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...that i've discovered is Roy Harper <> Speedy. especially if you chain things right so that you can use him twice in a turn against GL, EE and TSNG. he shines more if you don't have initiative for the turn and he can randomly wreck your opponent's formation.
Actually, I think that you are very right. Speedy could very well become a staple in every DCMA deck. It is one of the most anti swarm cards. It kills Arisia and G'Nort.:)
its still really good, since more often than not a one drop is the one with a chopping block on it. so if you dont know your opponent has speedy then he's a nasty surprise
Speedy is not necessarily a meta choice for playing against GLEE. Most aggressive GLEE rush decks won't run Coast City and you won't have much trouble back G'Nort or Arisia, what with all the flight available in the format.
However, that's not to say he's unplayable against GLEE. It's just that he's much better against Blue Abuse and Anti-GL Vomit.
I find Speedy to be great, getting rid of Arisia in the middle of the attack is fun, because then Olapet becomes a normal 2/3 and not an 8/3 turn 5.
However, he's not really a staple for every deck. Manhunters want to play him most, because on turns when they have an odd number of resource points they can drop him and get some use out of that one last point.
Originally posted by renegade nice tech, but any deck with dr light can bring back whoever speedy KO'd and will leave you a draw or two behind. :)
Not really, because you are essentially stopping them from taking back a 2 dop (assuming they have one). So it's basically like KOing a 2 drop and exhausting their 3 drop if they take the 1 drop back.
I find that Mikado and Mosha also do the trick. I've seen an increase in the number of MK decks being played at random tournaments and stuff, not that playing MK is necessary though.
the problem with speedy is that they know that it is coming so it can be worked around. if you don't want olapet to lose his bonus from arisia, then you attack speedy first. if they can see it, it won't stop much.
Originally posted by Vash 125 Not really, because you are essentially stopping them from taking back a 2 dop (assuming they have one). So it's basically like KOing a 2 drop and exhausting their 3 drop if they take the 1 drop back.
if both players both had 1-drops and 2-drops during the 1st two turns it's likely that the 1-drop would be the one KO'd (either thru mutual stuns or Speedy) and not the 2-drop. if it was mutual stuns, then Speedy is in the KO'd pile. if Speedy used his ability, then he's one of the two drawn cards. and if he's recruited again, then it's better because the Speedy player is under-dropping.
like i said he's a nice tech, but you can easily play around him. :)