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.
Right now I can see no reason to go first. If your playing Brotherhood you want initiative turn 4. If your not playing Brotherhood you want to go second anyways just so you can make it so that they do not have initiative turn 4.
Is it just me or is going second in Vs. like wanting to go first in Magic or Yugioh?
revolving your whole deck around what your opponent MIGHT play is a BAD strategy. Play whatever YOUR deck works off of, and make THEM adjust to YOU. If I have a deck with good 3/5 drops, I don't care what they're playing, I'm choosing to start.
Most TNB decks want to go first not only so they will have the most possible attacks, but so they will be able to swing with quicksilver twice on turn 5 which is the first of your possible "win" turns.
Doom decks want to go first so they will have initiative on 7 and so they will NOT have initiative on 4 and 6 when they can most easily play mystical paralysis to stall an opponent's attack.
The list goes on and on. It totally depends on what your deck does. You can't just arbitrarily say that going second is better because a lot of the time it might not be.
tostito why would u want to mystical their character on turn 4 with doom when you can double flying kick yer 4 drop doom and smash face? yer doom could be a 10/9 double attack with doombot as opposed to their measely 4 drop? also on turn 7 the only reason for having initiative would be submariner but even then i dunno about that.. i'd rather catch a newbie off guard and drop him after the have set up
Originally posted by Meltedminds tostito why would u want to mystical their character on turn 4 with doom when you can double flying kick yer 4 drop doom and smash face? yer doom could be a 10/9 double attack with doombot as opposed to their measely 4 drop? also on turn 7 the only reason for having initiative would be submariner but even then i dunno about that.. i'd rather catch a newbie off guard and drop him after the have set up
Ok, I was speaking of the Doom stall/bomb builds. Doom beatdown wants to go first.
BH decks tend to want to have initiative on even turns just so Feral Rage can have a shot at the opponent.
X-Men can go either was as Colossus and Rogue (both 6 drops) work far better when they attack first, but the 7 drop Wolverine rocks if he gets to attack.
Doom can survive either way. Mystical Parylsis can exahust and hitter you opponent drops when you dont have the initiative, and Power Cosmic gives you the initiative to finish off opponents when you need to. Sure attacking with the 4 and 6 drop Doom is great, but the deck can thrive either way.
Sentinels like even number turns. The Mark IV as well as Bastion are even cost characters that are great attackers. The good thing about Sentinels is that they usually run Foiled or Ka-Boom which alters the turn/resource numbers.
Fant 4 usually wants even turns so that Hulk (at turn 6) can hit, and the after your opponent plays, you can drop the 7 cost Thing, returning the weenies back to his/her hand and unable to play them.
Skrull decks (the few that exist) need even initiative so Super Skrull can get his attack off.
Non-Alligned decks usually want even initiative as well so Mojo can attack first before he gets whacked.
I have not played Spidey or Sinister enough to give you a valid opinion.
The problem I see is that if BH go second your gonna get smashed in the face by Sabretooth. I was playing against a BH deck and had the unfortunate experience of dealing with Sabretooth with four Savage Beatdown's on him. The possibility of losing before you hit turn 6 is a little disturbing to me. The only deck I can see wanting to go first is Doom. Doom can handle Sabretooth with MP and can clean house turn 7 with Namor.
Originally posted by Cain The problem I see is that if BH go second your gonna get smashed in the face by Sabretooth. I was playing against a BH deck and had the unfortunate experience of dealing with Sabretooth with four Savage Beatdown's on him. The possibility of losing before you hit turn 6 is a little disturbing to me. The only deck I can see wanting to go first is Doom. Doom can handle Sabretooth with MP and can clean house turn 7 with Namor.
again, no thanks. With Doom I'd rather have init on 4, take down FR with Doomy/Stadt (and possibly Finishing Move him, if you play that type of deck). Then on turn 5, you just stall out with MP and Destroyer, and get right back in their face turn 6 with six-pack. If they Ka-Boom your 'stadt to make sure you both stun, well at least you know you won't have to deal with Quicksilver next turn, and you can stall anyway. Turn 7 Subby with init is near-worthless, since they will NEVER give you a chance to make full use of him, and he's just a slightly-weaker Thing. It's better to let them have init, place their drops, THEN drop Subby, pump him with whatever you have left, and Cosmic (if you can win that turn).
Personally, on the turns that Doom drops, I like to kick face.
I prefer to go 2nd with my Doom deck. He gets the 4th, 6th and even 8th turn to recruit all 3 versions. You can also play Reign of Terror on Turn 4. AND he can steal the initiative if you really need it. :)
Most decks would rather go first on even turns, but remember that a Foiled or Ka-Boom changes the game. The Doom deck is the perfect example. A Ka-Boom on turn 3 changes you from having initiative on resource drops 1,3,5, etc to 1,3,4,6, etc...
Since most decks run either Foiled or Ka-Boom (or sometimes both), starting turn initiative alone will not determine the success of your deck (since it can be changed mid-game).
As for the guy that got whacked with Feral and 4x Beatdowns, try running Swift Escape or Overload. Overload will take him out instantly, and Swift Escape (although he will ready and be able to attack again) will make him have wasted the Beatdowns since they are not for the turn (unlike Flying Kick).
A lot of people wish to use odd initiative with wild vomit sentinel decks, so they can maximize their potential on turn 5 with a mark 4 from the hand, and a mark 4 from the USB.
Stall Doom initiative works best on turn seven with sub-mariner, and then either apocalypse or 8-drop DOOM and a power cosmic.
Depending on the strategy of your best set-up cards, you generally want the initiative on the turn that card is available.