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This is a deck idea my friend has been messing with for about a month or two. The basic idea is to stall out turn 6 and 7, and win turn 8.
The strategy:
Take Even initiative. Basically on turn 6 you tap your opponent's side with six-drop Spider-Man. Turn 7 exhaust side again with seven-drop Spider-Man. Also to note, you should team up MK/Spider-Man with Brotherhood for maximum use of Avalons. Turn 8 boost Dr. Strange, move opponent's side to concealed, and tap side with six-drop Spider-Man again. You swing everything and win.
The problem:
The early game leaves something to be desired. I have very little tricks before turn 6. I'm open to using other teams or characters, but I want to keep the ending the same. Any suggestions on how to stall in the early game would be helpful.
Also, I've noticed that it might be possible to switch it up and use Clone Saga as well. This would mean I could run more SF and would also solve the loyalty problems from six-drop Spider-Man and Dr. Strange. I could also run other characters from other teams.
Even though I've posted an example decklist, I don't feel this should be in Deck Garage. I am more interested in the concept of the deck. I want to know what others think about it. Is it playable? How would it do against today's top decks?
That's what I've been thinking lately: SF was meant to stall. I would prefer the 8 Drop spidey as an ending, but your Dr. Strange ending is pretty cool too. For the early game, stall tactics include the wonderful Puppet Master and Rogue to copy him. I would use MS, because it teams everyone up both ways. Like if you used CS and used Avalon it would be a 1 for 1 deal, because SF don't become everything else, everything else becomes SF. It is actually very easy to team up 3 ways if you have 4 Daggers and 4 MS.
At 5 I would run 1 Spiderman so he can be searched for, and 3 of something better. Like Daredevil, Matt Murdock maybe? He's a better staller than Spidey.
Pleasant Distraction. Have to have that in there.
Fun and Games is also a good one.
CS is said to have problems with stall, and if you can get to turn 6 (which isn't hard because you don't have to go through Bastion) you SHOULD win it.
EMS is a stall deck too, so you have to make sure Doom is gone by turn 8 so he can't Mystical Paralysis your big guys. It shouldn't be hard to get to turn 8, but it will be hard to get them down to 0.
FF would probably burn you out pretty bad, so Fun and Games is a good choice so stop Advanced Hardware (I just wish it would stop Flamethrower). Other then that, if you can stay in one peice until turn 8 you're good.
TT: This is a harder matchup. All depends on who draws what.
Even though no one gives her credit, Julia Carpenter is a good stall card in spiderfriends. One combo I love with her is gloryhound. That combo prooves better than one pleasent distraction. Because it can be used on thier initiative too.
People don't realize that sf has more tricks than they think. Thats one people tend to ignore. I'm not saying the rest.
One day I'll make Spiderfriends tier one. (Don't laugh, I will.)
spid3rm4n - I agree that MS would be better. Sometimes I've even used Underworld for Brother Voodoo to draw into what I need. I believe my friend is using SF five-drop Daredevil, but he kept asking me which one to use (SF or MK) and I wasn't sure. I know that my friend does not use eight-drop Spider-Man, as he wants Dr. Strange instead. I put one in there for 'just in case' reasons.
I've never really liked pleasant distractions, but I suppose it could work if you happen to get stuck with odd initiative. That Fun and Games is something to think about as well.
When X-stall was big, I've always thought about how to use that in other decks. This could possibly work, as you mentioned Puppet Master and Rogue.
Encarnate - that is another interesting strategy that I will have to look into. So, you're going to hold out on the rest of us, eh? j/k LoL, that's cool.
Oh, I forgot to mention something. What do you think about using Battering Ram? I think that's his name, five-drop from X-static, Activate KO to exhaust opponent's side, use during your attack step. Again on the chance that I do get Odd initiative, he might be good.
I built a deck like this, and it was a lot of fun, but not exactly super competitive. My list was very similar to yours. I eventually turned it into a Modern Age deck, dropped the Avalons for Pleasent Distractions and added Firestar at 5 to deal with the rush decks.
Basically it played really well against CS if you could avoid the Hounds lock. X-Stall beat it, and so did Titans. Never tested it against EMS or FFun. Most other decks it played weren't a problem unless I got a bad draw. Silver Surfer was troublesome, but only if you couldn't get an 8-drop to exhaust him with.
The Rogue/Puppet Master addition might help get to the late game. Fun and Games might help the matchups against FFun, X-Stall, and EMS. Battering Ram could work...you'ld have to test him and see.
This deck is one of my favs to play, and I always have fun with it. But I don't think it's something I'd take to a PCQ or higher event, especially if your expecting a high number of EMS , Titans and/or FFun decks.
Julia Carpenter is a nice card. I wish she had only a "discard one Spider-Friends character" as a cost instead of two.
Battering Ram is a good idea. Basically, you want to stall as much as you can until 8. I think this deck COULD be competitive, because no one would really expect it, so it would get the surprise factor.
Ok, after testing with this, I believe this deck can be a consistent winner. Don't believe me if you don't want to, but I'm going to work on making SF tier 1. I think this deck is the key.
First, the reasons this deck is BETTER than X-Stall:
-Character Tutor (Wild Ride)
-Only need to survive until turn 6 (because your spideys should exhaust everyone on 6 and 7 and have Strange win it on 8)
-More counters to popular decks (Fun and Games for FF, Nice Try! for CS, etc.)
The only thing that isn't as good as X-Stall is teaming up, but that can be accomplished easily.
Here's a decklist of the current deck I'm using:
Characters
1 Drop
4 Dagger
2 Drop
4 Puppet Master
3 Drop
4 Brother Voodoo
2 Stick
4 Drop
4 Rogue, PA
2 Julia Carpenter
5 Drop
4 Daredevil, MM
6 Drop
2 Spider-Man
4 Scarlet Spider
7 Drop
3 Spider-Man
2 Dr. Strange
8 Drop
1 Spider-Man
Plot Twist
4 Wild Ride
4 Midnight Sons
4 Spider Senses
3 Nice Try
4 Acrobatic Dodge
3 Fun and Games
Locations
2 ESU Science Lab
You HAVE to team up before turn 4, because from then on all your MK characters are loyal. I used to have Pleasant Distraction in here, but it was never really used, since turn 4 and 5 are when their bigger hitters come out, and Julia stops some people on 4, and you want evens so you don't have inititave on 5, so they just kinda went out. I always mulligan for Puppet Master, as he greatly helps your game.
Does anybody have any suggestions to this deck or has anyone playtested with this and can give me advice on how to imrpove it?
HE probably won't fit in the theme of the deck, but I fought against SF teamed up with 5 drop Blade... not stall but helps out a lot, especially if you get stuck with 6 drop Scarlet instead of 6 drop Spidey (+4 bonus to everyone when attacking, +2 bonus when defending)...