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There have been more Brotherhood decks in the Top 8 of all PCQ's than any other team. Brotherhood has won the most PCQ's as well. This is obviously due to the overwhelming amount of support put forth into designing the Brotherhood team. The question I have is WHY? Most games are ruined by the fact that once a cookie cutter beatdown deck emerges, it will always do the best and win. So why oh why would UDE design Brotherhood to be such a great beatdown team? Why would they make all of the Brotherhood cards fit together so well, while other teams cards don't even shine a light to the synergy of the Brotherhood's cards? Just look at this:
The New Brotherhood has a requirement of having 4 or less resources in play in order to generate a +2 ATK boost to all Brotherhood characters. Now you would think that they would be at a disadvantage by having to stay under 4 resources, but no, they have Genosha. While losing a resource is a grave disadvantage for any other team, Brotherhood now benefits from losing them by maintaining their TNB boost, plus they get card advantage. And if they have Magneto out, also a great Brotherhood card, they get even more card advantage. THB and Genosha work together so well it seems unfair.
They also have the location Savage Land. You get +X ATK and -X DEF where X is the number of resources in play. Now when using this their attacking character would surely be stunned because of the DEF loss. But no! Say hello to Toad, he goes back to your hand instead of getting stunned. So not only do you take no stun damage, but you also don't have to KO as many characters at the end of the turn that you would normally of had to.
When all decks are being attacked there's really no way to be offensive unless you count stunning them in return during an attack. Oh wait, all decks except Brotherhood (and FF decks that use Human Torch or any deck that uses Advanced Hardware... but bear with me people). Pyro and Quicksilver can burn you for 3 and 5 respectively by using their activated abilities when they are attacked. So now Brotherhood has ways to lower your endurance on the offense AND the defense.
Brotherhood 4-drop Sabertooth: Feral Rage has stats of 11/7. Nuff' said about how completely overpowered he is.
Brotherhood has 4 great, overpowered things going for it that no other team has anything like, and I haven't even touched the rest of the Brotherhood card pool (Avalon, Lost City, etc...).
Ok so Doom comes in second with the next most powerful cards, but it's nothing close to the power of Brotherhood. When Brotherhood is played with all the best cards and strategy, no other deck can beat it. If you were to compare the best Brotherhood draw with the best draw for any other deck, Brotherhood would come out on top.
I'm not even a Brotherhood player. I play Doom. I just don't like that I have been building and fine tuning my Doom deck since the game started, and then it gets completely destroyed by an incomplete Brotherhood deck that I just threw together. While I do enjoy playing the control style of Doom, it's just too easy to win by beating down the opponent with extremely powerful Brotherhood cards.
I've been typing a lot and I think I drew away from my initial point... so you guys just go nuts with whatever I said.
Grrr. How could you! lol. Well, Im sure everyone knows my opinion but here it is anyways. DOOM wrecks Brotherhood. Im not sure how you have been playing it but I kinda chuckle when I get Brotherhood matchups. I dont have the time to now but Ill give you a matchup analysis later.
Brother Hood may indeed have goten one 2 many good cards but i think the biggest problem with brotherhood being so overpowered right now is the lack of defensive cards more so then the fact that brotherhood got to many. Right now with just origins the only real defensive plot twists are either doom cards or acro dodge. This makes it very hard for decks like FF and esp Xmen to stand up against decks with savge land flying kick TNB savage beatdown ect. Im personaly hopeing DC has a lot more defensive plot twists then origins has if it does then decks like TNB will become much less game breaking. If i had 2 pick one card in brotherhood that i have the biggest problem with it would 4 sure be sabertooth. His stats are just so much far better then any other 4 drop it takes one defensive plot twist just so you can be on par with him. I dont belive that any card should be so good that it sees play in more then 50% of any given deck but if you look at the top 8 of philly sabertooth was in all but one deck...
The other major problem i have is with the end of game rule were if time is called the game is bassed on endurance totals alot of the controll decks give up major endurance at the start and then come back far later on in the game. But if time is called at the start of the game you have almost no chance of winning with a controll deck and it just makes them totaly unvaible. If the time rule changes i expect that brotherhood decks would see much less play.
Hydra-Doom is dependent on getting what it needs on key turns, while Brotherhood never has to worry about a bad draw because of how the deck is built and played. And I may be just saying all this based on several games I just played with my Doom-Bomb deck against the Brotherhood/Burn deck that won 1st at Philly and the Toronto PCQ. I was creamed by turn 4, 5, or 6 each game and I never felt like I was in control. Maybe I just got bad draws 8 games in a row. I may of lost since Brotherhood/Burn is Doom-Bomb's worst matchup and I shouldn't make such harsh judgements against just one type of Hood deck with one type of Doom deck.
magpiesmn-Yeah I'd like to see more things in DC to counter other cards. Combat tricks are part of what makes the game fun. I'd like to see more complex cards and new ways to go about winning in the new DC set. And about the time thing, I totally hear ya, some of my games go way over one hour since I like to stall things out for so long. I wouldn't stand a chance in a time constrained tournament with my stall deck, which is another thing that Hood has to its advantage: it can hit hard and fast early game so that time issues are never a negative, and are usually a positive since they lead to free wins.
Originally posted by krazykilroy The game is more balanced than you believe. I've seen Mono doom control Bortherhood immensely. FF can handle brotherhood when played right.
it isnt balanced, doom is the most powerful faction by far.
In my experience, BH is currently the best beacuse of the BH locations. Lost City is by far, the most unbalanced card in the game. Avalon compounds the situation by letting you get your characters back. And Feral Rage has the best cost to effect ratio in the game...a 11/7 for a 4 drop is just wrong.
As for those that are rigid disciples of Doom, you are partially correct. Doom can potentially shutdown BH, but it needs certain cards to do so. You can't always have a Reign of Terror and Mystical Paralysis to play when you drop Doom on turn 4.
A BH deck works with or without any single card because it runs on several different cards. Granted, a BH deck runs best with all of its key cards, but if you take away either Lost City, Avalon, Savage Land, TNB, or Feral Rage....the deck can still run well with the other cards.
>In my experience, BH is currently the best beacuse of the BH locations. Lost City is by far, the most unbalanced card in the game.
Sabretooth is far worse.
>Avalon compounds the situation by letting you get your characters back. And Feral Rage has the best cost to effect ratio in the game...a 11/7 for a 4 drop is just wrong.
avalon is what makes lost city 'broken'.
>As for those that are rigid disciples of Doom, you are partially correct. Doom can potentially shutdown BH, but it needs certain cards to do so. You can't always have a Reign of Terror and Mystical Paralysis to play when you drop Doom on turn 4.
You can. Doom has far more control over cards than the Brotherhood. If doom cant get those cards with Boris or Throne Room then it deserves to lose. you cant base your criticism on luck of the draw.
>A BH deck works with or without any single card because it runs on several different cards. Granted, a BH deck runs best with all of its key cards, but if you take away either Lost City, Avalon, Savage Land, TNB, or Feral Rage....the deck can still run well with the other cards.
Bloke, Lost City is broken without Avalon. Avalon just makes it far worse. Discarding 1 card to get +3/+3 is like having a Clobbering Time that effects BH characters and can be done attacking or defending. That is what makes it so good.
As far as Feral Rage being the best BH card, you need initiative when he drops to make good use of him, otherwise, any average player will attack him and Finishing Move him before he becomes a problem. Feral is only a problem if he attacks on turn 4. After that, any 5 or higher drop can handle him.
As for your Doom comment, Doom decks live and die by luck of the draw. They have certain cards that are necessary to ensure the success of the deck.
With regards to the chance BH has without certain cards, my comment was that it can survive without any ONE single card from the list I gave. Without Lost City, the deck can still run off of TNB, Savage Land, and Feral. Without Feral, you can still be successful. Without any 1 out of the list, a BH deck can be successful.
No way folks. I was doing some playtesting with my Doom'n'Pals deck against my strongest 'Bhood Deck. On turn 7, B'Hood had out Savage Land, Scarlet Witch, Sabertooth: VC, Magneto: Mom, Blob, and Pyro. Doom deck had Doom: VVD, and VVD2, and Namor.
Doom had endurance around 22 and BHood around 36. It wasn't looking good for Doom, but then came the Power Cosmic, and Doom stole the initiative during the build phase. Doom VV konked out Blob allowing back row attacks, Subby zapped Pyro and the SW in the support row, and casually hit Sabretooth on the front row for the last blow. VVD2 B'Hood Endurance loss was around 38 I think. All Magneto could do was stun one character. DOOM WINS!
Doom is not impervious... a few bad hands and Doom is out of luck, but B'Hood decks require more than one of those great locations to really work.
Originally posted by JLovegrove No way folks. I was doing some playtesting with my Doom'n'Pals deck against my strongest 'Bhood Deck.
First of all, the results of one game are in no way an indication of how good/bad a particular match-up or deck are. It's also a bad idea to play both sides of the match (which is what it sounds as though you are doing) as you tend to have too much information on some of your play decisions, or you let a bias to a certain deck affect the way you play the opposite deck. Based on this report I assume you are more of a Doom player because no B'hood player in his right mind is going to leave guys in the support row on the initiative turn 7 against a Doom deck. It appears Doom won this matchup due to play error on the B'hood side more so than because Doom's a "better deck." Replay that same game with SW and Pyro in the front row and tell me the outcome then.