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There are many types of decks out there and some have gained worldwide recognition (example: Common Enemy, Teen Titans Go, the Brave and the Bold) whereas some have been proven flops (example: Curve Sentinel?). The purpose of this thread is to list down all the different "standard" decks that are available and the strategy behind it.
"Standard decks" meaning the decks that we always hear about as well as those infamous for their inability to win any game.
Please help make this thread useful. I think this can help many beginners in the VS world get a rough image on the choices of decks available to them.
P.S. If you can, give a list of what the deck is made up of.
Here's my take on the Brave and the Bold using a popular build.
You can find common decklists from $10k winners and finalists and whatnot, but the most notable aspects are that there are no 2 drops in favor of 4 Alfreds and 4 Mirages, and the deck does not run Roy Harper.
This deck wants ODDS (very badly).
Mulligan any hand that does not have Alfred or Mirage (both are nice).
Turn 1.
Play Alfred with either a location (GCPD, Argus, etc), Dynamic Duo (DD), or a teamup as your resource. Do not use a non-ongoing plot twist as your resource. Use a character if you have to, so Garth can reuse it the PT.
Turn 2.
Play Mirage, calling Gotham Knights. Activate Alfred to search for the teamup if you dont have it, if not get a TTG, DD or tech card (Flame Trap, Utility Belt). Play Alfred again.
Turn 3.
Here Beast Boy used to be best, but with DitF running around so much Hawk and Dove are your best bet. If you have init and a GCPD, run Mirage, Hawk and Dove into your opps 3 drop and kiss them good bye.
Turn 4.
Play Terra with an Argus if you have it, and its not your init. If its your inititiative 4 drop Grayson may be your best bet (good against Titans, Sentinels, and TNB).
Turn 5.
My favorite and yours, Garth. If you're going against Sentinels, you might want to play Grayson with boost and save Garth for turn 6 (or vice versa).
This is your MONEY TURN. This is where you win or lose. Basically, you need 3 cards - GCPD, Dynamic Duo, and at least one Teen Titans Go. Declare team attack against their biggest dude you can hit, play DD & GCPD, KO him. Do it again. Use Garth. Do it again. If you have another, congratulations, you just KO'd their entire field.
This is easiest to pull off against Big Brotherhood and Fantastic 4. Hardest against League of Assassins.
Turn 6.
Starfire to shoot someone in their backrow if you dont have initiative. 5 drop batman and Alfred if you do have it. If you have evens, this is your money turn instead of turn 5. Play Superboy if you're going against equips. Just dont use 6 drop Grayson, not matter what anyone tells you. You have GCPD Headquarters for reinforcement.
Turn 7.
Raven, the game winner. You could be getting your butt handed to you by this point, and all you would need is Raven and a Heroic Sacrifice to win you the game. Roy Harper sure is a punk though.
And that's how you run the Brave and the Bold in a nutshell. Play me on MTGPlay if you want to test against it.
Originally posted by ÖrümcekAdam
Turn 6.
Starfire to shoot someone in their backrow if you dont have initiative. 5 drop batman and Alfred if you do have it. If you have evens, this is your money turn instead of turn 5. Play Superboy if you're going against equips. Just dont use 6 drop Grayson, not matter what anyone tells you. You have GCPD Headquarters for reinforcement.
A lot of different players would drop a baturn to set up for the win.