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It's an unlikely combo... but what about Ch'p... he is a potentiel 12/12 and while attacking up with aseria... an 18/12 4 drop... it would be funny.... :D
Been tinkering with the deck some, and I'm liking where its going. Here's my current build, but keep in mind that I'm still working on it pretty heavily and it needs some help.
Characters.
1x G'Nort, GL of G'Newt
4x Kyle Rayner, The Last GL
3x Faith, The Fat Lady
1x Olapet, GL of Southern Goldstar
4x Zauriel, Guardian Angel
1x Hal Jordan, GL of Earth
4x Wonder Woman, Avatar of Truth
2x John Stewart, Emerald Architect
1x Rot Lop Fan, F-Sharp Bell Of The Obsidian Deeps
1x Alan Scott, Keeper of the Starheart
2x Guy Gardner, Egomaniac
1x Mogo, The Living Planet
Character Commentary.
A good alternate character set-up involves running the 6-Drop Hal Jordan, and then the 7 Drop Sinestro.Otherwise most of the characters are pretty self explanitory. G'Nort is in the deck soley to be fetched by Olapet, who is a one of since I can tutor very easily for him.
Kyle snags me one of a variety of Constructs including Breaking Ground against combo decks, or simply location reliant decks, my team-up, my defensive plot twist, or merely a piece of equipment. Faith is there simply to help me get a team-up early on, and as I've said before, her four Willpower does not suck, even though its temporary. Olapet is a one of and mainly meant to be boosted out on turn three.
There's been an ongoing debate about Zauriel vs. Dr. Light and I opted to run Zauriel for a couple reasons. The first reason is that more often than not, I don't have a character in the graveyard worth recurring later in the game as opposed to having a 5/5 that can attack up the curve pretty easily. Also his Willpower is a major factor and the fact that having JLA characters in this slot usually guarantees me my team-up about this turn. The one Hal Jordan is simply a filler card, I'm not really sure what else to put here.
Wonder Woman! I love her ability, I absolutely do, and she has passable stats and willpower for her cost. John Stewart is another decision based around ensuring my team-up, though at this stage I don't have a whole lot of powering up ability (something I'm working on with the next major draft of this deck) but his ability is decent when it goes off. At the very least he isn't Ch'p anymore Rot Lop Fan is concealed hate, and thus a one of.
Another turn I've had people questioning is five. I wish I could make everyone understand just how fantastic Zatanna really is for this deck. Her first ability is that she refuels Zauriel, Wonder Woman, and occassionally Faith's cosmic counter. This is lovely with Wonder Woman since it means more partial-PT lock. She also has great synergy with John Stewart making her a whopping 7 Willpower when she attacks or defends. I don't know about you guys, but I've always been a fan of activating Oa or Wall of Will for +7 to attack or defense respectively. Now Martian Manhunter >DOES NOT< suck, he rocks pretty hard, but this deck usually wants odd initiatives, and if I really need him for when it looks like I'm going to take a lot of Breakthrough this turn, I can always opt to search for Manhunter.
Sinestro, his ability rocks, everyone knows about it, nuff said. Only real competition for this slot is the six-drop Hal Jordan for a more aggressive build.
Guy Gardner, while only mediocre on defense himself (16 isn't terrible) is fantastic when all of your other guys are defending, allowing for some massive late-game brick walling. Your more offensive 7 drop is Alan Scott, who with 9 Willpower is a win condition all his own with Oa. Not too bad on Defense, and a real beast with Wall of Will.
Mogo will win the game for. Mogo will win the game for me. Mogo will win the game for me. Seriously, test it out for yourself, he's nuts when you have Guy Gardner out. I can't explain how awesome it is to watch your opponent team attack his 7 and 8 drop into Mogo, only to realize he's losing both because of Sinestro. Its just uncanny how nifty this guy is. Only drawback is that the Mogo location can be useful, and this counts against the Mogo location's uniqueness.
Plot Twists.
4x The Ring Has Chosen
4x Wall of Will~Construct
4x Hard Traveling Heros
3x No Man Escapes The Manhunters
2x Breaking Ground~Construct
1x No Evil Shall Escape Our Sight~Construct
2x Flame Trap/ or / Secret Origins / or / Emerald Dawn
Plot Twist Commentary.
My PTs were pretty cut and dry. Ring for tutoring, Hard Traveling Heros and No Evil Escapes Our Sight for the team-up. Breaking Ground and No Man Escapes The Manhunters are simply metagame choices, in my area MKKO is pretty prevalent, and Breaking Ground stops the random Xavier's Dream deck we have in the area for getting me. Flame Trap is pure weeny hate, though it can be switched out for more tutors without too many issues, definitely insures consistency of the deck.
Equipment.
2x Green Lantern Ring
1x Light Armor~Construct
Equipment Commentary.
I included Light Armor for the heck of it, not a bad offensive equipment at all, but whats really amazed me is how well Green Lantern Ring has worked out. It basically functions to smooth my team-up out, boost my ability to The Ring Has Chosen for other characters early game, and it functions as a boost in attack or defense late game with Oa and Wall of Will. Always fun.
Locations.
4x Oa
Location Commentary.
This really needs explaining? Oa rocks in any deck with Willpowered characters.
So far its been working out pretty well, it smashes most curve decks in the face, but doesn't seem to perform well against weeny-rush decks (Like TNB or SQS Rush) unless it gets a good hand.
I cant see Running a Wp deck without Chooping Block, but thats just me.
Also If you run No man Escapes the Manhunters you really dont need the Rot lop Fan.
A late Addition to my deck that has helped alot is the removal of Light Armor for A prismatic Shield. This is mainly for Dr.Light builds but having it means you dont have to use a Coverfire to take Less dam when they Run thier Huge Guy into your little guy. It has Be Great every game, and Kyle Always gets it or a Chopping BLock if I already Have a WoW in hand.
Originally posted by Deadguydrew G'Nort is in the deck soley to be fetched by Olapet, who is a one of since I can tutor very easily for him.
I know it's not obvious, but Olapet is a female. Always, Olapet is referred to as a "she" in the comics. Just so you know. ;)
It's also nice to see someone appreciate the same GL cards I do. Mogo is an absolute monster! GL Rings have been in my GL deck since GLC came out for just the reasons you mention. They are an offensive pump, now they are a DEF pump, they are transferable so they stick around, and they keep your willpower high enough to hit every drop consistently with search. In my build they also make Guardians Reborn and Katma Tui that much more reliable.
The JLA/GL deck does look like a blast, though, I must say.
Sure, my decklist is super simple in build, but it has options, and once it hits turn 8, the game is over for your opponent.
1-DROPS
1 Arisia
1 G'Nort
2-DROPS
4 Olapet
4 Tomar Tu
3-DROPS
4 Hal Jordan
4-DROPS
1 Abin Sur
4 Kyle Rayner
1 Oliver Queen <> Green Arrow
1 Rot Lop Fan
5-DROPS
1 Hal Jordan
4 Katma Tui
6-DROPS
4 Sinestro
7-DROPS
3 Guy Gardner
8-DROPS
2 Mogo
EQUIPMENT
3 Green Lantern Ring
LOCATIONS
4 Oa
PLOT TWISTS
4 Cover Fire
4 Guardians Reborn
4 Helping Hand
2 Lanterns in Love
4 The Ring Has Chosen
So as you can see, it's not a complicated deck. It is, however, incredibly irritating. It's hard to punch through all those little GLs early game, and the recovery allowed mid-to-late game. Even if you don't use those DEF pumps to actually save a character from being stunned, it, as well as Katma Tui, still serve the function of valuable damage mitigation to let you stall until you hit the ridiculous trio of Sinestro/Guy/Mogo.
Turn 5 is all about Katma Tui. She's got 6 willpower once she equips a GL Ring. This means she can give you the endurance gain without any help. Other GLs (possibly also with Rings) add to the amount of stall you can do on this turn. Even the most aggressive deck is hard-pressed to deal enough damage to not only get past the DEF pumps you are laying out, but also the endurance gain (and possibility of the largest wall you have suddenly reappearing thanks to recovery effects).
Turn 6, Sinestro offers all the nastiness he always had. Everyone knows all about that GL of Korugar, so I don't need to go into details.
Turn 7, Guy hits the board. Now, you have a 16/16 defender, and Sinestro is a 12/19 defender (remember, Guy gives everyone else +1 willpower). With GL Rings, that's +2 DEF on each character with a Ring. Usually there is more than those two on the board thanks to all the character recovery effects. If you attack Sinestro first, you have to get above a 19 DEF + Cover Fire + Helping Hand. That ain't easy. If you spend all of your resource attacking Guy, Sinestro stuns them all, then recovers Guy (or another GL or two recover him). This is a very difficult wall to successfully bypass.
Turn 8, Mogo hits the board. Now you have an 18/30 version of the Blob sitting pretty in the front row. If your opponent somehow manages to stun him, he is faced with the same situation as turn 6 and 7, only far, far deadlier, since you almost always need a team attack to take down the planet-sized GL. Mogo is also an insane 27/21 attacker. Once Mogo hits the board, your opponent is likely going to lose. It is vital for your opponent that he kill you before turn 8, or he is in a world (a large, green GL world) of hurt.
Try it out, let me know how it performs for you. Personally, I love it.
Oh, and about other choices? I did have Ch'p in here originally, but that 6 ATK really hurt. The willpower is awesome, but the 6/6 stats just didn't cut it. Abin Sur, on the other hand, can tutor for a key drop if you still haven't hit your curve, the 3 willpower enables GB and a GL Ring means Abin can also give you 5 endurance with Katma Tui out, and his 7/7 stats means he trades far more often with other 4-drops. John Stewart 4-drop might go in, but the difference between 3 and 4 willpower is minimal if you aren't running Central Power Battery. When I play with CPB, John fills in for Abin Sur.
thanks for posting Korinthe...that it such a tight build...similar to what I've been rolling with...check it out:
3-Gnort
2-Arisia
4-Tomar
2-Olapet
4-Dr.light
4-Rayner 4 drop
1-Green Arrow 4 drop
4-Jonn Jonzz
3-Sinestro GLOK
2-Guy egomaniac
1-Mogo
thats 30 characters
4-Ring has Chosen
4-Cover Fire
4-Guardians Reborn
3-Battle of Wills
2-Emerald Dawn
locations
4-Oa
3-Willworld
2-Coast City
equip
2-Light Armor
2-Catchers Mitt
Korinthe your absolutely right if it goes to turn 8 this guy Mogo just closes it out...I've been tinkering with a way to use Light and Jonzz without investing the team up cards...however I have been concerned with taking too much breakthru hence the catchers mitt which is crazy good..but now you guys got me thinking about these GL rings which could be really enchance my deck to team up light and Jonzz with minimal investment...at the same time sprucing other facets..only question is what to take out?any ideas or opinions?
Your deck looks to be more focused on the early game. In these days of Squadron Supreme Rush, that is not a bad thing! :) I'd definitely dump the Light Armors (and possibly the Coast Cities, since you run 4-drop Kyle) for 1 more Battle of Wills and 3 GL Rings. However, keep in mind that J'onn will lose the Ring if he pops into the hidden area. Light will benefit, however, gaining the GL team and +2 Willpower, becoming a legal target for Oa (and more potent on offense with Oa to boot).
I definitely see why you put Emerald Dawn in here, since you run 5 1-drops and Dr. Light. It looks to play out a little more aggressively in the early game (and you sub Battle of Wills for additional "recovery"-esque effects, rather than the Lanterns in Love I run). Not bad at all!
Just something I forgot to mention about my deck, its obviously curve centric, which is why I nixed Cover Fire which is all but useless late game, Dr. Light, and Emerald Dawn. If you are evening intending on running off curve, yeah, Cover Fire is the bananes.
Korinthe, didn't she wasn't a he. I guess maybe I shouldn't be ashamed of that one night I woke up on Goldstar.
Any suggestions other than to pop in a Prismatic Shield and a Chopping Block (which simply slipped my mind honestly, I do like it better than Light Armor)
Oa can Target anyone you just have to discard a Gl Character to flip it.
i would Advise Running Flametrap over the other 2 cards you listed and Mulliganing for your 3 drop. That Way you will get you Reset Button and With a Big 3 and 4 Drop you should be fine. You might want to run the 4 Drop Ollie instead Of WonderWoman but thats just personal Prefersence.
3 G'nort
2 Arisia
4 Kyle Rayner
1 Olapet
1 Black Hand
4 Dr Light
4 John Stewart (Emerald Architet)
1 Ollie Queen (emerald Archer)
4 Zantanna
3 Hal Jordan (HTH)
1 Sinestro (Enemy Of the Corp)
1 Aquaman (Kot7S)
1 Martian Manhunter (MHfM)
4 Hard Traveling Heroes
4 Cover FIre
4 Wall Of Will
3 Oa
3 Birthing Chamber
1 Chopping Block
1 Primatic SHield
1 Breaking Ground
4 the Ring Has Choosen
3 Emerald Dawn
2 Sattalite HQ
Ideas Thoughts?? There is Nothing Better than Blowing your defensive wad on turn 5, only to have Aquaman bring back 2 Coverfires and a WoW back while your Oppenent looks at thier face up beatdowns and No man escapes that are in thier Kopile.
personally I'd say take out the uno breaking ground and the 3 birthing chamber for 1 more sattelite and 3 willworld, willworld gets its use from early characters and putting 2 drops in the discards for Light. Birthing is just too situational in case things start to go wrong with a board wipe.
I may Take out the Birthing Chamber but for Helping Hand.
The Extra Draw (which doesnt happen Every game so I think its not worth Running Considering all the Search I have, the Extra draw really doesnt do much)
So Changes:
-3 Birthing Chamber
+3 Helping Hands
I am Not Missing Drops So I dont think I need WillWorld , not to mention this way I wont Reveal What I am playing or put Pts at the Bottom.
Im running a pretty similar build as you Titan except I do like the Willworld. It smooths the curve a bit for me. Then again, Im not running the 7 tutors you are.I just use 4 TRHC. If I have the characters I need or enough tutors, I dont use it, but it has helped on a number of occasions. I agree that Birthing Chamber doesnt work well here. I run a couple of nth metals and Light armors as well and my alternate 4 is Wonder Woman because i like her synergy with Zatanna if I happen to miss J Stew.
I like the 1 copy of Breaking Ground. I have come across alot of people playing Injustice Gang, and its nice to knock out their Satelite to avoid the KO effects, and its also good against the Avengers reservists etc. Since Kyle can fetch it as a one of, I think its a good inclusion and doesnt take up too much room.