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So I know everyone is gearing up for Worlds right now but hey I built this deck and it is tons of fun and has the potential to wreck some major decks. One of the things I;ve always enjoyed has been breaking rules and playing huge dudes and this deck does it all. So without further adou I bring to you Cul Rendhoof:
Strategery- The big idea here is to have an overwellmingly powerful turn 3 or 4. To do this we are going to use either Cul's flip ability or Nature's Swiftness. You want to have at least one ally in play by turn 2. On turn three suicide said ally or protect during your opponents turn if you got the scout. Use Cul's flip ability to get the extra resource. Voila you now get to have 5 resources going into turn 4. Now play Stone Guard or Shawn whichever is better, Usualy Stone Guard. Sometimes however you draw the Nature's Swiftness and get to play your beastly Guard on turn 3. Either way you get to play your game up pressence on your opponent.
Card Analysis-
Scout Omerta is perfect for this strategy because he can protect on that turn 3 aginst an opponent that has figured out your game plan.
Snig and Grunt are both amazing suicide machines in this deck. Snigs small behind means he dies to most one cost allies and abilities and Baranka Blows up whenever it defends. See a trend here?
We skip 3 and 4 cost allies and head straight to the Stone Guard and Shawn. These guys are the beginning of the end for your opponent. Idealy you will play the stoneguard first who not only has one of the best bodies for cost in the game but he also shuts down opposing protectors and ferocity allies. He is just a beast! There are also times where Shawn can come down and reap havok upon the living. You probably want to play him after the Stoneguard has mopped up the enemy.
At 6 you find 2 Moko you have one of the best generic ferocity allies in the game here.
At 7 you get Zy'lah. Anyone who has played with this card knows there are few allies better than her. Whether it's eating your opponents board or keeping an army from your hero she's good for all of it!
The abilities are there to clear out troublesome allies, heal your guys or of course refuel with innervate.
Zephyr has become a mainstay for Druids because of Shadowfiend and rightfuly so.
Wrath is just seems too solid a card not to play however in my circle there has been much debate about moonfire in this slot.
Natural Selection like Zephyr is great for the instant damage and healing. I feel the healing is more important in Natural Selection.
Innervate is so powerful at 4 resources for 4 cards. Instant speed I couldn't ask for much more in a card drawing effect.
Torek's Assualt made me want to play Waz'luk but scout has prooved better. The card drwaing power of Torek's is undeniable.
Standards and Practices is in because of our third turn plan. otherwise it would have been Counterattack!
Chasing A-Me 01 is a nightmare for your opponent. Recurring Stoneguard Shawn or Zy'lah is just downright demoralizing. Bringing back a Moko for the win is priceless.
Poison Water why not draw a card and refuel your deck. Get back some burn and some card draw.
Gahz'ridian is optional but seems fair for the cost.
So there you have it It is my hope that you have enjoyed this dive I took into the world of fun. So bring this to your kitchen table and power down some big dudes and watch your opponent whimper.