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i saw morlocks modern beat the crap out of squad last night it was running really good and spider friends morlocks in golden age are going to tear up the meta game
I think 3 copies of Morlock Justice is the right answer.
It actually /won/ a game the other night. My entire board was exhausted (Ape was non-stunned) and his board was exhausted too. I knew if it went to 8 he may very well snatch the game. I looked in my hand and saw two Morlock Justices that had been sitting in my hand since about turn 4.
I looked at my 5 stunned characters and his 10 endurance. I dished out some Morlock Justice to put him at 0 (since there doesn't have to be a defender or anything to play it, at the very least it serves as a Last Laugh) and then discarded Electric Eve to seal the door.
I think it's worth running 3 copies of a) just incase you need the blind sided effect of the card and b) it doubles as a Last Laugh in a pinch.
Thought about it some more. I think maxing Morlock Justice is a poor move, seeing as you're likely to only need one per game, for your first attack on 4 or 6. After that, you can thwart or minimalise reinforcement simply by attacking well. Additionally, since Hump has a discard requirement and hitting both together can be a little problematic even with a tutor, a backup should be incorporated into the deck as preferrable to an entirely missed drop or having to underdrop with healer. I am not going to get into the whole Hump vs. Storm debate raging on S&T, as it appears to be quickly degenerating into "U SUK!" "NO U SUK!". Suffice to say if you're running Hump Storm as a backup is a good idea.
I just came back from playing an Avengers deck. 2 out of 3 games I won. Both turns on 5. Morlock Justice is gold. I have to disagree with you Lord Craxton. With sewer system and morlock justice on marrow I did ooddles of dmg.
Plus the additional burn added to the alley it was insane. Wonder man never came out. :)
The debate over which 4 drop to play...thats still tough for me. There was one time where storm helped and another when hump helped. I think if you go with hump you need to play healer on 3 or the location that gives you health when characters attack you.
Storms ability is awesome, but you cant deny humps stats.
I will finish tweaking this deck and this deck is awesome.
I have been trying out an Above and Below build.
It is of the same concept as the evasion decks, however it makes use of a very powerful card : Xtreme Maneuvers
Our little evasion guys can Xtreme Maneuver their big drops on our inits, and then evade to provide power for Hump or Marrow and plot twits like Bum's Rush and Shrapnel Blast.
Still undergoing testing.
1 Drop :
3 x Changeling (Can give you double Eves or Double Tommys)
3 x Archangel (For Amsterdam to search Team up)
3 x Electric Eve
3 x Tommy
2 Drop :
3 x Longshot (Long Shot is always handy to play)
3 x Tar Baby
2 x Leech
3 Drop : (Best if you could recruit 2 chars on this turn)
Nil
4 Drop :
4 x Hump
2 x Havoc (Very interesting if you can keep him alive on turn5 for an easy turn 6 win)
5 Drop : (still testing for the right combination)
3 x Marrow (insanely huge with Bum's rush)
2 x Wolverine (Wolverine is like an evasion char that can attack)
6 Drop :
3 x Callisto (No needs for explanation)
Locations :
2 x Sewer System
2 x X-Corp : Amsterdam
Plot Twists :
4 x Above and Below
4 x Xtreme Maneuvers
3 x Bloodhound
3 x Morlocks Justice
3 x Backs Against the Wall
2 x Shrapnel Blast
3 x Bum's Rush
Any comments? Any problems you see?
How do you think I can include The Alley? Or is it not viable for the deck?
someone help me out with this because i cant understand it. maybe its just against the decks i'm playing against but it seems to me sewer system isnt neccessary in this deck. is there something i'm missing? u can attack hidden characters with caliban. and even if sewer system is useful, it still seems to me like sub sanc is wayy more useful. so please let me in on the inside info and what i'm missing, thanx
EX. (Turn 5) I had marrow with a stunned board. My opponent had Subby in front and Warbird in the support. It's my inish. I activate SS I attack WB. Doing massive dmg to WB. He pops RJ but I use 2 morlock justice burning him for 8. And I do 18 bel (1 bums rush as well) with no stun back. He did Subby into marrow with the mansion. I dropped a shrapnel and stunned Subs with no stunback.
The recovery with alley killed him (another 5). I use it and I like it. I also don't play caliban on 3 so I kinda need it.
The other reason about Caliban is that you have to pitch a Physical card--and all Hump players know that it's really a stretch finding a more than one Physical card to discard per game...
Okay, just came back from some playtesting at a Hobby League. The most important thing I noticed- the word is out that Morlocks is the team to beat in MMA, nearly half the people I talked to had a deck or were building/testing one. This means that the mirror match is now a significant consideration. It is a tough matchup, very taxing on the brain due to the number of decisions that must be made, especially as regards evading. Two cards can give you an edge, however, at least on your initiative- Null Time Zone and Mutant Massacre. A timely NTZ naming Shrapnel Blast or Backs Against the Wall (preferably Blast, as you can play around a potential Backs) can allow you to hammer home damage on your kill turn. Massacre allows you to exploit a bad draw by thinning your opponent's board early on, or assassinate Hump or Marrow later on. You can also gain a leg up by sending your small characters to duke it out first on your initiative. Whether your opponent takes the stuns or evades, you've constricted his board and assured that he will not be able to exploit Backs Against the Wall. This has the downside of making Marrow bigger, but it's not like those tiny characters won't just evade to make her bigger anyway.
Some other observations-
Sewer System is gold. Against Avengers and Hellfire Club, it gives you an advantage. Against most other curve decks, it allows you to break up formations and push through more breakthrough. In the mirror, it allows you to pick off their smaller characters before taking on their big guns (see above). I was doubtful about this card, but I am now convinced of it's usefulness.
Morlock Justice is not as good. It is a powerful card, but it has yet to win me a game I wouldn't have won anyway, and often it winds up dead in my hand.
I was considering making Leech my primary, but now I'm convinced that's not a great idea. His ability is cumbersome to use and the discard cost is taxing. He remains the backup.
Healer is a better drop than Caliban in almost all situations. I was doubtful of this for a long time, but I have been converted. The extra defense and life gain can add up to a significant edge, especially in the mirror match when Alley is pinging away at your endurance. As for Caliban, he's useful only against Hellfire Club and Avengers, and I believe Sewer System can work just as well. In any event, you can Bloodhound for him if needed, so keeping him as a backup is not a problem. My only reservation is that this is two less Physical cards to feed Hump, but thinking on it I have seldom needed to discard Caliban in this capacity- normally a duplicate Hump, Marrow or Scaleface or a spare Tommy or Tar Baby do the job nicely. Keep an eye on it, but I don't think it will be a problem.
Artie is flatly inferior to Electric Eve. I've known that actually, but I've kept it at 2 and 2 because of the possibility of underdropping on later turns. This does happen occassionally, but in those instances you can usually muster something greater than 1 to compensate for a missed drop, therefore Artie is not needed.
In short:
-2 Artie
-2 Caliban
-3 Morlock Justice
+2 Electric Eve
+2 Healer
+3 Null Time Zone
The deck now looks like this:
4 Electric Eve
4 Tommy
2 Leech
4 Tar Baby
2 Caliban
4 Healer
4 Hump
1 Storm
4 Marrow
4 Scaleface
1 Callisto
4 Bloodhound
4 Shrapnel Blast
3 Backs Against the Wall
3 Mutant Massacre
3 Mob Mentality
3 Null Time Zone
3 The Alley
3 Sewer System
So far, so good. The deck is developing nicely. While I'm not quite ready to call it done, I'm confident that this deck, played correctly, could make Day 2 at Atlanta.
Lord_Craxton- Running Scaleface over Callisto? I know Scaleface is a huge beater and finisher on 6, but doesn't it bother you that can't tutor for her? I run x4 The Alley because you definately need some burn ability by turn 2, alongside Electric Eve. In my opinion, you gotta find room for Morlock Justice, simply amazing with Marrow. Well, those are my $0.02. Other than that, awesome deck and good luck with it!
There are basically two scenerios vs. Brotherhood- hitting Anne-Marie Cortez and missing her. If your opponent hits and has a 2-drop in the row, life becomes very difficult for you since he can shut down Backs Against the Wall and Shrapnel Blast, thus disabling your defense. Mutant Massacre is a possible solution, but difficult to use- since it also costs 2, you have to keep a character unstunned and ready through your attack step and theirs, and set it off during the recovery phase. This is difficult, even with a full board, but doable. It's probably also worth mentioning that I have won games without either Backs or Blast, so it's not a hopeless scenerio by any means. Still, difficult.
If they miss Anne-Marie, or play someone else instead, you just do what you do. The trick is to know when to reinforce and when to evade- evading can waste pumps, but taking the hit takes the attacker out of the game for the rest of the turn. Basically, you defend as usual on your opponent's initiative and beat up on their small guys like Chrome and Amelia on yours, then go for the throat once your big drops hit the field 4-6. I don't mean to imply that it's a cakewalk, but it's very winnable.
I haven't yet had any trouble hitting my early drops, so I'm convinced these are the right ratios. Two things to keep in mind- one, Bloodhound helps you smooth your curve considerably, and two, you can afford to miss one drop up to turn 4 (or even two, if you hit a late Tommy). Your primary objective on turns 1-3 is to build a board of evaders that can enable your big twists in the midgame. What exactly you drop is more or less irrelevant, though Eve and Healer both provide solid fringe benefits.
Scaleface stays at 4, no question. Callisto is an emergency drop that has good stats but goes completely against your strategy, you want those evaders on the board, not back in your hand. You always want to hit Scaleface. As of yet, I haven't had a lot of trouble with drawing duplicates- another card to fuel Hump or Bloodhound- but I must occassionally mulligan her away in my opening hand and try to draw into her later.
You may have a point, however. I haven't really been paying that much attention to which drops I'm hitting. I will keep an eye on them in the near future.
I'm not thinking much of GA, since it won't be coming back for, what, 9 months? However, I'd probably play it just the same- Mob Mentality can deal with Titans if you're smart, The Alley can deal with Total Anarchy, Sewer System can deal with random concealed decks, and NTZ could deal with anything else. Hardcore control like IG or GLock gives you problems, but every combat-oriented deck has problems with them. Really, the only thing worth adding in Golden Age is Last Stand, maybe for Backs against the Wall.