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Okay, so i was thinking about concealment one morning, about how ppl get saying it was not that great of a new ability. Howver, something in the back of my head kept screaming "broken".
Although this concept is not broken, its pretty darn good. The concept of concealment is to gain inititiave. On you opponents inititiave, he cant atk ur concealed guys but he will exhaust all his guys attking u and ur non-concealed.
Sucker Punch means ur atkers cant be stunned atking exhausted guys. See the synergy? A 14/9 elektra that cant be stunned? Lemme know what u guys think.
Its deffinetly not a bad card but with the current game, it seems defense when attacking isn't as big as making sure you stun. As in you can avoid stunbacks most of the time swinging down the curve, and cards like heat vision and nasty suprise are only in a few decks.
The question really is.... does conceal do anything to Sentinels or Titans?...reply? No. Although early concealed Drops are nice cause they see more field time , I would try my best to stay away from playing anything higher than 6 with concealed, cause you usually want to be able to defend against your opp.s attacked.
I play Sucker Punch and Crushing Blow in two of my decks. I love those cards. They are like less versitile versions of Bamf! and It's Clobberin' Time. The beauty in the two decks I play the cards in are all about exhausting your opponent. One is a Non-Affiliated/Negative Zone deck running Puppet Master and Thunder (trying to get more exhausting somehow). The other is a Fearsome Five/X-Men deck running Puppet Master, Shimmer, Rogue: Power Absorption, Mimic and Professor X: WMPM. The second deck also gets to use Bamf! for extra non-stunning attacks, and over-all it is a pretty lethal deck.
Everyone ignores the fact that if you run all concealed you get to pick at the opponents curve. Marvel Knights full concealed(with out without the xmen splash, which is nifty) gets a +5 a +4 and a +3/3 and a bamf.
Played properly, you should never have to worry about getting stunned back, and you can play crime and punishment or quick kill to keep them low on charecters.
so ideally you'd want even initiative. Then you've got the six drop spider-man to exhaust all characters on turn six so you can repeat the attacks of turn five with no real hurt comming to you on six at all.
so the idea so far is you want even initiative, then your playing:
1 - Dagger / Orb
2 - The Hand / Iron Fist
3 - Kingpin / Elektra
4 - Cloak / Black Widow / Saracen
5 - Luke Cage / Elektra / Mephisto
6 - Dracula / Spider-man
7 - Dr. Strange
8 - Ghost Rider
Your plot twists would focus on exhausting and boosts for attacking exhausted characters. Also Made Men is a neccesity allowing for flight and instant affiliation. Also Psychoville is a good one for moving between visible and hidden. The Giraci estate is something that I just havent tested enough to decide how useful it is. it may be worth it for a quick reinforcement, but the discard cost can be steep, even though you will only replace the resource instead of losing it straight. I know in sealed it can be a game winner with three drop kingpin in play with saracen. This is just some ideas I've thrown out. I don't know how effective any of this is.
Originally posted by ECP Everyone ignores the fact that if you run all concealed you get to pick at the opponents curve. Marvel Knights full concealed(with out without the xmen splash, which is nifty) gets a +5 a +4 and a +3/3 and a bamf.
Played properly, you should never have to worry about getting stunned back, and you can play crime and punishment or quick kill to keep them low on charecters.
If they double beatdown you overload ;)
Assuming you are able to stun all of their characters every turn, they are still able to deal 50 damage directly to you by turn 7 unless you've put SOMETHING in their way or kill every character you stun.
Let's go with even initative
Turn 3: Attacks for 6 or 7 [assuming average size 2 and 3 drop]
Turn 5: Attacks for 16 [assuming average size 4 and 5 drop]
Turn 7: Attacks for 27 [assuming average size 6 and 7 drop]
That's not counting pumps, or people that play characters that are much larger in attack.
Also you're assuming that your opponent is going to be playing 'into your hand', just exhaust all his characters and have nothing he can do in response to your plot twists. Also, you are assuming he has NO hidden characters of his own ... as you wouldn't be able to keep your board control in that situation.
And of course, on your iniative, unless you have exhaustion effects, you won't get your Sucker Punches on everyone.
Not saying the deck isn't possible, but I wouldn't go with an 'all hidden all the time' design. A deck with lots of concealed but a few that are able to move in and out of the concealed area, along with some Psychovilles, could be nice. Not sure how it would work ... but I'd love to see a GCPD team up with concealed characters where the exausted GCPDs absorb the damage while the Concealed characters have their way with the opponent.
Thats why MK is so sweet. THey have the mother of all KO effects in War Wagon. Id play 4 Wagons and 4 Tech Upgrades. With Bamf and X-Men teamup, mebbe even Forge.
Hrmm, another idea for Xmen/Marvel Knights could be the 5 drop Wolverine. He could sustain alot of damage and save u the endurance points, since u play so many hidden guys.