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If its played the way I play my T-Bolts or my DoomBolts then odds are good you won't be in a reinforcible position, having your reinforcers previously exhausted by Justice LL or in the case of my Doom Bolts, Mystical Paralysis.
Then you'll want to Fizzle TT so that he's burned that card and can't hit you with it later.
Reguarding WLD... x4 of them is essential. I get two cards. They get two cards. But the thing is, I could usually care less what they get. Im using it for the purpose of seeing two more cards, and potentially getting the missing piece of the combo I need. Hitting drops is always nice too.
Im also trying out Gravesite... it seems to help hit my curve, and help make the combo MUCH more consistent. However, once I get Marvels Most Wanteds, I might cut Gravesites.
Originally posted by luffy I am still curious how WLD helps you.
Because your cards win games. You literally don't care what your opponent draws, because the cards he draws (with extremely rare exception) are basically irrelevant to you. You can either combo them out or you can't. If you can combo them out, you win. If they're not running NTZ, you could have them put their entire deck in their hand, and if you combo them out, you win. All you have to do is find the cards.
WLD is totally dependent on what you are playing against. canamrock was right when he said, if you're playing a straight beatdown deck (as a lot of the decks out there seem to be, such as TNB, Avengers, etc), then WLD is perfect. Its important to realize the amount of cards out there that can really hurt this deck, so here's my list:
1) Null Time Zone: yes, this only delays the inevitable, but if they get two, you're toast (one on turn 4 and 6, or 5 and 7).
2) System Failure: I know, I know, who's playing system failure? Well about half the people at my local store ever since they've seen my Tactics deck, thats who.
3) Mystical Paralysis: Oops there goes your biggest attacker. And you know Doom turns this right back down to use again on your next initiative.
4) Reign of Terror: No, this one doesn't hurt half that bad unless you happen to be one of those Tactics players who rely on Blizzard instead of Blindsided.
5) Heroic Sacrifice: Nothing like seeing your opponent stun Dove and take 1 when you got your 4 drop up to 85 attack.
6) Fizzle: Nuff said.
And this list isn't even exhaustive of all the problems out there for any combo deck, especially one as nasty as Tbolts. WLD is risky, and no, its not essential. I tried it but decided against it. Even without it, all it takes is aggressive mulliganing and I hit the combo on turn 4 about 75-80 percent of the time. Instead of WLD I just run a whole hell of a lot of combat pumps so that you only need one Tactics instead of two per attack.
I didn't mean to imply that the list above was in order of how much they hurt, or which you should worry about the most, only which came to mind first. Fizzle is definetly nasty, but any deck can run Null Time, making it a lot more surprising.
Obviously any player running Gotham is running 4 Fizzles. But who knows, maybe that Titans player threw in a few Null Times for the mirror, or the Avengers player who decided to cut a few of those 40 some characters for some Null Time control. No, you won't see this all the time, but this is the reason (one of) that I personally don't run WLD (or for that matter 4 drop Dallas).
Another thing to note against TT... never attack a 3 drop or less while Terra/Roy is out. This may seem obvious, but youd be surprised at what people forget this. On a side note: I love Gravesiting and WLDing (durring the draw) against TT when they have an Arguss out... good stuff.
Techno, you're absolutely right. But it's like I said before, now your Tactics deck is relying on at least three cards to consistently pull of your combo...Deadly, Tactics, and Null Time. Sure hitting each of these is easier with WLD, but now you've given more options to your opponent too. Namely, Doom can reign your blizzard (hello reinforcement...now you need a 4th card, blindsided, too pull of your combo) when you call paralysis with your NTZ. Or worse yet, what do you call when you're playing those damn new school builds with GK? Fizzle? Paralysis? Now you need 5 cards for the combo.
Yes you still run the risk of having to deal with all of this even if you're not running WLD, but now you're just making it worse for yourself too.
Oh, and add to that list everybody's favorite Tower of Babel (which your opponent simply plays in response to your NuTZ).
Anyway, though I doubt I am able to sway any of you die hard WLD supporters, my point is simply that you can still consistently pull of your combo without it. You may not be able to deall 100+ on four, but all you need to do is 50. Hell, just do 30 and finish the rest later. It's not like they can stop you, everybody on Tbolts is huge without any pumps.