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Unfortunately I don't have the deck in front of Me (at work) but it usually drops loike this.
T1 - Nada (take the point)
T2 - Skrull
T3 - Doom seeker
T4 - 2x Skrulls
T5 - Doom Destroyer or (Doom seeker + Skrull)
T6 - Skrull super soldier
T7 - (If needed usually over) Doom Destroyer + Skrull
The deck has 18 skrulls, 5 Doom seekers, 3 Doom destroyer, 3 Super Skrulls. Thats it, No Locations, No Equipment, rest plot twists.
Key plot twists (4 times)
Marvel Team up (muligan if needed)
Overload
Acrobatic Dodge
Cover fire
Burn Ruber
Less than 4 copies
Charge
Finishing move
Press the attack
Flying kick
Plus more (i forget)
Basic stratagy is, Take the damage, don't lose char. Don't worry to much about takign damage, but just don't loose char. Most players will stratigicaly atack your formation to maximize damge, IF he is a power player, with 4 savage beat downs gteh overloads kill, If not and he has initative use the skrull to pump his attack then overload him.
only use the defensive cards if it will save a char, don't worry about the fisrt stunned guy, but make sure you save the the second. Because once skrulls Die, the deck Dies.Save the skrulls ove the Doom Seekers if needed. IF you have initative on turn 6 , save the doom destroyer over a skrullon turn 5, If not, Use your descretion, if you have a second doom destroyer in hand, you might want to keep the soldier.
On Turn 6, I usually do a team attack with the Super skrull and the doom XXX on the other guys big char (I'm usually against doom, with defence bonuses, make sure he drops, OVERKILL is the key) Use flying kicks on the doom XXX, this way your opponent might stun the doom instead of the super skrull, because the super skrull readies the doom XXX with it game texts. Makes a great decoy. if a doom army if readied because of the super skrull text re-attack with a pump up from the skrull soldiers. Make sure you have 4 non-stunned char for the "Press The Attck" Remember how I said use the flying kick as a decoy, this is were it pays off. if he fell for it, your super skrull will be un-stunned and ready to attack again. Now use Charge to bring your Skrull soldiers to the front who will ready with your Super skrull text. Attack again, allong with what ever doom army guys you have left.
This deck has won every game I play except 1 (by turn 4 I only drew 1 char, just a bad pull). Agains doom, FF, Brotherhood, X-men.
I've been trying to get the skrulls to work for a long time, I've tried mixed with neutral, Or with Bortherhood (blob and the 2 locations),Solo skrull and equiment.... Non have workerd half as well as this.
If anyone like the idea of skrulls as much as I do, but never have been able to get them to work. I give you this, Enjoy.
finally, skrulls. but the flamer traps hat about the flamer traps. try sentinals and mark IV. or ff with invis. to stop break trough and that pt w? the little girl so 3 drops or less cant be stunned. SKRULL WALL!
I have a Skrull deck that works. I use 14 Skrulls, and 12 Wild Sentinels. I round out with 5 Mark II and 2 Super Skrulls. I also drop in a Fantasticar, so all my guys have both flight and range if needed.
4 Press the Attack
4 Overload
4 Finishing Move
4 Reconstruction Program
Works pretty well thus far, but no real extensive testing.
They way mine works? I use my Skrulls to boost my opponents. What? yes, thats right. i boost my opponents and then Overload them! Works like a charm and they never see it coming.