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CREATA'S OF DE NIGHT - 26
x4 Crystal Lancer
x3 Aqua Hulcus
x3 Aqua Soldier
x3 Aqua Knight
x2 Hunter Fish
x4 Marrow Ooze, the Twister
x4 Wailing Shadow Belbetphlo
x2 Bloody Squito MYSTIK SPELLZ - 16
x2 Brain Serum
x3 Spiral Gate
x3 Creeping Plague
x2 Death Smoke
x4 Terror Pit
Deck Fun Info
Total Cards: 42
Mana Curve: 3.45
Ratio Water/Darkness: 23:19
Evolution Ratio: 4:9
Deck Sleeves: Dark Blue - Mystik
Deck Box - Steel Alloy Black
Who ever said the Water un-killables was out? I have lately been fooling around with this deck to find that it works very nicely. The balance of control with Wailing Shadow Belbetphlo and Corile used with some monsters that cannot die like Aqua Soldier/Knight are quite nice, especially since there is so much destruction now a days. Next I'll take the Aqua Soldiers/Knights up another level with a side touch of Creeping Plague, which also makes for a very nice small side edition. I have my own means of control with the spells, Hand advantage, more field advantage and destruction up the wall with darkness. I can also use Creeping Plague with Ooze for a fun touch. Since most decks these days focus so hard on control and removal/tapping (Like Dark with Mongral Man or Light with Mist Rias) Soldiers/Knights some what hold back Mongral to some extent of what it's worth while as for light I can still override most blocking techniques when I use Creeping Plague on my monsters (I didn't say I could stop then or beat them I just said I have some defense against them and somewhat to an extent an advantage even though it may be a small one its skill worth the shot). If worst comes to worst I have one reliable friend. CRYSTAL LANCER which has more then enough food to govern itself.
Update - Added 2 Hunter Fish and 2 Bloody Squito for Rush Defense
The ratio is fine, Dark:Water, 19:23 still works perfectly to also spite the somewhat higher then average curve of 3.45, this deck has beaten fire rushes and everything I have played with this deck I have won. Here is the deck record Win:Ties:Loses - 12:0:3.
Okay, I just wanted to chime in and say that I've been messing around with something along the lines--some leftover ideas from messing around with Earthstomp, but very different, because I happen to use Creeping Plague a lot more than most duelists I know. Usually I stick Plague in Dark/Fire Weenie Rush because of the recursion and low curve of the deck. If your opponent takes the bait then you lose a creature--but it's a trade off. Now, if you use creatures that don't see the grave like Solider, then you are feeding your hand in addition to running some blocker clearance. Yes, you lose board presence, but you also decrease the number of times you must rely on a draw to net you a creature. Unless Snare's around, you're pretty much guaranteed Lancer's coming. Very interesting.
I'd have to test your build some before offering suggestions. I do see Rush giving it some problems.
cecillbill - I know whatcha saying there lol, Creeping Plague
is one card that people under-use, I think the card is amazingly useful, Field advantage isn't that much of a problem, usually all I have is the Aqua Soldiers/Knights defending with the Creeping Plague until I get out Lancer. Weenie rush does hurt sometimes but I have more then enough defense with Creeping Plague, S Gates and Pits, I know they sound like the basics but they work
Only Marrow Ooze and Spiral Gate as your early game defence is not enough, I suggest you drop some Brain Serum/Death Smoke/Spiral Gate for 4 Bloody Squito/Hunter Fish.