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Wow, I still haven't seen a copy of Straight to the Grave so I can't say how it'll be in my deck...
I played against an FoE swarm deck the other day, and it's really tough going against it... I'm thinking of adding Not So Fast as tech against swarm and Avengers Reservist because they use attack pumps with threshold of 1 (Heroes in Reserve, Call to Arms, Call Down the Lightning, Flying Kick)... The Creeper and Recons should help with the discard... What are your thoughts?
Originally posted by CaptainCuba Wow, I had the total opposite experience. STTG worked wonders for me as I went undefeated through testing yesterday. It combined with the two recursion locations allowed me to abuse my turn 4 Spidey and my turn 7 Spidey via power ups.
What I noticed about STTG was that, when it worked, it was awesome. It's just that I couldn't get it to work consistently enough. An early Slaughter Swamp or Avalon can completely bring it online, though, so maybe I just need to run a lot more of those from now on.
It really sucks when you have it and don't have recursion, though. Things like Phantom Zone kill it dead too.
Should we run x3 of each location plus the 2-3 Recon Program for more insurance of pulling one for the STTG's? Might be a bit overboard for just searching for our drops...but if it works...:ermm:
I'd say 2 each of the locations and 3 of Recons... You would have to adjust your build to make full use of recursion (4 drop Julia's nasty on turn 7 even if you don't get a 7 drop to exhaust the opponent's 7, just exhaust everyone else so that his 7 won't be able to attack; Nova's also great on 6, he'll surely stun any character with the right character card in your hand)...
Labrat- I think Ukyo's suggestion of Entangle is about the best thing SF has against rush decks. I played with Firestar some more, and she still sucks :ermm:
I'm gonna try running 4 Avalons and 4 Swamps, going by Jacob's rule of four (or Prosak's, I can't remember >_>.) For anyone who didn't hear the interview, one of those pros said you should run 4 of a card if you want to draw it every game, but you can't complain if you draw multiples. Multiples are discarded to the Avalon/Swamp effect, so I think running 4 of each is the best way to get STTG to work consistently.
As an aside... my deck just recently lost for it's first real time. Not a bad draw, not a lucky play by my opponent, none of that happy crap. It just plain lost. It's toughest match-up is clearly a heavy equipment swarm with Utility Belts.
Working around Child Named Valeria is easy as long as i can still exhaust my opponents, but when they utility belt it, and use Cos Rad on top of that, it was too much to take control of.
Now my deck is part Spidey, but not wholely so... but it begs the question. How can we counter these Utility Belts?
One idea is to splash in one Commissioner Gordon, and search him out only when needed. With the Clone Sagas, and the searches I run... or recursion... this shouldn't be a problem. But is he the best counter equipment option?
Unless decks that run loads of Utility Belts become big, I really don't think we need to tech for them. There are always going to be archtypes that a given deck loses to miserably, and you just can't tech against everything.
My suggestion against decks like that are hit hard and fast and use all your pumps before turn 5 (or whenever they get their combo going.) It would help if you said what specific deck it was, because it might not be that important to exhaust his characters.
2 drops: Dusk x4, Scarlet Spider<>Spider-Man Successor x2
3 drops: Ricochet x4, Spider-Man FNSM x2
4 drops: Spider-Man PP x4, Wil O' the Wisp x2
5 drops: White Tiger x3, Spider-Man AS x2
6 drops: Scarlet Spider<>Ben Reilly x4
7 drops: Spider-Man TASM x4
8 drops: Spider-Man CS x2
Plot Twists:
4x Costume Change
4x Going my Way
4x No Man Escapes the Man-Hunters
4x Entangle
3x Nice Try
3x War of Attrition
2x Twist of Fate
Locations:
3x Avalon Space Station
I still stubornly believe that the clone strategy is the best way for this deck to hit it's curve. I can honestly understand the whole recursion strategy with Straight to the Grave, but it leads you to run more cards just to hit your drops and doesn't leave you with much of anything else. I know most of you will think how can more recursion for my 7 drop Spidey be bad, ok I'll tell you! A player has to make it to 7th turn to use their 7 drop, there are at least 4 decks that can beat you before turn 6!
Teen Titans
New Brother-hood
M.K.K.O
Avengers Reservists
All of which will see big tournament play!
Everyone say this with me because it is very IMPORTANT, before turn 7 there are no Spider-Friends characters with a game breaking effect(Ricochet comes close though, but does nothing against beat down decks). The other decks that will give you fits are anything with doom in them, these mid to late game decks do what we do but better!
Doom decks to look for are:
New School
Common Enemy
Sensei Bomb
The first of the three has a stronger late game than the Spider-Friends, even initiatives* are essential to winning this match up!
The second one can control and beat it's key cards against the Spider-Friends are.:
4 Drop Doom
Latverian Embassy
Silver Surfer
To win this match up you need evens* and your optimal draw!
The last of the three is all but impossible to win against,but I'd still give it a shot
* I know Spider-Friends prefers evens, but we don't always get what we want, and in these match ups evens is a nessary for the win.
I would pay attention to that new "Rare Enemy" deck that top 8ed in UK. That deck has some serious stall potential with plenty of reinforcement along with A Child Named Valeria and Devil's Due. It can very easily take very little damage up to turn 8 and then use an infinite Doom + Press on turn 8 to win. It also has Onslaught for turn 9.