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why hasnt anyone suggested doom and IG. Assuming the card drawing theme and putting cards in your opponents hand. Joker at 4 abra at 5, and doom at 6. NO PT's and even though abra only conditionally works he detroys CS. and theres always robot destroyer.
I have been working on a Gang up build. Using Ice to lock the opponents characters. Also using heavy defensive plots to protect my characters. The teems seem to have a lot of synergy together. But I lose focus.
Here is the part I know
turn 1 - beetle
turn 2 - zazzala + 1 IW
turn 3 - booster + 3 IW
turn 4 - Ice + 1 IW
turn 5 - Tat man + 3 IW .....then i lose focus.
Deck
4 blue beetle
3 Maxwell
4 zazzala
1 booster gold
1 ice
1 tat man
14 Illusionary warriors
4 gang up
4 running interference
4 criminal mastermind
4 power siphon
4 infestation
4 secret files
4 magnificant 7
4 all too easy
You're stalling, but you don't have a reason to stall yet. No gamebreaking card waiting at the end. Once you figure out how you're going to win, the rest should be a cinch.
Oh, and an extra note, try and make the win condition by turn 8 if you can. Personally, I don't know if your deck has enough steam to go on for longer, but if it does and I'm wrong, then you can possibly last until 10 and play the really big guys like Onslaught and Imperix for you win condition (and using Dark Phoenix or Parallax instead gives you the ability to search for them with Secret Files).
I've recently put together my new IG/Doom deck. I'm running 10 2-drop IG characters, because I need to mulligan for Lex, and if I can't hit him, a 2-drop and Secret Files is sufficient to compensate. Dr. Doom serves well as a second Joker, and being able to lock up attackers with Mystical Paralysis allows the burn characters (Scarecrow, Dr. Destiny, and a copy of SF's Dagger) to do their thing safely. It does surprisingly well; if you hit IQ on 2, you can easily do 4 or 5 END a turn until they can get past your MP's and such. With Poison Ivy, you can cover for Lex on 4 by under-dropping and searching for Fifth Dimension. I've also got a copy of the 7-drop Captain Marvel (T-Bolts) in there as well, since his drawback just isn't that significant most of the time; a 19/18 is solid when your opponent's highly unlikely to be able to play anything he's allowed to grab. ^_^
I'll try to get the decklist up later today. It's a fun deck that can do well in a normal game, and is just too mean in multi-player games.
I've been toying around with the IG Army/Swarm deck, and have some questions to ask the people here.
I've noticed Poison Ivy 2 isn't very prevalent. Why is this? If you can quickly stock upon multiples of Hard Light Storage Tank, doesn't that effectively negate the loss of the KOed characters? I know most use Zazzala as the primary 2 drop, but I've been wondering if this deck just swarms out anyway. If you're going to be underdropping, you might as well throw Ivy down.
Am I the only one that thinks that 20 army characters might be too much? You'll be able to fetch them with all sorts of effects like Circe and Hard Light Storage Tank.
Anyway, I haven't had the chance to do any building yet, so I don't have a deck list. Just wanted to see what you guys thought.
I've noticed Poison Ivy 2 isn't very prevalent. Why is this? If you can quickly stock upon multiples of Hard Light Storage Tank, doesn't that effectively negate the loss of the KOed characters?
Yes, but the primary value of Hard Light Storage Tank in the deck is to provide free resource points by giving you additional 1-drops from the deck as opposed to from hand, because even with draw effects and KO pile recursion via Egg-Matrix you're going to empty your hand much faster than you can restock it.
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Am I the only one that thinks that 20 army characters might be too much? You'll be able to fetch them with all sorts of effects like Circe and Hard Light Storage Tank.
Again, Circe doesn't improve your board position particularly. Since you're generally playing Concealed characters, they'll only stun when you want them to be stunned (or when a No Man Escapes The Manhunters sees play). I gave Circe a couple of tries and found I never really wanted to drop her instead of Light, ever, and if I missed Light I usually wanted just more weenies instead.
I was reading up on the Secret Society strategy, which uses Slaughter Swamp to get back the milled charachter of choice. I would just like to point out that it can help the turbo draw deck too. It is a better Avalon, cause it can target your oppenents KO pile.
It reads "Activate, discard a card >>> Return target character card from A KO'd pile to its owner's hand.
This means you can send extra characters from your oppenents KO pile back to their hand, and with Unmasked it isn't a liabilty.:grin:
Oooh, I forgot to mention that! I did that a few times during the Sneak Preview, but since I wanted to mainly discuss the Army strategy, I never remembered to bring it up.
As for Poison Ivy, I haven't really had the chance, but I would think that it'll be useful to use Poison Ivy. You can KO any character, stunned or non-stunned, so you can use it in response to some KO effect, or use it when one of your own guys get stunned that you'll lose that turn. My only problem with her is that if you're not using Insectoid Troopers, often she'll be one of the only characters not in the concealed area. But if you do use Insectoid Troopers, she makes a great team attack addition.
I dont think the army build has enough draw power. I have tried everything to draw more army guys but it never seems to be enough. Plus despite all the army 1 drops this deck begs for a hidden flight/range concealed 1 drop army. I would love to see Anti green lantern in here, it combos well with Circe, Tat man, and Royal egg matrix. Some other ideas I have been throwing around with the army guys is a location resource build using Cat Colberts effect, and poison ivy to manipulate locations. Every build I have come up with did not have enough draw power. I was trying to stick to modern age, but I have yet to figure out an optimal build.
I just thought of the anti-matter team up but nero unleashed would be great in a build with cat, poison ivy and circe. Throw them all in the hidden area and have your anti lanterns smash face. Hmm...I will work on it tomorrow to see if it has merit.
edit: I started reading over anti matter cards to see what would work and in the hands of qward could fit in nice, circe has 3 willpower. It is starting to look like anti matter might have all the tools. New tier 1 maybe.
I've been thinking that another option would be to run Criminal Mastermind anyway. If, like Gravesite, you can get enough advantage from Criminal Mastermind, you can possibly overpower your opponent despite the amount of cards they draw. It's a long shot, but it's a possiblity.
Also, if you play Criminal Mastermind, you wouldn't want to play Poison Ivy, as you'll be constantly drawing Criminal Masterminds and Hard Light Storage Tanks with the extra draw.
This can work for the team up with Anti-Matter if you still do it, and if you use that new Anti-Matter 4 drop that makes hidden attackers unstunnable would be great with Infernal Minions etc., but if you're teaming up, you might as well run Anti-Green Lanterns, Poison Ivy(if you're still deseperate for the locations, and other stuff. However, there's another problem.
Running Anti-Green Lanterns means that Hard Light Storage isn't useful (since it put characters down exhausted) and it also means Zazzala useless (I'm not sure of the timing, but it's possible that the AGL will die before the turn ends since you put it in play during the start of the recovery phase).
Either way, Criminal Mastermind I think should be considered for the Army deck, but then you'll have to make sure you can hit and hurt for more a lot faster than your opponent. Good news is, that if you do have 2 or 3 Hard Light Storage Tanks out, you may actually have enough cards in hand to put 2 or 3 army guys down per a team attack, which would be greatly helpful for next turn.
I am thinking that poison ivy with be key for this deck. Hard light could be used more as a "go fetch an army guy" card. Then KO'd with poison ivy or something else. I am not worried about the anti green lanterns stunning, they are more like suicide bombers anyway, and since they are going to KO anyway you might as well use Ivy, and stuff her in the hidden area, with nero. Timing with zazzala will be important here. She will be great if the anti lantern does not ko. I honestly think that location manipulation makes this deck potent. Ivy being hidden is key. Birthing chamber will probably be the best draw card for this deck. Other cards that could be helpful would be anti matter cannon could help with location control, from qward with hate could be hateful on 6, in the hands of qward could be great to feed to ivy, q energy isnt bad for defense, Qward is also kinda nasty.
Originally posted by Prolink Running Anti-Green Lanterns means that Hard Light Storage isn't useful (since it put characters down exhausted) and it also means Zazzala useless (I'm not sure of the timing, but it's possible that the AGL will die before the turn ends since you put it in play during the start of the recovery phase).
Playing AGLs with her effect won't kill them, for what it's worth.
The Anti-Green Lantern Swarm, IMO, prefers to use Chomin and Cerce to make up for the AGL's you're about to lose.