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Turn 1, draw extra two cards, no drop.
Turn 2, Drop Cyclops, he's your pump. this deck revolves around Team attacking
Turn 3, Drop Wolverine
Turn 4, Rogue
then things get interesting...
Turn 5, drop chuck, they drop one, enter combat...make'em drop 2 more (with PA). If you didn't drop chuck, sunfire and rogue kill off attempted swarms.
Turn 6, drop Emma, your opponent drops 3 (emma, chuck, and PA) and you draw 2.
Mine you...based on your draws, you mix in your attacks, knowing when to use your Outback Stronghold, COTAs, and Presses. Pleasant Distraction is there mostly for...
Activate Outback Stronghold while on Defense. When your opponent's combat phase ends, you usually COTA and decide to hit the lowest drop or activate.
Attack the 2nd highest drop they have, activate all powers, then use PD on the biggest drop.
i still belive, that discard does not complement a beatdown a stragery. it has more synergy with stalling.
sure they won't be able to play a drop, but you won't be able to captilize on it, since all your guys are exhausted from making them miss a drop.so all you do is keep the game at a standstill while you wait for your big turn.
but you do have PTA, and outback stronghold to make the most out of the one guy you don't use, but that is very tricky to pull off. and you need all the cards to fall together.
i think the best way to implement discard within a beatdown deck, is mystic chain, you still accomplish your beatdown, and the discard is an added bonus.
Stall helps discard greatly and aggro somewhat. I think that discard can help aggro A LITTLE but I too think it's not worth it.
A discard/stall deck would be more efficent to play than a discard/beatdown.
As much as I love combos the PTA, COTA, OS is kinda a longshot (excuse the pun ). Your better off just using 2 of those 3 if you want combos. My build has helped me greatly I took a few beat cards out so I can run COTA but I have board presence. Think of it like wolverine regenerating. And I love to see my opponents face when he thinks I'm losing my board. hehehe
I've tested outback stronghold a little bit, from what I've found it isn't the best thing in the world. Your deck has to really want to use it.
It's best in a deck where you really don't care about being stunned, and you want to play a 1 drop in the deck because every extra character you can use counts. In my build, I added Finishing moves for the turns where I still have characters that I'd rather not attack or etc.
Also, in my try out, I added Siege Perilous. Sure, it works once or twice in the game, but it helps, as it can gain at least one counter every turn unless you're playing against a stall deck. Also, it can only be used in the combat phase, which means that it complements Outback Stronghold nicely.
I want to test out the deck some more as it's only played two games, one against a Doom Stall/Fearsome Five deck, and against a Marvel Knights deck in testing. If you're wondering, I played against the Marvel Knights deck before I had every single card in the deck, and I lost because I used replacements like Muir Island that can only recover during the recovery phase, so that's why Siege went in since it can be used in the phase where the Marvel Knights would try to KO them the most.
Against the Stall deck, I thought all was lost as he got puppet master on me, even though I did get my 1 drop, Dazzler, but then I missed a drop and didn't even have a replacement, so he had enough Mystic Paralysis and other tricks to keep me stuck. But, turn 6 I played Rouge and KOed Puppet Master, next turn Prof. X showed himself but all I could really do was block him, and then he used a couple Pleasant Distractions. Luckily for me, I made a couple stun backs and then used Finishing Move, so all he had left was Doom 6 drop. Turn 8 came Lord of Latveria, and I responded by playing 4 characters, a bunch of lower drops, and then proceeded to do everything to stun Doom, Finishing Move KO'd him, and Prof. X got a free shot too. Boosted Dr. Light came out next turn, and out came every one of the Dooms, Puppet Master, Shimmer and Psimon. As soon as combat started I was able to use Dazzler to stop 8 drop Doom from attacking, then when he realized he couldn't get through without being stunned back, he tried to Gamma Bomb, but before he did, Prof. X used 4 drop Doom to burn just enough to finish him off that turn.
Now this is just a theory, but how do you think a x-men titans deck would be? Its just a theory, but drop 2 cyclops, bamf, Cota, seige perilous, ect. all seem to help in the team attack idea. It is just a theory though. I'll post what it might look like later. Any opinions (besides the obvious fact that titans do good alone.)
Not sure it would work. Both teams both like being in a team, but both also seem to team well with each other. The only Xmen decks I've seen with pretty good results are the ones that have had team ups made around them, and then the only one that's ever really seen play outside of testing is Mutant Nation. Next will be Team X-Change
Originally posted by Prolink I've tested outback stronghold a little bit, from what I've found it isn't the best thing in the world. Your deck has to really want to use it.
It's best in a deck where you really don't care about being stunned, and you want to play a 1 drop in the deck because every extra character you can use counts. In my build, I added Finishing moves for the turns where I still have characters that I'd rather not attack or etc.
Also, in my try out, I added Siege Perilous. Sure, it works once or twice in the game, but it helps, as it can gain at least one counter every turn unless you're playing against a stall deck. Also, it can only be used in the combat phase, which means that it complements Outback Stronghold nicely.
I want to test out the deck some more as it's only played two games, one against a Doom Stall/Fearsome Five deck, and against a Marvel Knights deck in testing. If you're wondering, I played against the Marvel Knights deck before I had every single card in the deck, and I lost because I used replacements like Muir Island that can only recover during the recovery phase, so that's why Siege went in since it can be used in the phase where the Marvel Knights would try to KO them the most.
Against the Stall deck, I thought all was lost as he got puppet master on me, even though I did get my 1 drop, Dazzler, but then I missed a drop and didn't even have a replacement, so he had enough Mystic Paralysis and other tricks to keep me stuck. But, turn 6 I played Rouge and KOed Puppet Master, next turn Prof. X showed himself but all I could really do was block him, and then he used a couple Pleasant Distractions. Luckily for me, I made a couple stun backs and then used Finishing Move, so all he had left was Doom 6 drop. Turn 8 came Lord of Latveria, and I responded by playing 4 characters, a bunch of lower drops, and then proceeded to do everything to stun Doom, Finishing Move KO'd him, and Prof. X got a free shot too. Boosted Dr. Light came out next turn, and out came every one of the Dooms, Puppet Master, Shimmer and Psimon. As soon as combat started I was able to use Dazzler to stop 8 drop Doom from attacking, then when he realized he couldn't get through without being stunned back, he tried to Gamma Bomb, but before he did, Prof. X used 4 drop Doom to burn just enough to finish him off that turn.
Puppet masters should not have come out with dr. light spower because his is not f5 character.
drop:7
raven x1
professor-X x1 -30 characters
resorces:
teen titans go x4
COTA x4
acrobatic dodge x4
marvel team up x4
optitron x2
uss argus x2
avalon x2
cerebro x2
bamf x4
finishing move x2
Hmmm...I think I liked it better in theory. Let me explain it though. mirage is key on turn one along with a team up. That should be the muligan condition, because this deck is forcing you to team up by turn 4 or 5. turn 2 is set up where as either you get nightcrawler for pure offense or cyclops to get set for pumped up team attacks. turn three turns to more offensive purposes. You know let your opponent sweat while trying to get the team situated and teamed up. Turn four determines everything. If you haven't teamed up by now your going to be struggling from here out. terras a good card but a titan without loyalty might do better. Like Red star. Rouge is great for terra copying. turn five is all garth. This is where you hopefully will end the game. "team attack! Its not over i plat teen titans go! Now garths effect brings it back! Attack again!" Instant field clearer. turn 6 (if the game goes as far) brings more power with troia. She has drop 7 stats. Even if she hits your hand play her again. And turn 7 is lock down time wih Professor-X or Raven. Also if you decide not to put terra in here I'd take out argus. Bamf and ttg seem good together. As well as Cota ans ttg. Well any comments?