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Just a normal question: If you are trying to build a good/solid deck, is it required for a deck to have both a card that negats traps (7-tools), and a card that negatesa magic (magic jammer).Even if you have alot of monsters and magic cards that destroys spell and traps?
P.S. Is it required to have 3 field magic cards in a theme deck like (Earth)
For your first question, magic and trap negation is not necessary for a deck, unless you want it so. Magic and trap destruction will usually suffice, unless you want to run decrees.
In any deck, the only thing that is absolutely necessary is that you do not run more than 3 type of any unrestricted card (or whatever the limit is depending on restriction) and that your deck be a minimum of 40 cards.
Everything else mentioned is only suggestions and recommendations, which you are not compelled to do.
No, you do not "need" Magic and Trap negation. You can if you want to though. I usually use at least 2-4 (1 or 2 of each Magic and Trap negation) to be safe.
And, no, you don't "need" 3 copies of a Field Magic Card for a certain theme. Though in some more focused themes like Gravekeeper's, you'll probably want 3 Necrovalley in the Deck at least.
Like they said, you don't NEED anything, except a lega deck of 40 or more cards.
More importantly, would I recommend it?
Negation is very good in theory. Negating a effect that they are expecting will go through can often totally screw up your opponent's overall plan. However, the problem we face, is that most of the available negation cards are not worth using. Some of the better ones are:
Magic Drain (magics)
Royal Decree (traps)
Forced Back (monsters)
Solemn Judgment (anything)
Like they said, you don't NEED anything, except a lega deck of 40 or more cards.
More importantly, would I recommend it?
Negation is very good in theory. Negating a effect that they are expecting will go through can often totally screw up your opponent's overall plan. However, the problem we face, is that most of the available negation cards are not worth using. Some of the better ones are:
Magic Drain (magics)
Royal Decree (traps)
Forced Back (monsters)
Solemn Judgment (anything)
Spell Shield Type-8
Counter Trap
Select and activate 1 of the following effects:
• Negate the activation and the effect of a Spell Card that targets 1 monster on the field and destroy the Spell Card.
• Send 1 Spell Card from your hand to the Graveyard to negate the activation and the effect of a Spell Card and destroy it.
Negates for free: Nobleman of Crossout, Brain Control, Book of Moon(you and your opponent's monsters), Enemy Controller, Snatch Steal, Soul Exchange, Rush Recklessly. Just some commonly played ones.
Then you can negate any Spell Card at the cost of 1 of your own Spell Cards.
And as much as I like Spell Shield type 8, that's a huge drawback, the whole discard a spell thing. Most cards like Smashing Ground, Dark Hole in the other format, Scapegoat, and pretty much most of the other non-offensive spells that don't hurt the opponent (Messenger of Peace, Graceful Charity, etc) are free to resolve. It's good, but not all around good, A.K.A. cookie cutter.
I would suggest Solemn Judgement. It is a worderfully versitile card. Too underestimated and takes real skill to make it work. Negating a key card can throw anyone for a loop. One of the best cards in the game IMO.
I'd much rather use Cursed Seal of the Forbidden Spell over Spell Shield Type-8 for that sort of cost...at least then you prevent the opponent from being able to use any copies they may have...good against Smashing Ground at the very least or Nobleman and basically, they lose 2 big cards for reuse with their MoFs.