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He lets you stun an AGL in the combat phase, which means you can potentially recover it, either on his own if you've got nobody else stunned, or retrieving him with a recovery effect.
1. If it is stunned it passes through the "start of recovery phase" clause.
2. Can 1 character declare a team attack?
edit:
Here is my idea for the logical progression of drops.
1 = Chomin
2 = zazzala + AGL
3 = ivy and cat colbert or AGL. +1 AGL
4 = circe + 1 AGL
5 = tat man + 3 AGL
Turn 5 would be all about in the hands of qward to steal there 5, then on turn six from quard with hate, and in the hands of qward to steal the six. haha.
I really don't think the IG swarm build needs any way to draw cards. As such, I have my doubts about Criminal Mastermind in this build. The deck already has a ton of "search your deck and put army character in play" effects. Personally, I think you can do better with those four slots.
1) Yes. Its trigger is inactive at the start of the recovery phase so it'll never trigger that turn. Once you are in the recovery phase, a recovery trick will keep that AGL around for the next turn.
10x AGL
4x Chomin
4x Zazzala
4x Dr Light (3)
4x Xallarap
4x Circe
4x Tattooed Man
4x Banished
4x Gang-up
2x Marvel Team-Up
2x Secret Files
4x Savage Beatdown
4x Cosmic Conflict
4x No Man
4x Willworld
Here is how the deck is ran against Sentinels, for an example.
Take odds
Turn 1: Chomin (hidden) attacks Boliver. (49-48)
Turn 2: Chomin attacks Boliver, Zazzala attacks clean and places AGL into hidden area. (46-44)
Turn 3: Dr. Light places AGL discarded to Will World (or KO'd if played on 1), giving you 2 AGLs. 1 AGL attacks Mark 2, the other Boliver, then Chomin and Zazz to the dome. Recover either the AGL or Dr Light if Hounds attacks back. No Mans on the Hounds is optional, though if you dont have a Banished, save it for Nimrod. Zazz puts another AGL into play, giving you 2 for next turn. (45-33)
Turn 4: Circe comes into play, facing a Mark II, Mark V, and likely a Hounds. Mark II negates Dr. Light. Mark V attacks Circe with a powerup, she stuns. Hounds attacks Dr. Light with a No Mans, stunning both. One of your 2 AGLs in the hidden area counterattacks Mark V with a pump, stunning both. The last one attacks Mark II, stunning both. Chomin and Zazz hit to the dome. Zazz puts a AGL into play. (36-19)
Turn 5: Tattooed Man hits the field, joining your Circe, Zazz, Chomin, and a lone AGL against your opps Nimrod and Mark V. Two options - with Banished, and without.
1) With Banished - Nimrod (usually protecting Mark V) goes to the hidden area. Tattooed Man attacks Mark V. Circe attacks free, followed by Chomin, Zazz, and the AGL. Tattoed Man puts 2 more AGLs into play. Circe KOs the exhausted AGL to put in another one. Those 3 attack free. All pumps are exhausted. Nimrod attacks back. (28- -12)
2) Without Banished - Tat Man puts 2 AGLs into play before attacking. Tat Man attacks Nimrod with No Mans, stunning. 2 AGLs team attack into Nimrod, stunning him. Circe KOs AGL, putting one into play, leaving 2 left to attack. Circe attacks Mark V, stunning both. Chomin, Zazz, and 2 AGLs attack to the dome. (19- -3)
The situation with Banished is clearly optimal. This is obviously the perfect curve situation. Fortunately Xallarap + Chomin make excellent drops turns 3-5, especially turn 4 off-init. Beefy AGLs can also be substituted as underdrops.
This is still preliminary. I have yet to test, but in theory this sounds like a solid deck idea. I wouldnt run in the Hands of Qward because you have to exhaust your whole field to pull it off, so its not possible to stun their drops. From Qward with Hate comes a turn too late. Still not sure on how many Secret Files should be run. WillWorld is in there since everyone has willpower. Emerald Dawn is an option as well.
The decks been working very well. I took out the Marvel teamups for 4 Hard Traveling Heroes (letting you teamup all 3 at once) and cut Gang up to 2.
Secret Files was close to being cut, until this last game against Sents where I had no drop but a Secret Files and Circe, Light (activated), and an AGL on the field. He had Mark II and Nimrod. I Secret for a Tatts, he gets magneto. We're at about 25 each. He runs Nimrod into Circe, I KO Dr. Light for a 2nd AGL. He doesnt have a pump for Mark II, so he passes.
I promptly Banish his Nimrod, then smack his Mark II around with Tats (shouldve sent an AGL, since he Nasty'd). Remove 2 counters to plop out 2 more AGLs. 7 from Tats, + 16 from the AGLs, + a couple of Beats = 33 damage on an off-init turn. Powerful stuff.
It hangs well against Titans too, but Terra can be a real problem if she keeps shooting Xallarap. It's very easy to keep their numbers down by just sending suicide AGLs. Those guys are beasts. Chomin is a real winner too.
MVP has to go to Circe though. Using her effect every turn is phenomal. Tats is a close 2nd for that game-ending ability. Everyone else does a nice job of setting up for the later turns. (oh, and I noticed that Dr. Light cant bring back AGLs if Zazz is doing it too).
Zazz is probably, sadly enough, the weakest of the chars in here as its rare you'll have an AGL in hand to use with her, and if you do, Dr Light will probably be recurring an AGL anyway. Oh well. She's still solid, giving you an early IG char an an alternate to Dr. Light if you miss.
So try out the deck guys. It's fun, and its powerful.
maybe this AM/IG deck needs to have a thread of its own...
Zazzala is not that effective for the deck. she needs to be unstunned for her to put an extra AGL, and to keep that AGL alive you need to hit Chomin on turn 1. i use Shadow-Thief instead of Light.
i do agree that Circe is the MVP of this deck.
since i use Emerald Dawn in my version, i'll try out Felix Faust. he is more aggressive than Tattooed Man in finishing the game. just imagine if you have initiative on turn 5, and you drop him with an AGL. you have Circe, Felix, and an AGL. it's possible to have a total of 35 ATK from your characters alone! but Tattooed Man still stays in the deck. :)
Turn 3: Dr. Light places AGL discarded to Will World (or KO'd if played on 1), giving you 2 AGLs.
Slight problem here, if I'm understanding you correctly:
Quote
Activate >>> Put target character card with cost 2 or less from your KO'd pile into your front row unless you control a character with the same name. Use this power only during your recruit step.
If you already have one AGL in play, you cannot use Dr. Light to nab you another one...although, if I'm simply misunderstanding what you're saying, then I apologize in advance :p
What about Queen of Fables as yet another solid 3-drop for such a strategy? She replaces a location and gets you an AGL at the same time. And a 3-drop 4/5 is nothing to sneeze at. Obviously she's a meta choice if you tend to see locations often.
You said it right, Korinthe, she would be a meta choice, which on the one hand means she's too unreliable to be the main choice, but on the other hand gives the deck flexibility to adjust in the meta.
This deck is an absolute BEAST. It takes multiple Childs/Flame Traps/Reign of Terrors to even slow it down.