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Superwoman doesn't even have any willpower, does she? I would use St'nll. Or was it St'nilli? Anyway, he's the 6 drop that allows you to move all your characters between areas when he comes into play, effectively allowing you to reset your hidden area to be more efficient with your plot twists, and let's you hide away any stragglers that may still be in the visible area.
What I'm thinking of your plot twists is that you can go to 3 each of Cosmic Conflict and Thunderous Onslaught, and then take out one Q Field so you can add in 3 Nero Unleashed. Nero Unleashed is powerful as it allows you move a guy to the hidden area that you may have moved out using another plot twist, allowing you to use them again (although probably next turn...) with another plot twist that moves them to the visible area.
Also, it looks like you're using Xallarp as your main 3 drop, hoping to combine him with Watchdog by turn 3, but I think you could use an alternate drop still, but right now my memory is too fried to give you a good suggestion.
One thing I've noticed is that AM doesn't have a lot of good low drop characters, their strength really relies on the mid to late game, and that problem may just warrant a team up.
Thunderous Onslaught and Cosmic Conflict should always be a four-of's in any aggro AM deck. i think you could do without In the Hands of Qward and replace them with Nero Unleashed.
Have you tried Johnny Quick? he's just plain nasty even if you don't have initiative on turn 5. i use 4 copies of him and a copy of Element Man, who's searchable by Emerald Dawn if i feel that i wouldn't draw into JQ.
however if you're focused on using Nero as a finisher, Power Ring's 5 WP warrants his inclusion to the deck.:)
man i dont know i might try to squeeze some yellow power rings in there as well as keep superwoman. her power is just awesome. that saves you 6 end. which at the end of the game is huge. YPR can help her a bit with 2 willpower.
Problem about Superwoman is setting her up. If it's not your init, you can't put her into the visible area as she'll just help your opponent do a crossover without needing any pumps, and if you put her into the hidden area, anything that's visible is going to get pounded (I didn't say she loses invulnerability, as you can just use Cosmic Conflict to get her back out). She's okay, I do like her personally, but in my opinion she's one of the weaker 6 drops that you can choose from on turn six, that's all.
The problem I see is that their five drop, or their 4 drop with a pump (or one of the powered-up 4 drops like Proudstar or Kyle Rayner) can charge right into here, taking her out, and then their 6 drop can stun down the curve. I've had experience with this as that nearly happened to me twice at the sneak preview, while whenever my opponent played one, I would usually have Kyle Rayner at 4 (of course, I was the only one who realized how good he was at the time, he wins games man!) and then I would just stun her with Kyle. Sure, she takes nothing and I take 4, but then all of my other guys can just smash everything else, usually clearing the whole board and you have to add in any extra breakthrough done.
She's not bad, but only if you can keep her defense up, or if it's your init. One thing I can at least say is that with cards like Cosmic Conflict, she becomes a great way to stun up the curve without taking much for it.
Ive been focusing on a combo oriented deck for A-M. Use the first few turns throwing out shadow creatures to use in later turns. explanation follows.
shadow creatures x10
elastiman x4
fiero x3
frostbite x2
power ring x4
element man x1
super woman x3
sinestro x1
ultraman x2
nero x1
(cards in red searchable w/ emerald dawn)
yellow ring x4
emerald dawn x4
in the hands of qwuard x4
from qward with hate x3
choping block x4
sweeping up x2
thunderous onslaught x4
cosmic conflict x4
take evens if possible. play defense until turn six.
on this turn you should have played out superwoman (or sinestro if you had to tutor)
throw a yellow ring on power ring. fling superwoman into their six drop beign sure to stun them using either cosmic conflict or thunderous onslaught.
next exhaust power ring as the cost to use in the hands of qward to steal their 6 drop.
at this point most deck have only one/two remaining character.
Do what you can to stun them then get them out of the way using your choping block and sweeping up. at best youll be sitting on top of a board where they have no characters remaining.
now pop from qward with hate ditching what you need to. In most cases you will set them back one-two resources. if theyve got no board you are going into the next turn with two six drops, and four resources to their two. the 7 drops are in there just in case.
I know this looks pretty janky cosidering all of the stuff you need, but it may suprise you how well it works. even pulling off one of the tricks can be devestating. pulling off both is usually game over. there is enough versatility built in to get by most trip ups exept of course not drawing FQWH or ITHOQ give it a try.
Originally posted by Ragu turn six.
on this turn you should have played out superwoman (or sinestro if you had to tutor)
throw a yellow ring on power ring. fling superwoman into their six drop beign sure to stun them using either cosmic conflict or thunderous onslaught.
next exhaust power ring as the cost to use in the hands of qward to steal their 6 drop.
at this point most deck have only one/two remaining character.
If you're using the Yellow Ring anyway, why not choose a better 6 drop from another affiliation?
Because of her ability to use thunderous onslaught or cosmic conflict. In this scenario sinestro is a poorer choice than superwoman as she can start in the hidden.
Sinestro is still better however than their other six drop as he can activate with a ring to pay for the ITHOQ if you need to use power ring to swing.
I should also mention that the current build is DC Modern legal and Im counting on their being very little defense boosting able to deal with the Anti-matters pumps.
Most gold decks could eat this deck alive, but Im trusting to a smaller card pool
One thing I want you to remember, if you use In the Hands of Qward, the character you recover stays exhausted. Whenever a character is recovered, unless it says otherwise, it stays exhausted.
So, it's going to be quite difficult to go from using your 5 and 6 drop to get their 6 drop, in the hidden area, and then they still have their 5 drop to attack.
I will try St'nlli out this weekend. And a good call on Nero Unleashed. I need to fit it in. I am going to replace the Hands of Qward with Yellow PW's.
Ragu, gotta ask, why the Chopping Blocks? AM is the one team in the set that really can't make use of the fantastic equips in this set due to their reliance on concealment. Who are you gonna equip the Block to that you can GUARANTEE won't be moving to the hidden area? Seems like a waste of a card IMO. You're better off running 4 Sweeping Ups instead, and a couple more characters.
No Man Escapes the Manhunters and I Hate Magic! won't work with Kiman or Qward, unfortunately, since they both only reduce a defender's DEF for the an attack. Kiman's first payment power can only stun attackers with 0 DEF, and Qward only stuns characters with 0 DEF at the start of the recovery phase.
Aside from the Anti-Matter characters that reduce DEF, the other tools I know of for this deck type are only available in a Revenge Squad team-up. You'll have access to Kryptonite, Brainiac's Ship, Braniac 2.5, and Power Armor Elite. That would likely be the way to go with the idea.