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The problem with most OTKs so reliant ON that OTK is that if it gets stopped, you probably won't have a lot to fall back on, much less try again and with stuff used these days, more fancy OTKs don't work as well as they used to (if they did).
yea but i think that with makiu now. they actually have a much larger power bost. with things like the powerboosts and the one beater they actually have. they could realy open up a field for much easyer powerhouse attacks, so mayby with that, the otk will be more viable, seeng as it now has another opening created for it. which is essentially the only thing otk's have to fear. once you go for the gaming strike, its all or nothing. if the opp stops it. well, then your momentum is going to crash hard.
the demise + dsf otk my friend showed me was amazing, and it was a perfect game like most demise decks are. but one threatening roar opened him up to so much retaliation. but i think the more openings and more tools the otk has, the better it becomes. with demise, it has a strict build, so, theres not much room for support. but with something like batterymen, i think they have potential.
Batteryman and many Decks, whether they had OTK potential or not, have playable potential in general; as usual, it's the mindset of people of wanting the quickest and easiest ways to win. Anything that actually requires a bit of effort to do (a.k.a. several cards and/or certain situations and all) is usually frowned upon and ignored unless it has very huge (and constant) results.
I mean, with all the latest Batteryman stuff that had come out, they became wicked fast and having their own mass destruction card topped it off.
And, unlike the couple of Demise OTKs, they don't require themselves to be based on its OTK. That is merely one of its options, so if it DOES get stopped, the rest of the Deck can back it up and make up for it while Demise OTKs are usually focused on the OTK itself and pretty much put all of its efforts into it, so if it does get stopped, you don't have much to fall back on and leave yourself open.
IDK if its been pointed out yet but goblin king otk got 1st turn otk potential with the release of the spell One for One. before it would take a bit before you could pull off gk with infernal reckless summon. now its possible to normal summon (say giant orc, slate warrior, or insert fiend beatstick) and then one for one and IRS GK for a possible 9K damage after the beatstick cleared the way.
You'd need to add in Lightning Vortex as your opponent needs to have at least 1 face-up monster on their field to be able to use Reckless and possibly give them up to 2 other copies of that monster too.
ah, you would think so but outside of theme based decks no one runs 3 of anything. even blackwing cant hold against a minimum 9k+(1600-2200) 1st trun. and even if somehow they did it would still crumble after taking 5k (being generous, probably less than 1k realistically) 1st turn.
key with gkotk, is like the rest, go 2nd on 1st turn.
Sea King's Chief Spearsoldier/"Atlantean Pikeman" + The League of Uniform Nomenclature + Fire-Cover of Decisive Battle/"Cry Havoc!" for 2 other Level 2 or lower Normal Monsters (preferably higher ATK like Clown Zombie) + Thousand Energy + The Law of the Normal.
No hand for either player (hence, why Fire-Cover doesn't hurt you overall) and your opponent's field and your m/t zone empty while you have 2 2350 ATK and 3 2400 ATK monsters on your field ready to hit directly.
OR you could even replace the 5 Level 2 or lower Normals with (some) Level 3 or lower Normal Monsters and lower their Level by 1 with things like Star Blast or /"Silent Strider" and such to make then Level 2, thus able to gain 1000 ATK by Thousand Energy yet NOT be destroyed at the end of the turn as you can make them Level 3 monsters again, thus no longer affected by Thousand Energy so if by some miracle you fail to OTK, you still have some monsters on the field when your opponent's turn comes around.