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.
That's right, Superman Robots. An army character that has an interesting ability, but doesn't see much play in the metagame. Of course, they have been popping up at 10ks every now and then, and the general build has been Longshot Abuse. I myself used to run this, but with the changes in the metagame, it is not viable anymore. Mainly because almost every CS deck is abusing Search and Destroy, Total Anarchy, and Flame Trap. This slowed down the Robots creeping teir advances, and destroyed their chances. Well, I have made a version that can withstand the new tech of Curve Sentinels and deal with most other competitive decks. Here it is...
Characters: 28
[4] Alfred Pennyworth
[4] Commissioner Gordon
[2] Spoiler <> Robin
[2] Lacuna
[16] Superman Robots
Plot Twists: 29
[4] Marvel Team-Up
[4] Bat Signal
[4] Fizzle
[4] Savage Beatdown
[4] Cover Fire
[3] Home Surgery
[2] Dynamic Duo
[2] Have a Blast!
[2] Foiled
Locations: 3
[3] GCPD Headquarters
Looks like I have some explaining to do...
Alfred- Mulligan. He should constantly be your turn 1 play, or the deck is sometimes crippled (when in need of a certain Plot Twist). He also fills the curve for later when you've already dropped a Robot.
Commissioner Gordon- One of the selling points for teaming up with GK in the first place. He helps get your Robots one step closer to the general curve, and can deal with any decks that abuse equipments.
Spoiler <> Robin- The 2 drops needed to be GK because of Alfred, so with her defensive capabilities and Evasion she fits the slot perfectly.
Lacuna- The Team-Up is important (like in most Team-Up decks), so she gives me one less thing to Alfred for.
Superman Robots- You protect them, and they will reward by growing bigger and bigger as the game goes on.
As for the Plot Twists, most of them are the essentials. Bat Signal the smooth the curve (had to drop Robots to make room), Fizzle deals with Plot Twists that could kill the deck (S&D, Flame Trap, etc.), Cover Fire and Home Surgery are the defensive cards that help to keep the Robots around, and Beatdowns and Dynamic Duos boost my offensive options on my initiative. Have a Blast! and Foiled deal with the Ongoing Plot Twist that single handedly wrecks this deck: Total Anarchy. It kills everything that you've worked towards in the late game. And the one location the deck plays is obviously GCPD Headquarters. With all the flight/range, it makes the formation easier with reinforcement. Plus, you can ram 3 Robots into Bastion/Magneto/(insert high drop) with Dynamic Duo and KO it.
In conclusion, I have had fun with this particular build. I want to hear what you guys have to say about it, and what experiences you have had with different variations of Robot builds. I'm interested to hear. Thanks for reading!
Gotham Knights will surely help the poor robots with Fizzle and Dynamic Duo, but what I think is the whole reason to play Superman Robots are the Manhunters. Manhunter Guardsman/Soldier make your robots cheeper. And if you run ALOT of robots and Guardsmen, Longshot becomes VERY tempting, and Manhunter Engineer pulls Robots and Guardsman out of the Resourse Row. It's not like you're playing curve! Maybe like this?
Characters
18x Superman Robots
8x Manhunter Guardsman
4x Longshot
4x Alfred
2x Lacuna
2x Spoiler, Robin
4x Manhunter Engineer
If you can find room for Kent Farm and Dynamic Duo, that would be good. Maybe even Kaboom! and Foiled! And once Teamed up, Xavier's School can ready Alfred to use immediately.
Wow, good thinking on the Manhunter end. I play with Manhunters and I didn't even use them. I like the idea, but I usually tend to think that +3-way team-ups without MK or Hard Traveling Heroes can be inconsistent. Also, Engineer is really good to help pull more robots, but they do have a semi-curve because if you make it to turn 8 all your robots will have insane stats. But, really good suggestions and a nice outline for a possible first build. I'll have to test some, and see if the Manhunters do help this deck out. Thanks, anymore suggestions?