You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
I would replace black with red because you'll need massremoval. Riptide - Lost Soul is a nice combo, but you wont need it, you've Fencer and your opponent, wont be able to play anithing at all!
Here is a deck I tried and it worked well, but could be improved as well.
3x Cryptic Totem
3x Bliss Totem
4x Bronze Arm Tribe
4x Poisonous Mushroom
3x Mana Nexus
3x Mystic Treasure Chest
3x Faerie Life
3x Aqua Fencer
3x Thrash Crawler
4x Aqua Hulcus
3x Divine Riptide
3x Mystic Dreamscape
3x Energy Stream
4x Apocalypse Vise
4x Burst Shot
50 Cards
Ideas I got so far:
Crystal Memory, I think it's needed in this deck.
Essence Elf, it will die through Burst Shot, but helps with all those spells.
Sky Crusher, it could replace Aqua Fencer because it's 4000 power but thenn the Bliss Totem is needed to keep the combo working.
Switch Aqua Fencer for Sky Crusher, the Agitator, it is better to get rid of the card than to give it your opponent, also Fencer is 3000 power while Sky Crusher is 4000, thus it can get around Wave. An added benefit is that it will give more fire mana to the deck.
fencer is a lot better sky crusher kills your mana 2 besides okatt is right after riptide u would pretty much win the game if u keep aqua fencing every turn u unless they had lot of creatutre in play with fencer u could build your man back while they sit there lookin stupid
yea, I mean, the deck I used worked good, but a certain rush deck was the only deck to beat it all day. The main problem I have is keeping a hand early, but if their field is gone, I mean its pretty much game when I riptide, either via Cryptic Totem or Aqua Fencer. another big problem is field presence early, which is why I opted for Emeral.
another reason I like the dark better is I've actually pulled off a turn 4 Lost Soul, and against a non-rush deck, that can be pretty crucial, leaving me with my 7 mana and them with no hand and around 3-5 mana.