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i have ran NS/O/SB in my x-beats and i really liked what it did, lately i have been testing aaron's breider's top 8 10K build withthe madripoors and while i like what madripoor bringds, i still have not found shapechange that useful, so right now i am tweaking the deck to try to fit in NS/O and madripoor. just gotta find the right numbers.
as for shadow cat yeah she is good, and with evasion she has a good chance to stick around till turn 8, but she won't work with TA, which i see you removed, i would like to test out the titans and TNB match without TA, it might free up some slots. but then again, TA and Gambit can stop the houndlock and that is a good thing.
Anyways, I'm always looking in improve my X-Deck. I try to mix in a little discard with some recovery/beats. I'm thinking of changing over to straight auto-stun/beats.
The 1-3 drops are perfect. The drops are
4- PA Rogue
5- Sunfire / Pro X
6- Emma Frost / Storm
7- Wolverine
8- Phoenix
9- Pro X
My picks are 5, Sunfire and Angel, 6 Storm and Colossus, and 7 Pro X.
Reading the previous posts, shape change seems like a great idea for instead of acro-dodges.
I think any deck that's character heavy, especially in the high up curve, like spiderman, can make good use out of Shape Change. Chances are, you'll get a character, and unless it's a 2 or 3 cost character, you'll be getting more bang for your buck.
Seriously though, X-Men need love. Right now I'm working on an X-Men deck that goes for the turn 6 win.
The general theory goes as such.
1. Outback Stronhold is the lynchpin.
2. The deck uses a weenie rush style for the early game.
3. Cerebro is in play and milling.
4. You play out Collosus (who will need to have the boost for this to work)
5. You use the fact that you (hopefully) have a surplus of characters still alive to use cards such as "Lanterns In Love" or simply Children of the Atom to allow Collosus to smash face.
6. Blindsided is recommended.
While I have the deck idea planned out, I'm working on a specific list. Anyone willing to give some suggestions?
Using the Equipment and plot twists I have the front line men guard the support characters as the supports bombard the enemy, if worst comes to worst and I last long enough Dark Phoenix should be able to pull off a win the turn it hits the field.
(If I'm wrong about any of this/If there are ways to make it better please tell me, k thx :3)
Character
------------
(1)
Professor X x2
Dazzler x4
(2)
Nightcrawler x4
(3)
Wolverine x4
(4)
Jean Grey x2
Rogue x2
(5)
Archangel x4
Wolverine x4
(6)
Rogue x2
Storm x2
(7)
Wolverine x2
Professor X x1
(8)
Professor X x1
Plot Twists
------------
Children of the Atom x2
Fastball Special x4
Finishing Move x4
Bamf! x4
Savage Beatdown x4
As you said I dropped the firearms but I also dropped Bishop *after reading his effect I decided I didn't like it* I added 2 more 7 drop wolverines, 2 1 drop Professor X *from x-statix* added 2 more fastball special and finishing move. Added Jean grey and Rogue drop 4. Any other suggestions?
Oh and a question on Jean grey does the replaced resource go into my hand? Example I had a horrible draw and I had to place the good prof. in my resource row. When I get grey out do I put lets say savage beating down and take the Prof. when I activate her ability?
also the one drop chuck has loyalty to x-statix, and you have to control an x-men character, he has double loyalty, so you can't play him either.
bishop is a freakin great 2, espcially with the amount of ranged characters in the field now, he can be a 5/5 on turn 2 is huge, and even bigger if team attacked, and now that overload is gone he is a beast.
wolverine:berserker rage is a very very bad 7 drop, his low stats means he is weak against anything but a swarm deck, and vs curve, there should not be many charactes 4 or lower still in play unless they run alot of recovery or evasion. go with the 7 drop chuck all the way.
i am not sure why you are not running colossus at 6, with cerebro and all the discard effects in x-men, he can easily be a 16/12 by turn 6. rogue is a great secondary back-up, in case that does not happen.
apoc is a good 8 drop. but i prefer etrigan, with chuck and rogue you can burn for upwards of 16-22 points of damage on turn 7(remember, you can target a guy that is allready exhuasted, and even attacking, and rogue and chuck can targer the same person)
then on turn 8, if you build first (which you should cuz x-men want the even initative) then you can burn again with chuck, before you play etrigan.
and when he comes into play, if the opponent is under 8 life, they can't pay the demon, and have to sac all their resources.
so on their build, all they can do is play one measly resource and recruit one measler one drop. while you are sitting pretty with big bad etrigan.
however apoc, works on either initative, and hase flight and range, and is a 19/19 vs etrigan's 18/18. but i have found etrigan more useful, as most decks wants odds so if they win, they will give you evens anyway. and even if they can pay the 8 endurance to etrigan, that is a big deal in that stage of the game, or if they go first and have to ko all their resources, that is also huge as they just lost all the tricks and locations and whatnot.
Thanks, But now in stuck in a conundrum, Use apoc becuase he has flight range and is totaly beefy + the KO'in two resources durring the combat phase *Can I do that every combat phase?*
or the Demon with his range and beefyness *not as beefy and no flight -.-;* but with his effect to really hurt my opponent........ I must think on this more and thanks again for all the help...