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 am trying to build a glee deck that is viable for golden age. I hope i can make it work considering the potential i see in both GL and EE. First of all, almost all have flight and range. They have a search (w/c is not rare) and can be used to search for chars from different teams (maybe for tech characters). Also i think i can build this without any staple 4x rares which can be hard to find. Here is my current decklist:
4x Arisia
4x Kyle Rayner, Last Green Lantern
1x Hector Hammond
4x Dr Light
2x Abin Sur
2x Malvolio
2x Remoni-Notra
2x Guy Gardner
2x Sinestro
1x Krona
1x Alan Scott
1x Appa Ali Apsa
** Tech Cards (note they are searcheable)
1x Rot Lop Fan > for concealed
1x Hawkeye, Clinton Barton > for swarm
1x Scarlet Witch, Wanda Maximoff > for burn decks
1x Hounds > for curve decks
4x The Ring has Chosen
2x Emerald Dawn
4x Cover Fire
4x No Man Escapes the Manhunters
3x Battle of Wills
2x Breaking Ground
3x Oa
3x Book of Oa/Willworld
4x Light Armor
1x Chopping Block
As you can see i prefer a curve build because there are a lot of anti-weenie hate in golden age. Also i added several tech characters which can be search by The Ring Has Chosen in case the need arises. Also i prefer Book of Oa instead of willworld because you can always hide from the opponent what you want to get and will not be based on luck. Im not sure if i need to add team-ups. Please post any suggestions and comments.
You're playing Curve, which means Arisia's bonus will nto be exceptionally useful. G'Nort is a far better option at 1, as he bolsters all your characters by +1/+1. Not too shabby.
I much prefer the Swarm strategy for GLEE, but there is a lot of weenie hate in GA. Maybe Paul Ebersol <> Fixer from MAV could work to help that? Just a thought.
As it is, apart from G'Nort, I don't knwo what to suggest. Looks ok.
I would definitely add in G'Nort and I would consider adding in Olapet....He is a decent two that you could boost on three if needed and bring Gnort to the field...If you do that suddenly Olapet has the same stats as Dr. Light. then once you add in Arisia ability and an Oa..Olapet is suddenly a 15 attack two drop as long as he is attacking anything with a greater cost than him....That's one hell of lick when you consider the fact that smashing into your opponent like that can begin as early as turn three....
My suggestion is to drop 1 Arisia and Hector Hammond for 2 G'Nort
Drop Abin Sur and at least 1 Guy Gardner for 3 Ch'p...His boost on six is abolutely insane.
I run a similar build but there are major differences...as you can see from some of my suggestions...
i'm gunna have to agree with these assesments of your deck, except for the C'Hp, you only want to boost him late game if you don't have you drop and you dont have any search. i dont think you really need Rot Lop and No Mans, thats a little too redundant. i would consider adding 1 or 2 more Breaking Grounds, if your going against CS, you need to be able to take out thier Micro Sents, and any early TAs.
Check out some decks back before the PCQ. The GLEE decks were known as "Kiwi" back then and they were very good. I think a couple made top 8 at 10ks.
________ Cheap Bag Vaporizer
________ Vapir Portable Vaporizer
I would recommend getting away from the DCMA mindset and run a more "toolbox" approach. Play 1 or 2 drops at each spot from 4-7 and then focus on weenies, weenie protection, and force multipliers.
Fixer and Black Cat to take care of Flame Trap
Kreon to take care of Total Anarchy and Microsentinels
Scarlet Witch to take care of New School
Fastback for swarm
Drop Willworld and Oa, get some Ole and Birthing Chamber in there
Where is G'nort?
This way you can run your swarm and protect them with 3>cost, searchable characters, and you have the tools to break combo. Beating the CS machine, well, that's another story; you are going to have a hard time keeping board presence AND keeping the endurance loss to a minumum.
If you play curve use the KO format. Rush (weenie) use attack format. Also you might want to put fixer in for flame traps. Also NTZ will be in just about every tier 1 deck.