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I know this deck isn't very original, but as Chaos return dominates the game at the moment i needed to make one. Any help would be apreciated and I will try and R/F your deck if you leave a link.
22 Monsters
2 Chaos Sorcerer
2 Zaborg the Thunder Monarch
1 Mobius the Frost Monarch
3 Cyber Dragons
1 Breaker the Magical Warrior
1 D.D. Warrior Lady
3 Dekoichi the Battlechanted Locomotive
1 Tsukuyomi
1 Sangan
2 Spirit Reaper
1 Night Assailant
1 Magical Merchant
2 Magician of Faith
1 Treeborn Frog
11 Spells
2 Nobleman of Crossout
2 Smashing Ground
1 Snatch Steal
1 Graceful Charity
1 Book of Moon
1 Premature Burial
1 Heavy Storm
1 Mystical Space Typhoon
1 Confiscation
7 Traps
2 Sakuretsu Armor
2 Return From The D.D
1 Torrential Tribute
1 Call of the Haunted
1 Mirror Force
I have been testing this deck and have been told by some opponents that merchant and assailant are useless and I should change Mobius for Jinzo, but I'm not sure.....
The deck isn't centered around the Dark mostners, its centered around the Light monsters. Thats why there are huge power house Light mosnters instead of Dark ones. This allows for you to do massive amounts of damage in one turn. Then to add more insult to injury, the real 'The Apostles' Creed' contains 1 Creature Swap not 2. It has 1 because the deck crushes every thing your oppoent can play or counter with. So I'll end up with 0 Monsters at my end phase but if you summon anything in attack and cant defeat me in that one turn you'er done.
I will try this one out. I don't like waiting lots of turn to flip monsters up and am usually more of an offensive deck user so this deck would probably work better for me.
I have been testing this deck and have been told by some opponents that merchant and assailant are useless and I should change Mobius for Jinzo, but I'm not sure.....
Well i tested it out and Pitch warwolf and mystic swordsman usually get destroyed in battle and i find it hard to maintain field presence especially when ohka self destructs. Also should i be using 3 sorcerers and another skel/merchant to bring it up to 24 monsters?
Okay. The way I played chaos is not to count the sorcerers as darks. You still need the same amount not counting them because it isn't likely you will use one of them to bring another on out. So try to keep lights and darks the same with out the sorcerers in the. ie 9 lights 9 darks 2 sorcerers. anyways to the fixes first of all you only have a few no sac lights. sacing is the easiest way to get stuff to the grave yard. Maybe minus 1 zaborg and a cyber dragon for 2 x head cannons. That should even that out some more. Don't get me wrong the are both awesome cards but you still need some weak lights because you might remove dd from play and then what do you do. you have 2 magicians somewhere in the deck. Everything else looks pretty good. Can you review my deck. Its in the sig.
So i should be using 9 -10 lights and 9-10 dark+ mobius+treeborn+2 sorcerer. I think i have enough light monster, but think that i need to add another merchant to take advantage of the 22 monsters. And maybe i should be using 3 Chaos since i'm using 2 returns......Does anyone here have any experience with chaos decks and can help?