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I was just wondering everyone's thoughts on the viability of FF Fun in the current "Micro Sents" meta. Does the prevalence of Micro Sents make FF Fun a bad call now? Just wondering because I haven't been able to test FF Fun against a Micro Sents build yet.
By the time turn 3 rolls around the deck is half-way to it's typical winning turn, so I think it's still viable. I think some anti-equip effects are the best bet, unfortunately if you're using CS Micro Sentinels are your best bet. Common Enemy, EMS, Gotham Knights, and Brave and the Bold have some other options like, Commissioner Gordon, She-Thing, Power Compressor, Fizzle, and Utility Belt.
Gotta agree with Vash. The tech against you gives you an opportunity to counter-tech and slap them around with resource depletion. FFun can afford to replay earlier turns; CS plays to win with 6 or 7 resources.
Thanks for the responses guys! I have a few follow ups base on what you have said.
1) If you are running the typical net decked FF Fun build, what do you suggest taking out to make room for an additional foiled to complement the one the deck has run in its previous versions (or conversely, can you get away with just adding it to go to 61 since this deck has card draw and character search?)
2) My local meta doesn't run a lot of EMS. Does FF Fun have a horrendous match up against it? My assumption has always been that they exhaust all your guys, but you can respond by using the burn effects so your still good (not to mention you could possibly re-ready with CR if you can get past fizzles). Just wondering if I'm missing something.
3) I had forgotten about power compressor. I'm guess that the strategy there is to forgo the activated effects and just slam your now big (and hopefully unstunnable) low cost characters into them.
4) Does FF Fun like to hit hard and fast and take odds, or is there some even initiative tech I'm missing?
Thanks again for the responses. My local meta is quite a bit different from the "professional" meta (which is not a complaint per se, it makes things quite interesting sometimes), so sometimes its hard for me to answer these questions on my own via playtesting. FF Fun seems like an interesting deck to play and I just have a lot of questions about it.
Originally posted by Vash 125 I think that FFun should be fine if you run at least 2x Foiled.
I went with 1 Foiled & 1 The Source. Get the Source with Pogo Plane and no more MS problems. Yes, it takes a turn to run off but your just start looking for it the instant a Sentinel hits the table. The Foiled is there for the Plot Twist speed effect.
The first time I got The Source off in my group jaws hit the table. (Ok, it helped that she had a second copy in her hand to lose too!)
Other than that, I have been fiddling about with Forced Allegance & Fiero. It's more tricky and probably less effective but I really like having a concealed 6 pt burner in play. If you get it together it's strictly better than Hotshot but you still need to get it together!
Originally posted by zimagic I went with 1 Foiled & 1 The Source. Get the Source with Pogo Plane and no more MS problems. Yes, it takes a turn to run off but your just start looking for it the instant a Sentinel hits the table. The Foiled is there for the Plot Twist speed effect.
now, how did you get a New Gods character into FFUN??? just curious :rolleyes:
Honestly it's really only for the fun (geddit?) value and the jaw droppiness of it all. Though I can put together Qwardians and Marvel Team Up in the place of Soldiers & Forced All. if I actually wanted the deck to really work.
Or I could simple Net Deck and not have as much perverse fun!
Originally posted by carolinabryan 2) My local meta doesn't run a lot of EMS. Does FF Fun have a horrendous match up against it? My assumption has always been that they exhaust all your guys, but you can respond by using the burn effects so your still good (not to mention you could possibly re-ready with CR if you can get past fizzles). Just wondering if I'm missing something.
Reign of Terror tends to eat your lunch. EMS can often search out two or three to throw at you on turn 4.
Power Compressor/Gordon other anti-control tech can give you trouble, too, of course.
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4) Does FF Fun like to hit hard and fast and take odds, or is there some even initiative tech I'm missing?
Initiative matters primarily against character-based control effects like Dr. Doom/4. Getting Reign of Terror'd once is pretty painful, especially since if you Cosmic in response to Doom being recruited, you're only going to have 6 resource points' of burn to work with. (not very exciting) The deck tends to play Cosmic out of hand a lot, to make room in the resource row for all the locations.
I find i'm letting my opponent attack into me-- being able to burn and maintain board is more important than trying for some sort of fancy double-stun that can easily go awry without throwing a lot of juice (ie., Child) for not a lot of endurance loss. I'm hardly an expert, though. I've mostly been working the other side of the matchup.
Something to blow up Micro-Sents before it can KO would be pretty helpful, though.
From my experience, FF likes to win around turn 5-6. The earlier the better, as they don't have any big guys (but their guys can get big with those AH and Flamethrowers) and don't have an infinite number of ACNV.
I like the Foiled idea, it should work well as almost every deck now runs ongoing PTs.