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Yes Upper Deck reads our post that's why we are trying to develope our Hulk strategies to their fullest potential. Guys, you all have certainly offered alot for us to work with. I only ask that we try to follow through as much as possible designing whatever styles we are currently working on before moving to another aspect of this set.
I need to step out for a moment, but I want to tell you that I'm very excited about this thread. Good ideas all the way through and they just keep getting better. However, we have to choose themes and then sub-themes before anything else. Then team rosters with character effects that support those themes. Hopefully, the main team should be developed first and then the next sub-team and so on. Basically, we have to have try to maintain a semblance of structure to effectively collaborate together with so many people throughout the realm.
If we walk things through from start to finish on one particular aspect of our supposed Hulk set including answering as much whys as possible then UDE will see that "Hey they really want a Hulk set... Lets get that developed right away"
If we are working on the Hulk as a Loner then lets finish the Hulk as a Loner portion of our set before moving to the next.
If we are working the team Hulk then lets finish team Hulk: theme, roster plot twist, location, equipment, and so on.
Well couldn't this be basically a build like Spider-friends? Where as you can have a Spider-friends deck wtih other cards not named Spidey or you could build a Spider-Clone deck involving just Spidey. I feel, again just my opinion nobody get up in arms please, that this deck could be built similarly to the silver age Spidey in that aspect (Of course not as weak hopefully).
What do you guys think? Because as a HUGE Hulk fan even though the Hulk is a loner he has had some good side kicks like Janis, Rick Jones, Jim Wilson, Fred Sloan, etc that could make some better low drops for a predominatly Hulk deck.
Please guys dont hate on me too much. I know I'm new to posting but I have been reading this boards for a looooong time.
Well couldn't this be basically a build like Spider-friends? Where as you can have a Spider-friends deck wtih other cards not named Spidey or you could build a Spider-Clone deck involving just Spidey. I feel, again just my opinion nobody get up in arms please, that this deck could be built similarly to the silver age Spidey in that aspect (Of course not as weak hopefully).
What do you guys think? Because as a HUGE Hulk fan even though the Hulk is a loner he has had some good side kicks like Janis, Rick Jones, Jim Wilson, Fred Sloan, etc that could make some better low drops for a predominatly Hulk deck.
Please guys dont hate on me too much. I know I'm new to posting but I have been reading this boards for a looooong time.
I think Hulk Solo is a better idea then Hulk clone. Actually a theme of Hulk through the years is often Hulk fighting alone, but being helped by his allies off to the side. So perhaps a Hellfire Club style team might be thematic. Playing off having Hulk visible but Rick Jones, Doc Sampson, Amadeus Cho and Mr. Blue (Betty) off in the hidden area.
Amadeus Cho <> 3rd Smartest Person on Earth
Cost: 1
Concealed - Optional
0/1
Active -> Return Amadeus Cho to your hand, if you do, negate target plot twist or activated effect targeting a visible character named Hulk you control.
"< % && $ ( +- 98844.8884343"
Doc Sampson <> Leonard Sampson
Cost: 3
Concealed
3/3
Free -> Move Doc Sampson to your visible area. Use this ability only if you control a stunned visible character named Hulk.
Doc Sampson gets +4/+4 while visible.
"Damn it Bruce, you know how I hate working outside the office."
Yeah the Hulk has worked alone (except for the Pantheon era) but there have been enough versions of him where having a Hulk Clone type of deck would be pretty fun to play IMO.
Here's the versions I know off the top of my head.
Savage Hulk -- Classic Hulk Smash.
Grey Hulk -- Not the first appearance of the Hulk but the Grey Hulk from the Ground Zero story line era. He was smarter than the Green Hulk but not as smart.
Mr. Fix-it -- Yeah I know he is essentially the same character as the Grey Hulk above. But Banner wasn't around during this time period remember. He had made a deal to make Banner go bye bye.
Banner in control of Hulk -- After the Hulk's adventures in space (right before Nightmare started making him lose all control), Banner had control of the Hulk. Not the Prof Hulk most people mistake this one for but Banner had full control.
Bannerless Hulk (Version 1) -- Hulk that was completely uncontrollable. During the Savage era he had some emotions and didnt attack friends. But this Hulk never even spoke. He was just a walking smashing machine. This is the one that was banished to the Crossroads.
Bannerless Hulk (Version 2) -- Not exactly a different version of the previous mentioned one. But Banner and the Hulk were separated and the Hulk was the same. Completely Savage, but not as pissed off (I guess you can say) as the previous one.
Prof. Hulk -- We all remember this one. All personalities, Savage, Grey and Banner merged into one.
Savage Banner -- After the Pantheon mishap, Banner's failsafe (He had been working with Samson in regards to this I believe) was that when he lost all control he would revert back to Banner. Granted it was a Savage Banner (Think Savage Hulk but in Banner's body), it still was thorn in the Hulk's side as he remained in Prof mode.
Bannerless Hulk (Version 3) -- Heroes Reborn era. After Onslaught Banner wound up in the pocket universe while the Hulk was here. He kept some of his vocab this time and was a beast not completely savage like the other two but more on the lines of Maestro.
War Hulk-- Apocalypse make the Hulk become one of his 4 horsemen. This Hulk was pretty damn powerful.
Maestro -- Future version of the Hulk, if you dont know who he is then well, best way of summing it up. He is the last person in the Marvel Universe standing. He murdered countless heroes. More in the lines of the Prof version of the Hulk
Devil Hulk -- Evil Hulk version who wants to break out. Not the Maestro but something darker.
And then all the Bull #### Bruce Jones put us through. God that was garbage. Like Super-Banner, Hulk/Banner, etc. Yawn --
But you could make a Hulk Clone deck out of those.
Actually why not set this deck build up giving us the option of both. Loner or Clone?
I think Hulk Solo is a better idea then Hulk clone. Actually a theme of Hulk through the years is often Hulk fighting alone, but being helped by his allies off to the side. So perhaps a Hellfire Club style team might be thematic. Playing off having Hulk visible but Rick Jones, Doc Sampson, Amadeus Cho and Mr. Blue (Betty) off in the hidden area.
Amadeus Cho <> 3rd Smartest Person on Earth
Cost: 1
Concealed - Optional
0/1
Active -> Return Amadeus Cho to your hand, if you do, negate target plot twist or activated effect targeting a visible character named Hulk you control.
"< % && $ ( +- 98844.8884343"
Doc Sampson <> Leonard Sampson
Cost: 3
Concealed
3/3
Free -> Move Doc Sampson to your visible area. Use this ability only if you control a stunned visible character named Hulk.
Doc Sampson gets +4/+4 while visible.
"Damn it Bruce, you know how I hate working outside the office."
Actually you know what after re-reading your post I kind of like that idea. I think that type of build would work out really well with Janis, Jim Wilson, Rick Jones, Fred Sloan and even an unaffiliated Puffball Collective (He was the Hulk's friend after all...then he got kind of his own thing going on). Also do you think that would work with Pantheon members and or Warbound?
No offense to everyone but I would be kind of pissed off (If this becomes a reality) if the Warbound make it and not the Pantheon. I would feel that is a huge slap in the face to older Hulk fans as they gear the game towards more newer fans.
1) It's already been established that the name for him in-game is The Hulk, not Bruce Banner <> The Hulk. And now's not the time to switch because it would let you get out two Hulks at a time. Which brings up the fact that...
2) ...Hulk Clones makes no sense. Spidey and Superman get the Clone treatment because both have been cloned at various points and there were multiple copies of them walking around. And while Hulk has gone through many transformations, there's only ever been one Hulk (not including time travel scenarios).
Quote
No but think of it for a minute. Who are the Hulks main villians? Not only villians who are some of the strongest villians in comics (Abomination being one of them) but also some of the smartest. The Leader is smarter than the Lex Luthor if you want to babble like fanboys in 2nd grade.
3) No, you're still wrong. Hulk's villains, while theoretically powerful, have never accomplished very much. The Leader may be smarter than Lex, but Lex is practical and clever enough to actually make his intellect count, whereas the Leader is batpoop-insane and makes plans that are bound to fail.
Hulk is cool, Hulk's villains are (by and large) incredibly lame.
See the problem is when it comes to the Hulk most creators at Marvel dont care to aknowledge what is going on in this series making the villians not have the staying power as say Lex. So when the Leader blows up Middletown (or whatever it was) it wasnt even talked about in other Marvel Titles.
Think of some of the potential for Hulk villians though. U-Foes, Abomination, Mad Man (Whom in my eyes could take the whole Marvel Universe by storm if they get rid of some of the hacks who write for them...Pak excluded) all of those could be Grade A villians but they get the same treatment Lex has in the past when he was wearing a purple armor.
As for the clone deck. I was kind of using that as a term. Yes he hasnt been cloned (They have tried in the Bruce Jones arc) but because of the MPD the Hulk could have various different versions like a clone build.
Does that make more sense at the point I'm getting at?
I understood why you were doing it (the whole "fragmented mind" thing), but the bottom line is that there are never two Hulks in the real world at the same time, with the exception of the three minutes during Onslaught: Marvel Universe AFTER they were split and BEFORE Banner stumbled woozily into the cloud. ;)
And any character "can" be a major player. See: Ka-Zar fighting Thanos. But, unless they're actually written that way on a consistent basis, their potential is irrelevant. Unless they've been demonstrated to be a serious threat, they don't get "big bad villain status" in VS.
What about creating a new system to the game where you could have multiple Hulk's out but they have to be in the hidden area and it will cost endurance to get them out to the regular board.
So just so I have it straight (forgive me for just asking) But a loner deck would be a Hulk at every drop so there would always be A curved system and B- There will be a Hulk on the board at every step.
Again just wanted to make sure my understanding is correct
It ain't Batman's gallery but it's pretty sweet. Hulk also has some complete goofball villians that would at a minimum make you die laughing.
Bi-Beast
MODOK
MODAM
The Harpy
I personally would just call his enemies Gamma Foes.
1 Drops:
(R) The Leader
Samuel Sterns
1/1
Willpower 2
Active -> Reveal the top 2 cards of your deck. Choose a Gamma Foe character or a Plot Twist and put it into your hand. Remove the other from the game. Discard a card for each card you put into your hand this way. Lose endurance equal to the cost of the card you placed in your hand.
His research often results in innocents paying the price.
(U) General Thaddeus Ross
Thunderbolt
0/1 - Range
General Thaddeus Ross gets +3/+1 while in combat with characters with higher cost.
"It's my job to protect you from the monsters of this world Betty !"
2 Drops:
(C) Vector
U-Foe
2/3 - Range
Cosmic: Remove a Cosmic counter from Vector. Exhaust Vector. Remove target attacker from this attack. Use only when Vector is defending.
"You can't touch me."
(U) Betty Ross <> The Harpy
Gamma Irradiated Lover
4/2 - Flight
If The Harpy causes breakthrough you may KO the Harpy. If you do put a +1/+1 counter on target Gamma Foe you control.
"Betty?"
3 Drops:
(C)Half-Life
Anthony Masterson
3/3
Half-Life gets +4/-2 if you control the initiative
Dormant by day. Deadly by night.
(C)Absorbing Man
The Old Ball and Chain
4/4
Vengeance: Remove all counters from Absorbing Man, if you do put a +3/+3 counter on Absorbing Man.
(R)Woodgod (i'm not kidding ... Hulk has an enemy named Woodgod)
Sinister Satyr
5/5
Vengeance: KO Woodgod, if you do put a -3/-3 counter on target character.
(U)X-Ray
U-Foe
4/4 - Flight, Range
Vengeance: Move X-Ray to the hidden area.
Active -> KO X-Ray, if you do target opponent loses 5 endurance. Use this only if X-Ray is in the hidden area.
"Your hide can't stop these rays greenskin !"
4 Drops:
(C) Abomination
Emil Blonsky
8/9
Vengeance: KO a character you control or lose 4 endurance
(C) Hulk Robot
Army
7/7
When Hulk Robot goes to the KO pile from play you may remove it from the game. If you do ready target character named The Leader you control.
(R) Vapor
U-Foe
5/5
Vapor cannot be stunned while attacking or defending.
The one foe Hulk can't smash.
5 drops:
(C) Ironclad
U-Foe
7/8
Ironclad gets +1 attack for each character card with version U-Foe in play and in your KO pile.
(R) The Leader
Mental Manipulator
9/9 - Range
Concealed - Optional
Stun a ready character you control -> Exhaust target character with cost Equal to or less then the Character you stunned. Use this ability only during your attack step.
Activate, Move The Leader to your visible area, KO a ready character you control -> Exhaust target character with cost 5 or less. Use this ability only if The Leader is hidden.
"GET HIM YOU INCOMPETENT FOOL!"
6 drops:
(U) M.O.D.O.K.
Mental Organism Designed Only for Killing
11/13 - Range
M.O.D.O.K. may attack hidden characters.
Exhaust a ready character you control -> M.O.D.O.K. gains Flight and +1 attack until the end of the turn.
Designed only for killing.
(C) Bi-Beast
Protector of Avian Intelligence
12/12
Bi-Beast can't be stunned while defending against a character with Flight.
Friend to all birds. Foe to the Hulk.
(C) The Gremlin <> Titanium Man
Neglected Son
1/1
Cosmic: Gremlin gets +12/+12 and has Flight and Range
"My armor ! You've ruined my armor !"
(R) Iron Man <> Hulkbuster
Last Line of Defense
13/11 - Flight, Range
Hulkbuster gets +4 while attacking a character with a higher printed attack value then itself.
7 drops:
(R) Madman
Phillip Sterns
16/17
Vengeance: KO a ready character you control. Recover Madman and put a +1/+1 on him.
(C) Tyrannus
Subterranean Exile
15/15 - Range
Activate -> Remove 3 Gamma Foe Character cards in your KO pile from the game. If you do Tyrannus gets +3 defense this turn.
"They're called lackeys for a reason."
(U) Zzzax
Living Lightning
18/1 - Range
KO a Ready Gamma Foe Character you control -> Zzzax has reinforcement this turn.
KO a Ready Gamma Foe Character you control -> Zzzax has flight this turn.
Active, KO Zzax -> Target opponent loses 5 endurance.
"Zzzzzzzzzzzzzzzzzzzz !!!!!!!"
8 drops:
(U) Abomination
Gamma Rage
18/18
When Abomination comes into play, if you controlled a character named Abomination as the build phase started put a +2/+2 counter on Abomination.
Vengeance: Remove your hand and deck from the game.
(R) Juggernaut
More then a Match
19/18
Juggernaut can't be stunned in combat with characters with cost less then him.
"Come on Hulk! Where's the old boasting? The battle cries? Why aren't you bellowing about how you're 'the strongest one there is'? Could it be because... you know it's not true?"
9 drops:
(R)Hulk <> The Maestro
Future Imperfect
22/22 - Flight, Range
When Hulk comes into play remove all other characters you control from the game. For each character you removed in this way target opponent loses 2 endurance.
Armed with the weapons of Earth's fallen heroes the only one who could stop him was himself.
...
And for the fun of it ... an Unaffiliated War Hulk.
6 drop:
(R)Hulk <> War
Horseman of Apocalypse
15/15
During the recovery phase, KO Hulk if you don't control a character named Rick Jones.
It ain't Batman's gallery but it's pretty sweet. Hulk also has some complete goofball villians that would at a minimum make you die laughing.
Bi-Beast
MODOK
MODAM
The Harpy
I personally would just call his enemies Gamma Foes.
1 Drops:
(R) The Leader
Samuel Sterns
1/1
Willpower 2
Active -> Reveal the top 2 cards of your deck. Choose a Gamma Foe character or a Plot Twist and put it into your hand. Remove the other from the game. Discard a card for each card you put into your hand this way. Lose endurance equal to the cost of the card you placed in your hand.
His research often results in innocents paying the price.
(U) General Thaddeus Ross
Thunderbolt
0/1 - Range
General Thaddeus Ross gets +3/+1 while in combat with characters with higher cost.
"It's my job to protect you from the monsters of this world Betty !"
2 Drops:
(C) Vector
U-Foe
2/3 - Range
Cosmic: Remove a Cosmic counter from Vector. Exhaust Vector. Remove target attacker from this attack. Use only when Vector is defending.
"You can't touch me."
(U) Betty Ross <> The Harpy
Gamma Irradiated Lover
4/2 - Flight
If The Harpy causes breakthrough you may KO the Harpy. If you do put a +1/+1 counter on target Gamma Foe you control.
"Betty?"
3 Drops:
(C)Half-Life
Anthony Masterson
3/3
Half-Life gets +4/-2 if you control the initiative
Dormant by day. Deadly by night.
(C)Absorbing Man
The Old Ball and Chain
4/4
Vengeance: Remove all counters from Absorbing Man, if you do put a +3/+3 counter on Absorbing Man.
(R)Woodgod (i'm not kidding ... Hulk has an enemy named Woodgod)
Sinister Satyr
5/5
Vengeance: KO Woodgod, if you do put a -3/-3 counter on target character.
(U)X-Ray
U-Foe
4/4 - Flight, Range
Vengeance: Move X-Ray to the hidden area.
Active -> KO X-Ray, if you do target opponent loses 5 endurance. Use this only if X-Ray is in the hidden area.
"Your hide can't stop these rays greenskin !"
4 Drops:
(C) Abomination
Emil Blonsky
8/9
Vengeance: KO a character you control or lose 4 endurance
(C) Hulk Robot
Army
7/7
When Hulk Robot goes to the KO pile from play you may remove it from the game. If you do ready target character named The Leader you control.
(R) Vapor
U-Foe
5/5
Vapor cannot be stunned while attacking or defending.
The one foe Hulk can't smash.
5 drops:
(C) Ironclad
U-Foe
7/8
Ironclad gets +1 attack for each character card with version U-Foe in play and in your KO pile.
(R) The Leader
Mental Manipulator
9/9 - Range
Concealed - Optional
Stun a ready character you control -> Exhaust target character with cost Equal to or less then the Character you stunned. Use this ability only during your attack step.
Activate, Move The Leader to your visible area, KO a ready character you control -> Exhaust target character with cost 5 or less. Use this ability only if The Leader is hidden.
"GET HIM YOU INCOMPETENT FOOL!"
6 drops:
(U) M.O.D.O.K.
Mental Organism Designed Only for Killing
11/13 - Range
M.O.D.O.K. may attack hidden characters.
Exhaust a ready character you control -> M.O.D.O.K. gains Flight and +1 attack until the end of the turn.
Designed only for killing.
(C) Bi-Beast
Protector of Avian Intelligence
12/12
Bi-Beast can't be stunned while defending against a character with Flight.
Friend to all birds. Foe to the Hulk.
(C) The Gremlin <> Titanium Man
Neglected Son
1/1
Cosmic: Gremlin gets +12/+12 and has Flight and Range
"My armor ! You've ruined my armor !"
(R) Iron Man <> Hulkbuster
Last Line of Defense
13/11 - Flight, Range
Hulkbuster gets +4 while attacking a character with a higher printed attack value then itself.
7 drops:
(R) Madman
Phillip Sterns
16/17
Vengeance: KO a ready character you control. Recover Madman and put a +1/+1 on him.
(C) Tyrannus
Subterranean Exile
15/15 - Range
Activate -> Remove 3 Gamma Foe Character cards in your KO pile from the game. If you do Tyrannus gets +3 defense this turn.
"They're called lackeys for a reason."
(U) Zzzax
Living Lightning
18/1 - Range
KO a Ready Gamma Foe Character you control -> Zzzax has reinforcement this turn.
KO a Ready Gamma Foe Character you control -> Zzzax has flight this turn.
Active, KO Zzax -> Target opponent loses 5 endurance.
"Zzzzzzzzzzzzzzzzzzzz !!!!!!!"
8 drops:
(U) Abomination
Gamma Rage
18/18
When Abomination comes into play, if you controlled a character named Abomination as the build phase started put a +2/+2 counter on Abomination.
Vengeance: Remove your hand and deck from the game.
(R) Juggernaut
More then a Match
19/18
Juggernaut can't be stunned in combat with characters with cost less then him.
"Come on Hulk! Where's the old boasting? The battle cries? Why aren't you bellowing about how you're 'the strongest one there is'? Could it be because... you know it's not true?"
9 drops:
(R)Hulk <> The Maestro
Future Imperfect
22/22 - Flight, Range
When Hulk comes into play remove all other characters you control from the game. For each character you removed in this way target opponent loses 2 endurance.
Armed with the weapons of Earth's fallen heroes the only one who could stop him was himself.
...
And for the fun of it ... an Unaffiliated War Hulk.
6 drop:
(R)Hulk <> War
Horseman of Apocalypse
15/15
During the recovery phase, KO Hulk if you don't control a character named Rick Jones.
What about some other people. Like Rock and Redeemer, which would make a pretty impressive duo. Or also The Creeping Unknown and or Wendigo?