2x poker night
2x return of donna troy
2x going my way?
1x flame trap
1x armageddon
by the way, osm: what is this torch your reffering to?
4x aunt may
4x black cat
2x blade
4x mattie franklin
2x cardiac
1x the sensational spider-man
3x parasitic host
2x the amazing bag-man
2x michael collins<>deathlok
2x venom
1x daredevil
1x mattie framklin<>spider-woman
1x man-thing
1x scarlet spider
1x the amazing spider-man
1x stark's protege
1x cosmic spider-man
1x the sentry
2x empire state university
1x avalon space station
2x ego gem
3x flying kick
2x poker night
4x spider senses
1x entangle
1x chilly reception
2x sticky situation (trying these with blade/host)
1x big leagues
1x against all odds
2x indebted
2x costume change
2x reconstruction program
First, lets look at bagman. he allows you to, basically, get a puppet master effect whenever he becomes stunned. on his initiative: whats to prevent him from attacking spidey last, thus negating his effect? on your initiative: whats to prevent him from exhausting a smaller guy? The problem is you are never going to get the best effect off you can with him on 4, because you're either trading with a lower cost guy in order to exhaust a 4-drop with bagman's effect, or you're going to exhaust a smaller guy. He really only shines when your opponent has 2 characters, and even then, only on your initiative.
so I'd replace bagman with a parasitic host. to be honest, I like spider-hulk more than bagman. if for nothing else then the flavor is good.
sticky situation is awesome with host/blade. But, because host is expensive, I'd add mxy if you can get him, from crisis. if not, the phantom stranger from JSA in the same set does a similar thing. basically you can exhaust 2 guys during the build phase to bring him from your ko pile to your hand. this'd 'prolly be an off-initiative move.
one more thing on the host/blade. timing. its much better to tie down guys on your initiative, because the guy is theoretically tied down for 3 turns. one, the turn you tie them down. two, the turn they're just sitting there not ready from the previous turn, and three, its your initiative again.
I know man-thing looks really cool, but he just doesn't cut the butter.
He's cool if he's team-attacked, because you can reveal guys from your hand as many times as there are attackers, but if I were playing against manthing, I wouldn't bother to attack him if I could. or, I'd pump a guy's attack if I could. In such a case, I would stun at the start of recovery, but if you had a normal 6-drop, I'd be stunned during the combat phase. me having fewer characters on the board unstunned makes a difference when you go to attack back.
If you need another exhaust-like effect, Pleasant Distraction prevents guys from attacking :ermm:
if you can consistently keep both black cat and aunt may in play, then yes. keeping aunt may in play is harder than it looks. also, exhaust black cat over aunt may for ESU every single time (to all in general, not directed at anyone in particular).