You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
You know, it looks pretty probable that you could change around Aerial Supremacy more to controlling your opponents positioning. As Cyke mentioned with Dazzler, Banshee, and Archangel (2), there are Xmen that are really good at disrupting formations. This really could be pushed on when there's a new card to help Aerial Supremacy. Instead of regular Xmen curve which works best on the complete offense, Aerial Supremacy could work better with a more well rounded set up. Using the card Aerial Supremacy to cover their behinds, and then using their flight and disruption to force the most about of breakthrough per an attack.
It would be really cool, yes, but it still needs something to take away range unless someone wants to make it a full on attack deck. Problem is that it still won't solve the problem of the Aerial X-men's overall low defense values.
yeah, the more i think about it, the more i might try to make a deck out of it, if just for the gimick of it. and blackfire would make a great addition to the deck.
so far i can the prefered drops looking like this.
dazzler
archangle
banshee
??? most lilely rogue to copy dazzler, even tell your opponent when you play rogue that she will coping dazzler when combat starts, so he knows and will put someone in front.
or maybe even crystal? to combo with ...
blackfire
stormWW
prof x
i am thinking you want odd iniative, so you build last on turn 6 and trap bastion in the back, and so banshee and blackfire can do there thing first too.
Originally posted by Prolink It would be really cool, yes, but it still needs something to take away range unless someone wants to make it a full on attack deck. Problem is that it still won't solve the problem of the Aerial X-men's overall low defense values.
Yeah. UDE definitely needs to make another version of Bishop that not only gets a bonus based on the number of characters with range that your opponent controls, but also removes the range attribute. Maybe something like:
imagine if the magento-xmen version will take away flight, or an x-men spider-man, takes the abilit to move during the recruitment, for an example he web the everyones feet, so they can't move, lol
or an actual staple 7, like
cyclops>power house
range
x-men
15
15
at the start of the recovery stun taget front row character
I think that the Bishop idea is pretty cool, although I would prefer it on a lower than 5 drop. Then again, it would combo well as 4 drop Storm can hold off your opponent's attacks, 5 drop Archangle will do his best to help the fight, and then 6 drop Bishop would seal the deal. Or maybe make it a new 7 drop to make it harder. With Muir Island and Children of the Atom, you can make sure that 4 drop Storm and anyone else along with Archangel (5) will make it to turn 6 or 7 to finish up the mess.
Turn 6 or 7 is a rather long time to wait for such a theme to kick in, especially since Aerial Supremacy only provides +2 DEF. By turn 6 or 7 it just makes X-Men DEF values on par with most others at those drops. Personally I would prefer the 4 drop position for a character card to have that ability (or better, a 2 drop). If a 4 drop, it rivals Storm's spot but on the other hand, there are two plot twists that already provide flight negation but there are far more lower drops with range than flight. If the theme holds up then you can play Storm off-curve. Play her on 6 while equiping a character with The Blackbird to provide the entire team with flight.
If the character were a 2 drop then you could play it on turn 4 while equiping The Blackbird. Again, Storm would have to be played off-curve to use her ability.
4 long shots
4 omens
3 cyclops 2 drops
4 beast boys
2 Havoks
4 Rogues 4 drop
1 nightcrawler 4 drop
4 Garth
1 wondergirl 5 drop
2 storm 6 drop
2 donna troy 6 drop
2 professor-x 7 drop
4 Marvel team up
4 titains go
3 heroic sacrifice
3 bamfs
3 childen of atom
2 have a blast
3 savage beat down
2 cerebro
2 uss arguss
omen can stack your deck, longshot can get any of it you want. you always mulligan your hand if you don't have an omen or longshot.
as for your three drops, i've gotten beast boy up to a 13/13 before, thanks to titains go and bamf, but if you miss him havok can stun up a weak 5 drop .
your four drop rogue is amazing she can take powers and she average strength for a 4 drop, and nightcralwer can give anyone flight and range.
five drop garth is very nice he can get any thing back. thanks to him i play almost every thing from my hand being able to use have a blast twice bamf or Titans go is very helpful.
on turn six you have to ways to go donna if it your turn or storm if it's not.
turn seven is very very nice. on turn six do not stun there five drop make them keep there five on the table. with your 4 and 7 drop u get at least 18 damage. if it your attack step attack there 7 drop with your four and seven use bamf use your other people on the six. use titans go and hit there five drop with your four and sevens ability on it. If you have another titans go you can hit them for 36 plus all of the stun damage.
This is a very fun deck to play. I have went through my whole deck before. about one out of every 9 games i might have a bad hand and run into problems. I call it omen's long shot.
Let me know what u think.
alot of guys are running curve sentinals, go figure.
My XMEN deck hits about 50/50 on sentinels. I am pretty much running Warmachine's build it works very good. I feel like there is something I'm missing with this
I try to use finishing move to take care of bastion and Mark V of 6 and 4 but I only have room for 2 finishing moves so I can't be gauranteed the hit on turn 6. Do I absolutely no matter what hold my finishing move for 6. I drop 7 professor and my opponent drops magneto. Now i'm scewed, if I couldn't finishing move bastion I will not be able to kill magneto and therefor none of my guys will ready. Any help into what characters work best. There are about 20 players in my local meta, and I would say 6 run Titans and 6 run Sentinels the rest are a mix of x-stall and cosmic cops. Any help would be geatlly appreciated
You might not want to use Total Anarchy because of the chance of you losing your small drops. I would suggest saving them for later, and use Fastball Special, and then Finishing Move. The bad thing about this manuever is the fact that you're exhausting 3 characters. The best way to solve that problem is using A Death in the Family instead, but that costs 11 endurance to be used on Bastion.
So, based on how you play, you choose the lesser of two evils. Best part about Fastball Special is the fact that as long as you have one or two little drops, you'll always get a chance to use it, although on your own turn.
use rogue on turn 6, she acts a finishing move herslef, sure collossus is big and beefy, but rogue makes it so you don't need finishing move, just team attack bastion with rogue and your 5 drop, and mnake sure to save all your pumps and one bams for turn 6.
you won't need fastball or finishing move, so you wont need your lower guys out, TA is very good vs CS even though they also run it, it makes their baord smaller, if you play it on the right turn a turn they don't to play it, you can generally Ko all their guys and keep most of your's.
since you know you will be playing rogue vs Cs don't play on turn 4 if you can help it.
i run 6 6-drops, 3 rogues and 3 collossus, with cerebro out, i can usually find both of them by that turn. now if you don't have even iniative, but more than likley you will, cuz CS wants to go on odds, then finishing move will be useful, but the majority of the time, you won't even need