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Agree with dawnyoshi. I play up to 6, then until turn 6, I begin to KO, if I have 2 KKKs, then thats great. Cos, I will KO both of them. If not, that robotic guy can do the same thing as well.
yeah i know. i do not run magneto tho for teamup sake. i just run it to draw me some cards etc... and i dunno what to run as a 6 drop. powergirl/cptn atom/metamorpho i dunno which. they all have their benefits. also, do you guys run your JLI4 like... team attack with the Cap-a type guy who KOs the stunned defender if you team attacked with 3+ ppl? or do you just go for beats with fox/batman/canary?
I am going for beats. Due to the fact that I play B and B and finds 3 team attacker to KO does not give you much advantage. I'd mostly go for a 1 on 1 battle. Pumps is what I believe I need most.
Too bad that this set does not have TNB in the JLI version. (The new JLI, sounds like JLA) Anyway, the pumps are not bad, especially the Clobbering Time. JLI Embassy also ensures you that you can recover 1 more character if you want to for further board advantage. I have UN Recognition as my defensive PT to help gain life. So, that I can move my MM around with more END to spare.
Play curve all the way to turn 6, strategy then changes to either Sinestro + 3 drop, SInestro + booster gold boost or Dinah. Depends on my hand and what is best at that point.
Originally posted by luffy Then what do you suggest? SS or IG?
Probably none of the above.
By the way, before I RTFC, Manhunter Clone was the stone nuts. If he was Army, Manhunters goes from unplayable to viable with milling. I built this at work yesterday when I thought you could have more than 4 copies of the little dude.
26 Manhunter Clone
4 James Jesse
3 Ratcatcher
4 Fall of Oa
4 War Without End
4 Birthing Chamber
4 Gravesite
4 Manhunter Science
4 Last Laugh
2 Sorceror's Treasure
1 Crowd Control
With a great draw it emptied your deck and killed you on turn 4. On the average draw it was turn 5. It was awesome.
And then I read Manhunter Clone and realized that he wasn't Army. And I was sad.
Really, though, even IF the Clone was Army, you'd be paying a whole lot of END to mill away their deck... it'd hurt bad. Trickster in a swarm deck, OTOH... that's just hilarious. ^_^
Originally posted by luffy Markslack: Which means this set is horrible. No tier 1 decks?
BTW what's RTFC?
Yeah. But I always say that, and I've been wrong before.
canamrock: yes, you did, but the deck was guaranteed to mill you out on turn 5 and you got to Crowd Control on 5 as well. Basically your opponent had to do 40 to you by the end of turn 4, because you'd end up facing them for 70 or so with Last Laugh and they'd do 5 to you through reinforced Clones.
Originally posted by luffy Oh well... Set is horrible.
That's the winning attitude. lol
But seriously, I think this will end up being a bit of a sleeper set if people don't jump on the new comboes right away. The JLA has introduced a plethora of untraditional enabler cards. It'll be interesting to see how long it takes to develop new decks from the set. The Injustice Gang shows promise as an enabler for some other team's Army strategy, and it could make a name for itself through its ever-growing hand strategy. Willpower's looking to be making itself useful in curve decks as well. Satellite HQ & Oa become a reusable Clobberin' Time and the former can even help against concealed-heavy decks too.
The set is rife with powerful synergies, but not so much so with powerful cards. This is my main problem with it right now. No matter what strategy I proxy up and test, it always feels like I'm building a house of cards.
Make no mistakes, that house of cards is a freaking death machine that will destroy an opponent when it's finished, but until then he can just knock out a few pieces here and there to beat me.
If there is a powerful deck in the set, then it is extremely well-hidden and I can't see it.
The set is rife with powerful synergies, but not so much so with powerful cards. This is my main problem with it right now. No matter what strategy I proxy up and test, it always feels like I'm building a house of cards.
There are a few very dangerous cards that pretty much going to carry entire teams to success. JLA and JLI dont really have anything all too devistating to really out and out crush your opponent.
IG and SS seems to have some scary cards going for them. The good guys dominated last set, i think the Bad Guys are going to come out on top for DJL.
A simple card like Injustice Gang Satellite or the General is just going to tear through people like tissue paper. I also think that possibly the IG burn will not be successful but the swarm of concealed one drops and either world war III or starfish could be quite effective.
For the society they have poison ivy, scarecrow and that evil gorrilla grodd we all saw rip apart the sealed games. Divided we fall seems quite good too for field control or a killing blow. Of course the manipulation you can do with the ko pile aint half bad either thanks to the treasure and other character recursion.
Think i'm going to give the baddies more thought this time around.
As far as I see the goodie are those that are going to make it ot the higher stage of this deck. WIllpower crap is good, power-up seems good as well. 4 resources for JLI seems another wonderful deck to build. IG burn and attack like crazy sounds insanely good. SS with the ability of Gorilla to steal and do some stealing of counters seems excellent as well.
The problem lies on all the decks do not seem to be good enough to become tier 1, IMO.