You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Metagame: Sorta Clever - Intergang for 51 - Geordie Tait
Matt Hyra is a busy guy. He helps the homeless by participating in community programs. He volunteers at soup kitchens. When the office needs someone to play Santa Claus, he’s first in line. Sometimes, he even lets the migrant worker who cleans his Porsche have a day off and takes care of the waxing and polishing himself, smiling his churlish smile as he caresses each automotive contour with equal parts Turtle Wax and elbow grease. Long story short, this man is a saint and can be forgiven for taking a week off from writing his column, which has appeared on Metagame.com like clockwork over the course of the last few months. You get me, instead.
I apologize in advance for any inconvenience this might cause any intrepid hobby league dynamos out there. I don’t claim to be the deckbuilder that Hyra is. But I can ladle a mean bowl of soup.
Instead of handing you a new deck idea on a silver platter, as my wickedly clever predecessor was known to do, I’m going to take a closer look at the deck played by Rob Gallagher at the recent $10K event in Los Angeles. No sugarcoating here, guys. Let’s face the stone facts, the hard truths. There’s no other way for me to fill this space. If I were to give you one of my decks, you’d be sitting around scratching your heads and asking each other questions like, “Was he sniffing the registration marker?” and “Is ‘Ham!’ even a card?” Compared to the brainchildren of Matt Hyra, my decks are primitive cave murals, weathered chalk-works from which no clear meaning can be gleaned. If an alien civilization landed here and saw any deck I’d built as the first example of our civilization here on Earth, they’d pull an intergalactic U-turn faster than you could say “Shazbot.”
This guy has always been my second favorite Metagame writer, even before we lost Hunter Thompson. Someday he might even be better than Rian Fike.
The combo is just sick, meaning good. My kind of meal. When a card slips through like that, does the R&D boy that made it have to wear a funny hat for a week?
They are not talking about the second effect of Armory.
Just build an Intergang Army and recover and exhaust Punisher's Armory as many timeas as you can to put the smackdown on any poor sap by turn 2 or 3.
Say you take odd initative. By turn 3 you can ready and exhaust Punisher armory 16 times to give 3 of your Intergang Agents 17 Attack 17 DEF each. 17 x3 =51. Now if you only lost one Intergang Agent in the previous turn you should have 5 Intergang Agents at 17/17. You do the math....quite ingenious!
I of course just realized if you take even Init and have all 3 Intergang agents you could win the game in 2 turns. So even better.
Also a good counter might be Suprise Attack.
If you get hit for 1 in turn 1 you will be at 49 endurance.
Turn 2 you do your Intergang Magic leaving you at 1 endurance.
If you also stunned your opponent s 1 drop your opponent should be at -2 after Intergang Attack
If your Intergang team control no support row characters Suprise attack will hit you for 5 leaving you at -4 and a big loser.
If Intergang do control support row characters Suprise attack will guaranteea draw at the very least!
They are not talking about the second effect of Armory.
Just build an Intergang Army and recover and exhaust Punisher's Armory as many timeas as you can to put the smackdown on any poor sap by turn 2 or 3.
Thanks for that. I haven't really got into the depts of VS myself yet (believe it or not my friends and I are still mucking about with the starters.) I thought there was something I was missing
I guess it would be better to take odd initative and kill em on turn 3 . That way you have 5 Intergang agents at 16/16 some high number like that. If you wait to turn 3 you also get to avoid any suprise attack shenanigans. Still ingenious!
Ok this is why i hate math......cause I $uck at it! The first activation of Punishers armory is free so you can do it 17 times and pay 48 endurance so yes turn two kills will work.
Originally posted by bgkoh doesn't Intergang's ability only last for one attack?
How do you manage it if opponent has 2 guys by turn 3?
Well, Mr. Mxy, Megablast, Nasty Surprise and Overload could still pull it off... But I kinda think it's time to scoop 9 out of 10 in that situation.
BTW Surprise Attack will never do more than 3 against this deck. Intergang always go in the back because they have range and it gives you the option of playing Megablast if you have it. Same for Mxy.
All Intergang Agents have the same text so as long as you keep exhausting locations you get the +1 for each one.
If your opponent has two characters (even 3) you should have 5-6 Intergang Agents ready to go. Thats 5-6 17/17 characters by turn 3.
Lets say you have to attack 3 characters on turn 3 and you have the initiative, who is gonna last against a 17/17 character especially on turn 3?
Lets say your opponent reinforces, they can only reinforce one guy (if they can reinforce them all you are in trouble) the rest is all break thru.
Did that make sense?