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is their a certian deck formula that is best to be followed when condtructing decks? like how many characters, plot twists, equipment and locations per deck?
from looking through the rules, i was thinking of going with the following:
25 character cards
15 plot twists
5 equipment
15 locations
Originally posted by flamepulse is their a certian deck formula that is best to be followed when condtructing decks? like how many characters, plot twists, equipment and locations per deck?
from looking through the rules, i was thinking of going with the following:
25 character cards
15 plot twists
5 equipment
15 locations
what does everyone else go towards?
Our group has found out that probably at least 50% of your deck should be characters (since that's the main part of the game) and not too many locations as you'll likely only drop 3-4 locations anyway (in a 6-7 turn game).
For us:
30-35 characters
15-20 plot twists
0-5 equipment (more if you are playing an F4 deck)
5-10 locations
i say 30-40 characters is about the rule of thumb. never thought about the max for locations. i guess it all depends on if you are going to be depending on the locations as a part of your strategy. even if you only lay down max 5-8 locations in a game, if they are vital then 4 of whichever locations you need shoudl be a given.
I had attempted 32 characters 6 equipments and 22 plot twists/locations (mostly plot twists). I found that to be too equipment and plot twist/location heavy and switched to 35 characters, 4 equipments and 21 plot twists/locations.
I’m contemplating a 2-1 ratio of characters to plot twists/locations/equipments.
In the sealed booster drafts that we did in Vegas, it was 3 packs worth of cards (42 cards), so you had to make a 30 card deck...
It was suggested that for the smaller deck, you make it twenty characters and 10 plot twist/equiment/location cards...Seemed to be a good formula...
For the larger decks, I'm seeing more of a 50/50 character/other mix being a solid ratio...More and you're missing out on plot twisting, and less you are missing characters...
In the sealed booster drafts that we did in Vegas, it was 3 packs worth of cards (42 cards), so you had to make a 30 card deck...
It was suggested that for the smaller deck, you make it twenty characters and 10 plot twist/equiment/location cards...Seemed to be a good formula...
For the larger decks, I'm seeing more of a 50/50 character/other mix being a solid ratio...More and you're missing out on plot twisting, and less you are missing characters...
Ok, let me give this a shot. Approaching the deck-building from a Magic: The Gathering standpoint, I'd say having half your deck be Plot Twists/ Locations is way too much.
In M:tG, Lands are the equivalent of resources. Most deck run between 16-24 lands, depending on the mana-curve (equivalent of recruit-curve) meaning that if your highest recruit cost is 2-3, you'd be fine running 16, whereas most with a more spread out ratio (while still keeping most costs at 4 or less) could run 20-24. Personally, I prefer to think of Plot Twists and Locations as resources since you can use them from your resource row, while characters and equipment are generally dead once they're put there. The bonus in this game is that even if you don't get a Plot Twist or Location, you can still put something out and you didn't miss your resource drop for the turn.
That's just my POV, hope it helps.
P.S.- I don't lump Equipment with plot Twists and Locations since its dead in the resource row.