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Gotham Knights/Teen Titans team up deck better than either faction stand-alone?
I'm thinking about putting together a Brave and the Bold deck, and I have to wonder: Do you think this team up makes for a deck better than a stand alone GK or TT deck? Dynamic Duo-Teen Titans Go could be the next fatal combo.
I've got a nice GK Deck that would pwn a TT/GK deck just by itself ;).
I dunno.. I really like the way both teams work by themselves.. But i guess teaming them up isn't that bad of an idea.. But definatly not better then all stand alone factions.
I wanted to try a GK/TT deck just for the idea of being able to have tempest and superman in the same deck. Not to mention I could use Nightwing in his cool costume.
A stand alone Teen Titans is very solid and more stable when it comes to drawing, but the Brave and the Bold has the potential to be very nasty for your opponent. The downside to Brave and the Bold is of course, what you do, or should I say "don't" draw. Certain powerful Teen Titans cards and Gotham cards have Loyalty or require you to reveal/discard a card from your hand of a certain type. If you get the teamup early, you can wreck house, if not...
A wise man on this forum told me this:
Teen Titans Go in a GK/TT deck changes its game txt to "Draw X cards where X is the number of characters you control.
Other than that. I donīt see Batsy having any trouble on his own (would someone Trade me for Oracle soon!) nor do the TT have any problems without GK.
The deck is powerfull, but itīs more fulfilling to make GK or TT on their own.
you probly woldny miss any drps with brave and the bold because you have bat signal to look for characters and with fizzle you slow your oppponets plot twists down
I have a B&B deck that's focused on GK with some TT splashed in, mainly for the plot twists they have. This deck can play through the worst draws and still hold its own, and when it gets a good hand, there's no force in VS that's been able to hold it back. ^_^ My trick is to go for beatdown/field control with modest team attacks and DD to make sure you're holding the line. Alfred & Bat-Signal basically say, "I get what I want when I want it," which again lowers how bad your draws will possibly be.
TTG! + Arsenal + Press the Attack = Raw END damage fun. A few potshots for 12 each makes for a hard game to recover.
This exact arguement came up at the very end of Indianapolis at the finals of the FF #5 event. Richard Edbury was playing the Teen Titans build that our team had all played all weekend, and his opponent was playing the TT/GK deck that his whole team had been playing. Their team had a top 8 at the PC and couple more day 2s (I couldn't honestly say how they finished as I don't know names unfortunately). Our team had a 6-1 day one performance, another day 2 plus a win in the 10k.
Basically while the match was going on, we (members of both teams) looked at each deck in detail to try to work out who was favoured as it was kind of tense with 2nd place likely to go home feeling pretty bummed out.
I would suggest that the TT/GK deck they had built was stronger when it executed its game plan, but that the straight Teen Titans build we had was significantly more consistent. The teamup build is sometimes forced to keep sub-par hands due to the importance of Alfred, and will occasionally find itself stymied by missing its team-up or facing an unfortunate Have a Blast! It can be hugely frustrating to play against when it comes out guns blazing though. TT/GK definitely seems to have the edge over straight titans in the rigged elections matchup, but TT can handle straight beatdown more effectively with its less demanding game plan.
How did the finals eventually pan out? It felt like something from a 'Hustler' type film, as we were moved from the main venue to a very swanky hotel, where we all sat around in a luxurious lobby. With a gin and tonic in hand I watched as Teen Titans won 2-0 in about the most tense match I have ever been party to.
I don't feel that the final result necessarily reflects how close it could have been, but its a good story nonetheless :)
All the best
TimsWheelbarrow
P.S. - If anyone is interested in buying a copy of FF #5 (the first appearance of Dr Doom) please let me know. Serious offers only please.
I've been trying to perfect this deck for the last two months. When I draw well, the deck is unbeatable. When I don't, I struggle. The 5 drop batman with dynamic duo and tt go is incredible. They lose their whole field and double stun damage evens the game out quickly. This deck is usually behind in the early game.
The team-ups have been a problem. If you run 4, then not getting them or have a blast messes you up. Alfreds help, but he comes into play exhausted, so you have to wait a turn to use him. You also have to have a gk on the field, so even if you save him, you might only have titans on the field. It's a great deck when it works, but not consistent enough.
You know, I think the trick to the B&B deck seems to be knowing how to make it flow... I play my deck and it rarely ever loses. Anyone else trying to play it gets crushed. I guess the real trick is to only worry about the late turns unless you get your Godhand early. The Knights & Titans can hold their own through the first few turns, even if you miss a drop or two.
Dynamic Duo and Teen Titans Go! is certainly a devastating combo.
However, adding GCPD Headquarters to the mix helps out a lot, too. Although that's asking for a lot of luck (getting DD, TTG, GCPD HQ, and the team-up card by turn 5 or 6), it also hurts the opponent a lot if you succeed.
I've only ever done it once, but I've had turn 6 initiative with Garth <> Tempest, Batman CC, and Batgirl on the field. Two Teen Titans Go! in hand, and Dyanmic Duo/GCPD HQ/The Brave and the Bold all face-up in my resource row.
End result? All 4 of the opponent's remaining characters on the field got wasted, with double stun endurance loss on each. It was bloody beautiful. :grin:
Sure, trying to build your deck upon the entire concept is rather hard, but it doesn't hurt to add in 4x GCPD HQ, just because it's awesome when successful.
That's what I've been running, but getting them all is tough. Even getting 1/2 can be tough. When it does work, it is awesome. I'm still having problem getting my team up cards. Maybe I should add a couple more.
the thing with this deck is that you can start using roy at turn 5. You really don't need to go past 5 resources. Garth and batman is as high as you need to go. Especially if gcpd headquarters is down, because you'll be koing their characters.
Yeah, that's how I've been playing the deck. That is, my drops only go up to 5 (4 Batman CC, and 1 Garth...really wish I had more of 'em :( ).
And I'll agree on the fact that drawing everything just right is *really* hard. Sometimes, I'll get everything perfect. But most of the time, I'll get everything BUT the team-up, or end up with 4 TTG! in my hand (and nothing else to support the combo). Having Arsenal in the deck certainly enhances my options though, as it's something to fall back on if my main plan doesn't pan out quite right.