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Originally posted by FrostyFrog Does anyone out there think it is possible to make a viable GK without Alfreds or Fizzles ? I love the concept of the Knights, but my budget restricts me from buying any of the money rares ( no Beatdowns for me, only a health diet of Flying Kicks :P ) . I would love the make a budget My Beloved deck - anyone have any thoughts on where I should start ?
It's certainly possible... Fizzle is such a good tool for them, though, because it's a 'cure-all' card. Without it and Alfred, you're forced to play with a more traditional curve, and their curve is none too exciting, to be brutally honest. My Beloved is an interesting deck idea, though the main problem with mixing the two teams is that many of your better drops on both sides have Loyalty, and I've seen a friend with this deck get horribly character screwed becase he'd be unable to play his mid-drops due to their loyalty. I suspect the GK / My Beloved curve decks won't be tier one until the teams are revisited more fully.
the trick to fizzle is that it factors in the likely hood that an opposing player has drawn more than enough of a specific card to enable them to achieve a stun, and it helps to take away that option.
To play gk without fizzles is easy enough to do, though. It just requires you to play a more combat themed deck and less of a control themed deck, which also means you'll likely abandon your full hand concepts as well, and instead be better served utilizing bigger stats.
I have been toying with thoughts on a 4 resources or less gk build, but haven't fully developed it yet either.
it would love to run foiled and kabooms though, and it would allow two of the newer gk's to shine, with the 4 drop gk/jli batman and the 5 drop dinah lance. This becaomes important to remember that you are NOT playing for a control build with this, and as such, there are simply some risks that you'd need to take to see things through. Also remember as far as card efficiency goes, once you have your 4 resources you are getting 2 playable cards a turn ( theoretically).
But this build is not developed at all yet (not by me any way) so I don't have too much advice for it.
Originally posted by TheDerangedBear Just curious:
Why are you running Foiled/Ka-Boom over HaB? It seems like the greater utility + the fact that it doesn't stunt your mana development + the fact that it saves you slots seem like it might be super helpful.
Which Bats is the Bats in your list? I am assuming 5, if it is, where's your seven?
Your list looks really close to what I would play for a GK deck, so I'm just curious.
the reason i run foiled and kaboom is there is alot of stall right nowe and HAB dose nothing to them if you can kaboom them 2 times and foiled once they will never win also with the foiled and kaboom it lets you draw everything you need 2 win aginst the stall deck like flame trap and betrayl and finishing move and kill them in one tuen also when you use foiled and kaboom early it lets use replay alfred and abuse him. now about the 7 drops. they are simbly not needed cause if you go to turn 7 aginst a stall deck u deserve to loose the game.
The interesting thing here is that beastboy has a few good reasons for the decisions he is making with his build, and against a bunch of decks these decisions will be game winning, I'm sure.
The beauty of it is, his build isn't the only way to do it.
If you are having trouble with your builds and such, experiment around.
I was just earlier thinking that my GK 4 and under would really love to get out 5 resources and boost ragman, and then clear the opposing field.
The 5th resource could be a self destructing one like genosha or kooey, since my 4 and 5 are both jli. And if it IS kooey, you could go grab a duo and totally smear the opposing field with no stun backs for you, leaving the opponent a 6 and a 2-3 on turn 6...?
Originally posted by BeastBoy123 the reason i run foiled and kaboom is there is alot of stall right nowe and HAB dose nothing to them if you can kaboom them 2 times and foiled once they will never win also with the foiled and kaboom it lets you draw everything you need 2 win aginst the stall deck like flame trap and betrayl and finishing move and kill them in one tuen also when you use foiled and kaboom early it lets use replay alfred and abuse him. now about the 7 drops. they are simbly not needed cause if you go to turn 7 aginst a stall deck u deserve to loose the game.
Sounds cool. It does seem like you would steam roll control but how is the matchup against Squad and AGL?
By the way, I'm thinking about combining this idea with t'challa's GK/JLI4 idea. Sounds very sweet.
Foiled and kaboom could be what my concept was missing. It hurts the opponent and helps you, and this allows GK to use alfred over and over again as the deck should be off curve sooner or later any way.
The resource row should be what? a gcpd hq, jli embassy, maybe? a dynamic duo and salvage, maybe?
this will allow for the kooey tricks as needed, and the extra recovery could be great for jason todd maybe? Sure, he won't be the one to be recovered by it, but if batman is being recovered by it, jason can come back by way of the turn's recovery. This also allows home surgery to really shine as well I think.
I would personaly go with more JLI down the curve, if you want to use those Kooeys Effectively. You could swap the 3 cops and a Spoiler for 4 Sue Dibney, add in some 3 Max Lord instead of Spoiler and a few Team-ups (JL Task force) and you are good to go. Also Plasma Balst > then Trial by Fire if you can team-up effectively, It keeps your bord around and limits your end loss. Also I have always found in JLI that in the 5 drop spot Dinah = Steel = MM5 > Tasmanian Devil. That devil rarely seems like a good option.
I haven't actually played yet. The hobby league is tonight. I appreciate the feedback though. I wanted to go with a straight Gotham this time. I may end up putting in some low drops for JLI and teaming up depending on how it goes tonight. As for the Kooey's, I don't pop them until turn 5 anyway so I don't see it being a problem unless I have a terrible draw and miss my 4 and 5.
To fully utilize the fizzles i'd avoid the team up.
Further, I'd increase the character count to no less than 32. Add in a couple of 4 cost dinah lances and maybe 4 drop huntress and such, to add in a few more options as back up plans, maybe.
32 characters seems like a lot when you are only curving up to 5. You have the signals for low drops and Kooey's for 5 drop if necessary. You might be right though. When you are only curving up to 5 it is that much more important to hit all your drops. What do I get rid of though?
With your abilities to negate as much as you can, I'd say shave the flying kicks. You don't need to worry about it's "for the turn" aspect, as you aren't playing any speedsters/PTAs. The effects of No Man and Trial should be enough.
More Characters = More betterness. You'll need'em for Fizzle-fodder.
enemy wouldn't really help for any body other than taz, since the dual affiliatiated's do share a printed affiliation with the rest of the deck.
Combat pumps that offer +4 atk or no stunback chances are also good ideas.
like trial by firse and trial by sword both for instance. the extra characters are important since you have to discard for effects. And since after your 4/5th resource, you don't need to set too many more, you are just drawing 2 playable cards a turn theoretically.