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Okay so I'm sick and tired of hearing about 'Curve Sentinels.'
"It's all the rave! It's totally groovy, babe! It's better than a hit of X, blah blah blah blah..."
I've played sentinels as a 'fun' deck from day one, but nobody plays them in Lexington, KY so I'm not used to playtesting against this AMAZING, ASTONISHING, CRAZY-SEXY-COOL deck.
So let's all throw this thing together so the uninspired among us(me) may take part in the Traskian wonder that is the vaunted CURVE SENTINELS.
Let us begin with the characters and work our way UP the curve. How many @ each drop allthewhile operating under the M.O. of constructing THE PERFECT CURVE SENTINEL DECK.
Yea but it takes away from att. The sents already have 2 excellent ways to increase Def and neather lowers attack, That and they can use Bastion. THey dont need More Def, I For one play Fight to the Finish in my Curve sents Deck and it can be Amazing especailly with Nimrod.
Now that I think of it it will only give you about -2/+2 due to the threshold of the plot twist in the deck... might as well run dodges if your gonna go that route.:ermm:
Okay well ORIGINALITY is generally a good thing with me, but I didn't specify as such so I'll let those decks slide, PMT.
And I did say the "perfect curve sentinel deck" so again, I'll let it slide.
HOWEVER, LADIES AND GENTLEMEN, I was really hoping this would be a group build where we each bring something(hopefully original) to the build. And so what if it looks like crap when we're through?
Considering the limited amout of characters in the team, the really good build I think is already out there but I'll be interested to hear what others have to say...
In my curve deck I have some Senator Kellys just in case I miss a drop.I can usually drop him in for some easy enduranse loss and for use with Project:wide awake.
this i kinda like asking for the best build of the Fearsome five.. the options are very limited.. if you are looking for originality i would probably start with the plot twists
Heres some thoughts My Curent Versions is kinda a mix of the above. Just wondering how Needed is the 4rth Beatdown. I only play 3 and 3 overloads it works fine but then agian there are times where you want one and dont have one. Then agian adding one probally wouldnt fix all the times. The Cards i put in inplace of it are Fight to the Finish. It works so well with the swell of defencive cards i have, that and it saves me a Finishing move. Just think about all those stuns you do on Defence, its a natural Choice.
4 Boliver Trask
6 Mark 3
7 Mark 2
6 Mark 5
4 Nimrod
4 Bastion
2 Mastermold
3 Magneto Master of Magnetism
4 Coverfire
4 Tag team
4 Reconstruction program
3 Finishing move
4 Beatdown
2 Overload
3 A death in the family
This is my build, the removal of the SASB slightly worsens the matchup in the mirror, but what i do in the mirror will be to team attack the opposite bastion for more than enough and just koing it will be more than enough to shift the momentum back in your favour. Tri-S is no longer that cruicial as you dun really have much army guys once you cut USB, and magneto fits smoothly with the deck's board control theme. Hope that helps.