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.
I'm trying to build a new deck, and I thought of something that might work using Qward, which stuns characters with 0 DEF.
Before I go heavy into development of the deck, I'm just wondering what all cards lower DEF? If there are enough Plot Twists and a few characters, I'm going to try to do this deck.
No Man Escapes the manhunters: -3 Def While Defending this Turn.
Qward: exaust Target antimatter character to give target character -1 Def this turn
Power Army Elite: Activate>>>Target character gets -1 Defthis attack, or -2 if you control Luthor.
Kiman: Pay 1 END.>>>If Target Target character has 0 DEF stun it.
Activate>>>Target character get -3 DEF this turn
Kryptonite: Target character gets -2 DEF and loses invulnerability this turn. IF that character has a cosmic counter, remove it.
I Hate Magic: Target Defender gets -3 DEF and loses invulnerability this attack.
Stopped Cold: Target characters loses flight this turn. That character gets -1 ATT and -1 DEF while attacking this turn.
I think that about does it. However the Weaponers and Power Armor are both army. Kiman is a 4 of for this type of deck since he does the same thing as Qward without having to wait for the recovery phase. Also having some Qwardians (also Army) running around would be good so that you can use Qward first turn. I would only play with 4 Qward and 4 Kryptonite as the defensive siphons and Maybe four NMETM cause it's so handy. I would also play four In The Hands Of Qward in this deck.
Well lots of things have potential on paper. Usually when starting a new deck Idea I try to envision what the optimal win condition would be. With an Def Siphoning deck you're going to want some kind of off curve swarm so you have plenty of AM guys (so you can use Qward and Kiman) and some big bruisers so you can do maximum Breakthrough on those 0 DEF guys. You could build a mono AM deck or some sort of Team-up. RS seems to have the most synergy with Power Army Elite and Brainiac 2.5.
Well, I see there being a few different ways for this to work.
If you combine AI with the Fantastic Four, you can steal some pages from the Cosmic Cops and Rigged Elections playbooks. One convoluted but nasty combo is to go AI/FF/MK... you'll have Qward, a decent swarm, and "Judge, Jury, and Executioner". Let Qward auto-stun their characters, and then JJE so they lose their entire field. This would set you up for In The Hands of Qward to reset the game two turns for you and three for them. Keeping them from being able to bring out their 7-drops and higher is huge, and since you'll likely be able to set up a condition where you'll be ahead in resources after a certain period, you'll eventually be able to put yourself in an unassailable position. Adding Doom for the ability to let Rama-Tut recycle CosRad is huge, and having the 4-drop Doom, Boris, and Kristoff to boost your Army hordes is cool.
Something else to keep in mind with this is that using Qward in a general swarm strategy with CosRad allows you to change that card into, "Target defender gets -X DEF this turn, where X is equal to the number of Fantastic Four attackers you control." If you can build a more general swarm build that uses these two teams, it's still a generally nice tactic.
Clam Digging (CL/AM) can be fun too. If you have some END gain tricks, you can use Carbone's Assassins, DEF Drain, and Marked for Death in particular to go ahead and make it impossible for your opponent to hit down without being stunned in return without some special trickery. Splash in the GL Sinestro and you've got the makings of a brutal way to demolish an opponent's hopes of ever maintaining a major board presence.
Wow...now's the time I wish I was a better deckbuilder...
This has the makings of a good deck, but I know I'll never be able to put it together...I can never figure out how many of which character/Plot Twist I should put in...
I ashamed to ask this, but could someone put together a psuedo decklist? Not a real deck, but just something I can work off of?
I would agree that Sinestro GLOK is the optimal 6 drop with this deck in any sort of build whether it's GA or DC Modern with maybe boosted Owlman as the Secondary drop in a DC Modern build.
Originally posted by scott3439 Wow...now's the time I wish I was a better deckbuilder...
This has the makings of a good deck, but I know I'll never be able to put it together...I can never figure out how many of which character/Plot Twist I should put in...
I ashamed to ask this, but could someone put together a psuedo decklist? Not a real deck, but just something I can work off of?
For what format?
For DC Modern mono AM you're going to need:
Characters:
8 Qwardians
6 Weaponers
4 Xallarp
4 Kiman
2 Owlman
2 Johnny Quick
1 Power Ring
1 Element Man
2 Sinsestro GLoK
2 Krona
Plot Twists:
4 NMETM
4 ITHOQ
4 Emerald Dawn (for use on Xallarp)
4 Nero Unleashed
4 Thunderous Onslaught
4 Qwardian Pincer
Locations
4 Qward
At least that's how i'd do it more or less. Maybe take out the Nero Unleahed for Kryptonite.
Golden I'd go with FF/AM (since that allows the CosRad goodness) OR FF/AM/MK like Rock said.
The basic deck works the same in that you're going to need a lot of little dudes by turn three. Mostly Qwardians since you can do direct damage to your opponent without attacking until they have 30 END. The problem with playing more teams is that you have to play more team-ups. Which means that's less room for plot twists. Of course you'd be taking out the Emerald Dawns (since you wouldn't have as many WP guys to go search for or with).