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Titania get an extra +1 attack each time she is the target of a plot twist. That makes each Devils Due toekn a +2/+1 for the turn it is placed. And then a normal +1/+1 for the rest fo the time. She is a better option.
Centurious can power up with any 1 or 2 drop after the team up. This gives him (or anyone actually) the +1/+1 power up, but also gets those cards to yoru KO pile. Thats where youw ant them for your Witching Hour. He is a better option on 4.
If you are running Rama, then the 4 drop isn't really your recursion method, Rama Tut is. After the team up, you can fetch Boris with Wake The Dead, or use Evil Awakens to get him form the KO pile. For Evil Awakens, you want to have a jidden character, which brings us to another option.
Skinner on 3. He allows you to discard ANY card. That means place a card you can't play just yet into the KO pile for later retrieval. that means dump all your 1 and 2 drops, teamed up or not, for your later Witching Hour.
So...........
4 Rama-Tut
4 Skinner
4 Centurious
2 Titania
4 Wake The Dead
4 Evil Awakens
I've been trying to figure out how to fit this scheme into my Doom Twins deck. I use Dual Nature on 6 to have both Dooms in play. Turn 7 would be so much fun with this combo running.
I play mostly multi-player games so I rarely survive until the combo goes off, but it's great fun if it does!
turn 8 looks like this:
4 Doom & 6 Doom, Submariner, and Ra's al Ghul. then since they've only been using locations I play Trigon on 9
Originally posted by Encarnate Dynamic Duo, you don't use latveria or beast? Wouln't that bring the combo out earlierer.
I tried that, but it didn't work out as well as it should. Latveria eats up precious resource row space and Beast is the only really feasible option, but i haven't found a way to get him out consistently yet.
Quote
Originally posted by i3ullseye Titania get an extra +1 attack each time she is the target of a plot twist. That makes each Devils Due toekn a +2/+1 for the turn it is placed. And then a normal +1/+1 for the rest fo the time. She is a better option.
Centurious can power up with any 1 or 2 drop after the team up. This gives him (or anyone actually) the +1/+1 power up, but also gets those cards to yoru KO pile. Thats where youw ant them for your Witching Hour. He is a better option on 4.
If you are running Rama, then the 4 drop isn't really your recursion method, Rama Tut is. After the team up, you can fetch Boris with Wake The Dead, or use Evil Awakens to get him form the KO pile. For Evil Awakens, you want to have a jidden character, which brings us to another option.
Skinner on 3. He allows you to discard ANY card. That means place a card you can't play just yet into the KO pile for later retrieval. that means dump all your 1 and 2 drops, teamed up or not, for your later Witching Hour.
So...........
4 Rama-Tut
4 Skinner
4 Centurious
2 Titania
4 Wake The Dead
4 Evil Awakens
Those seem to be good cards for this type deck.
Rama Tut needs you to control Dr. Doom to be able to return a plot twist when he comes into play so Doom is important. Even with eight ways to control Doom (Doomstadts and the cheapest Doom available) sometimes it tends to miss.
I like the idea of Titania and Centurious though. I'm going to go back to my old B*tching Hour deck to see if whatever fixes will make it better. Will post again later tonight after playtest.
There was a great featured match with this deck vs curve sentinels in like round 5 at the chicago 10k, why metagame didn't cover it i'll never know. It was turn 7, the guy running Doom/UW used whiching hour to bring out and KO forty characters onto his Werewolf by Night and Boris(WBN was a 19/19 and boris was a 24/24) It was his opponent's init and he took his mark 5 and nimrod into boris pumped a bunch and stuned him, the sentinel guy had out total anarchy so boris KO'ed but he still gained 2 from GBNF, then he took magneto into a 1 drop, reinforce and bastion into another random drop reinforce so the guy was at like 92. Then he swung back at mags with WBN, and a beefy swing it was with werewolf at 19/19 the sentinel guy pumped mags to a 20/20 so the other guy plays a surrounded GIVING HIM +40/+40!!! it was insane the sentinel guy had to use all his pumps and a cover fire just to survive the BEL and he still got knocked down to 16 with his opponent nearing 100. It was so great to see a teir 1 deck get put on it's knees like that.
Originally posted by scarletspider There was a great featured match with this deck vs curve sentinels in like round 5 at the chicago 10k, why metagame didn't cover it i'll never know. It was turn 7, the guy running Doom/UW used whiching hour to bring out and KO forty characters onto his Werewolf by Night and Boris(WBN was a 19/19 and boris was a 24/24) It was his opponent's init and he took his mark 5 and nimrod into boris pumped a bunch and stuned him, the sentinel guy had out total anarchy so boris KO'ed but he still gained 2 from GBNF, then he took magneto into a 1 drop, reinforce and bastion into another random drop reinforce so the guy was at like 92. Then he swung back at mags with WBN, and a beefy swing it was with werewolf at 19/19 the sentinel guy pumped mags to a 20/20 so the other guy plays a surrounded GIVING HIM +40/+40!!! it was insane the sentinel guy had to use all his pumps and a cover fire just to survive the BEL and he still got knocked down to 16 with his opponent nearing 100. It was so great to see a teir 1 deck get put on it's knees like that.
This deck has a VERY GOOD matchup against Curve Sentinels and any other curve deck for that matter. Assuming you can survive turn 6 it's an auto-win for you. It's what my friends said about it when i was still using it - if you can't kill it by turn 6, you better concede instead of wasting quite a bit of time delaying the inevitable.
I was the guy who played doom/UW (Devil's Doom) in that feature match. I have been reading this thread and I think a major point was missed. With gone but not forgotten and mill characters like shelob and steel wind you can gain 100 life easily on turn 7 and 200-300 every turn therafter. With endurance totals like that you don't need to worry about maximizing your attacks. or playing tons of new blood. Using rama tut to recycle surrounded and blind-sided you can just just kick back and watch your opponent rail impotently against your endurance advantage. The key to winning with this deck is entirely in ensuring the combo will fire.
Truthfully, if you can survive an overload or two or trick them into using their overloads early....its crazy. I have alot of respect for the sheer amount of fun that can be gained with this build. I have so much fun throwing in little characters and making them big! I'm glad to hear a version of it placed 23rd in a 10k. It is well deserved and congratulations. I concur on the recursion of Kristoff and then Rama Tuts. Personally, I've been toying with this deck theme for a while now. I enjoy playing it alot. I hope the manhunters from GL Corps. helps it out a bit ;)
SWell, I would like to see the deck list that placed in comparison to what the discussion here is garnering. I think with many minds working on it we can refine it to a razors edge.
But let's be realistic... there are a few things that just cripples this build.
Fizzle hurts.
Lockup.
Mephisto (5).
The Source.
Phantom Zone Projector can hurt.
The Phantom Zone can hurt.
Etc... etc....
But I think those only become really effective in the 3 game format, or if people know what you are running. I think with enough surprises for differrent decks this should always do reasonably well in a one game swiss.
Plot Twists
---------------------------------
3 Surrounded
2 Wake The Dead
1 Not So Fast
1 Have a Blast
1 Crowd Control
1 Blind Sided
3 Witching Hour
4 Devil's Due
4 Gone But Not Forgotten
2 Marvel Team-Up
Were it me, I woudl bump to 3 Doomstadts... and lose the 4 drop Dooms. I would fit Titania or Centurious in there... maybe a few copies of both.
I would take out the throne rooms... that would get me to 3 Doomstadts right there. Great deck though. Love to see something unique and tricky do well.
Also, even though the effects of Shelob and Nekra can be useful, i woudl cut back on the non-army low drops and fit in some Tryks and such. Just seems that dropping more characters is better than having uniqueness limting you. With 3 Nekra in the KO pile, you can only recruit 1 with Withing Hour. If those were 1 Nekrea and 2 Tryks, all 3 can then come out and be KO'ed.
@ bigdkikass : that's the reason the deck is very fragile - you only have seven turns to draw into everything you need for the combo. I also remember someone worrying about overload which isn't an issue when you sit behind 90+ endurance.
It's really pleasing the way our builds varied. Just goes to show that a stale metagame isn't on its way. You have a few things in your build which i never thought of, such as Doom's Throne Room and Steel Wind. How does Latveria work for you?
Originally posted by i3ullseye SWell, I would like to see the deck list that placed in comparison to what the discussion here is garnering. I think with many minds working on it we can refine it to a razors edge.
But let's be realistic... there are a few things that just cripples this build.
Fizzle hurts.
Lockup.
Mephisto (5).
The Source.
Phantom Zone Projector can hurt.
The Phantom Zone can hurt.
Etc... etc....
But I think those only become really effective in the 3 game format, or if people know what you are running. I think with enough surprises for differrent decks this should always do reasonably well in a one game swiss.
Don't forget Sonic Gun, which absolutely destroys the entire method you went through to give Doom his counters in the first place.