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Originally posted by MacTheGreat Travis, you assume your characters all have Flight. Granted, that makes things trickier for the Morlock player, but not unbearable. Shrapnel Blast and growing Marrow go a long way to help the defense.
Your games should be finishing on Turn 5 or 6. This mean that a hill going off will net you an average of 1 1/2 cards per game. Compared to a card that can outright win you the game, The Hill is totally inferior to Backs. Also, if you only want to draw a pump with The Hill, just play more pumps?
Just as a little note to back up Mac here. With MMA having a distinct absence of flight, making Backs Against the Wall playable in the format. In Golden Age it would be absoultely horrible.
Backs is easy to tech against however, and the combination of Polaris and Anne-Marie Cortez is generally enough to make it a non-issue.
I don't see how BATW can be so horrible when Heroic Sacrifice can be so good. I don't think it's a card you want 4 of as you'll generally only want one, but if you make one attack fail with it that's enough to turn the game in your favor. I don't buy flight being a huge factor as Heroic Sacrifice was great against Sentinels and everything flew. As long as there are aggressive curve decks (i.e. Avengers, Brotherhood, Curve Sentinels) BATW should be good.
Heroic Sacrifice was good, but could be played around. The same applies to Backs Against the Wall. However Morlocks will be facing a fuller board than Teen Titans, making flight much more of an issue.
Alright, that makes sense. No Terra probably makes BATW worse. That said, you're not possibly losing board advantage to BATW like you can with Sacrifice.
I'll be testing 2 BATW + 2 Momentary Distraction still. It seems like making your opponent have to worry about both of those along with Retribution and Shrapnel Blast should make their initiative very easy to screw up. And if it just makes them attack on curve I'm fine with that too.
Originally posted by Haplo567 Most decks aren't going to have the same character curve still on the field that Morlocks will. Avengers can't evade their 2 drop. Plus, if Backs Against the Wall is making my opponent attack on curve then it's doing its job
Let's use squad as an example. Attacking 1v1 and 2v2, where my characters are bigger, is the exact attacking I would do anyway. Squad has flight form equip and flying kick.
If Squadron is the example and you have your full curve on the board vs. Morlocks full curve (not likely, but still) BATW can still be good. Is it worth evading 1 and 2 when Joystick attacks your one for 7 to play BATW? I think it is. To be fair, if SS attacks my 1 first I'm pretty happy because I'm saving 6 points or so most of the time with reinforcement, therefore BATW being in my deck is saving me damage without even being played.
Squadron is obviously an example where Momentary Distraction is usually better than BATW as Squadron always ends up attacking up the curve at some point, mainly because they have a hard time hitting 3, 4, 5 consistently, they often under-drop on one of those turns.
Originally posted by Haplo567 Alright, that makes sense. No Terra probably makes BATW worse. That said, you're not possibly losing board advantage to BATW like you can with Sacrifice.
I'll be testing 2 BATW + 2 Momentary Distraction still. It seems like making your opponent have to worry about both of those along with Retribution and Shrapnel Blast should make their initiative very easy to screw up. And if it just makes them attack on curve I'm fine with that too.
The problem with them attacking on curve is that a board wipe hurts you more than it hurts your opponent, so you'll be evading a couple of guys at least to allow you to enable your effects later in the game. You'll maybe try and trade stuns with their higher cost guys or Shrapnel Blast out of them, but what is more than likely is that you just can't afford to lose your board.
So in this your opponent's board isn't reduced a great deal unless you're running KO effects and even at that, you'll more than likely not be KOing the optimal drop as your opponent will be playing around Backs Against the Wall and smacking your biggest drop with their biggest drop last.
danger or if u can stun a 1 drop then bring him out on 1.... its the best rush that the morlocks can do cause if u hit 2 1 drops on 1 u can start team attacking up curve and then keep more characters around.... another card i ahve found to be great is nuetralized( or neurolized which ever it is ).... it is awesome if u dont have that great a draw and might lose characters and its also great to keep some of thier guys around for toxin to do a lot of burn
Originally posted by Penfold Just as a little note to back up Mac here. With MMA having a distinct absence of flight, making Backs Against the Wall playable in the format. In Golden Age it would be absoultely horrible.
Backs is easy to tech against however, and the combination of Polaris and Anne-Marie Cortez is generally enough to make it a non-issue.
Dude, Backs is absolutely insane no matter what age that you're talking about.
You seem to forget that the entire deck is about fuelling Marrow and sitting on insane defense (Marrow effect, Shrapnel Blast, Last Stand in GA). If they hit the little guys around Marrow, that's fine, you are just evading them to lead them in to where you want to go. If they attempt to hit Marrow first, Backs slams them.
Sure, you can make the effectiveness of it less good by doing certain swings, but by no means is it horrible in GA (this is info based on solid testing). You should probably playtest it more to understand it.
Alright, I did some testing, mostly against Squadron, this weekend. I'm testing for Silver so the SS deck is better than you'll see in Atlanta, but the Morlocks deck was Modern because I haven't found anything to add in Silver (outside of a possible Team-Up with Spider Friends). I don't think an exact build is necessary as I'm still tuning, but here is what I found:
-Having one Ape on 7 can be good, even against Squadron.
-Backs Against the Wall was great. Often it would save me 7 or 8 damage when I would be evading 1 and 2 anyway. On turn 4 everything on SS's board has 7-9 attack. I found 2 BATW in a game wasn't bad.
-Momentary Distraction was pretty good. SS can miss really easy, so they have to attack up into a 4, 5 or 6 most games. I don't want to draw 2 Momentary Distraction most games.
-Bum's Rush was unimpressive, as in I preferred Mob Mentality because it let 1 attack into 2 or Lady Lark on turn 3 consistently. I still may play with some Bum's Rush but it may get cut as well.
-Shrapnel Blast was great, though I never played it on offense.
-Healer is also great here and the preferred drop against SS.
-The locations all seem to be worse than attack pumps. The Alley did some damage, but when I drew it while needing another pump to stun my opponent's board favorably I felt it had to go. As far as Sewer System is concerned, you can already get Flight from Flying Kick, and why attack Black Panther when you can attack to the face? You'll be choosing who he attacks back into anyway.
-Special Delivery seems promising. I haven't tested with it yet, but too often I would end up with 2 non-evaded stunned characters on my initiative.
I think the problem is that people are trying to get too cute with Morlocks. It's like when people first built Avengers and added Legendary Battles because you have Quicksilver or Captain America because of this and that. Then Jacobs and Bown showed us you just want big guys, direct stuns and attack pumps. When building Morlock I think you want guys with evasion, Bloodhound, ways to screw up your opponent's initiative and attack pumps. Everything else seems to be inefficient and/or situational. Instead of fearing Drain Essence, smash your opponent's face in with infinite attack pumps while screwing up their initiative.
Is it just me or is anybody else missing their 1-drops and 2-drops consistently? Maybe it's just me. In my testing, Sewer System is kind of redundant if you run Caliban. So that can be dropped to maybe x2 or even 1. I feel maybe the Sewer can be dropped by 1. I too use Shrapnel Blast defensively as opposed to offensively. Momentary Distraction is good, especially against SqSu. In my opinion, Backs Against The Wall is crucial on turn 4-6. But, I can see from play testing, having one is probably all you need. Retribution is amazing. A possible plus 5 attack on turn 4? Thank you very much!
Originally posted by Haplo567 I think the problem is that people are trying to get too cute with Morlocks. It's like when people first built Avengers and added Legendary Battles because you have Quicksilver or Captain America because of this and that. Then Jacobs and Bown showed us you just want big guys, direct stuns and attack pumps. When building Morlock I think you want guys with evasion, Bloodhound, ways to screw up your opponent's initiative and attack pumps. Everything else seems to be inefficient and/or situational.
Problem is, tricks is what wins games. I saw the success of Black Panther in the Avengers build, and he's huge, sure. But I teched in Legendary Battles and made Quicksilver as my main 3 at a PCQ to take second.
I say that to say this: It's nice to take the direct approach, sure. But what happens when you can't out-overpower everyone? Brains before brawn.
So, I propose this:
+Shrapnel Blast (screws opponents' inish AND insane ATK pump)
+Backs Against the Wall (you're gonna evade anyway...might as well avoid a stun while you're at it...tricks, people, tricks)
+Morlock Justice (screw the burn, although it helps...it's all about robbing at least one character, possibly two, maybe even 3 characters from being reinforced)
-Momentary Distraction (you might as well get stunned if you're just gonna exhaust your big character...I personally just like to pump out of stun and swing back for extra damage)