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I'm planning to go to my very first sealed pack tournament at the Sneak Preview next weekend in Houston and I was wondering if any more experienced sealed pack players can share their wisdom and have any tips they'd like to share with someone like myself, who's never played sealed pack before. I read the Metagame article a little while back about sealed and was wondering if anyone has any differing opinion on what he said there, or if they want to add anything to it.
Also, from what everyone's seen so far, are there any cards I would be stupid not to include in my deck, besides Maxima?
I would say you see what you have and try to do as much as possible. Drop and ration wise, this is my rough guide, you can have more or less depending on you.
ok, I'll help you out a bit. I would definitly recommend that you use the number of characters suggessted for each drop in the Metagame article. Your curve is probably the most important thing to know, and if you can go into the tournament knowing about how many characters you should use at each drop, that will be a big help. generally try to make your deck using a single team, but since that is practically impossible you will probably end up using another team to fill in your drops. this is fine and normal- just try to include 1 or 2 teamup cards to team them up. you may not even be able to build a deck using only 2 teams, for it is most important that you have enough characters at each drop of your curve. generally try to use as few teams as possible, but use whatever you have to to fill your curve. if you are short on characters at a certain drop, use more characters from the drop before it so hopefully you will at least be able to drop something decent if you miss your drop. other then that, just use as many attack boosting plot twists as you can, and try not to use too many cards that are team-stamped unless you really think you can pull them off. don't worry too much about sealed pack play, it is a lot easier then it seems. just remember the numbers in your curve, and build the best deck possible. there's not much preparation you can do, and ultimately it just comes down to what you pull in your packs.
p.s.- Maxima isn't really that good, but its at least nice that she is a playable legacy rare, since legacy cards are usually a waste of space in sealed. you'll find out that most of the rares you will pull will be useless for sealed pack- i usually consider myself lucky if I get one playable rare.
Originally posted by luffy I would say you see what you have and try to do as much as possible. Drop and ration wise, this is my rough guide, you can have more or less depending on you.
As for pumps, get about 3-4 attack pumps and try to have about 2-3 defensive pumps. Getting about 2 team-ups. Then the rest is entirely up to you.
wtHOW, how the hell do you win by a curve like this in sealed, 2 2 drops, are u on crack,, proper curve for sealed is
1 drops: 0-1
2 drops: 3-4(4 is best)
3 drops: same
4 drops: same
5 drops: same
6 drops: 2-3
7 drops: 2
thats the best curve you can have and is almost a for sure curve that will let u hit ur drops, try that out with friends sometime b4 sneak peak, plots and locations are totally up to you.
First and foremost, the absolute most important thing to remember in sealed, is that your curve is the most important part of your deck. Characters, not the accompanying plot twists should determine, what teams you will play. Unless you have received a god pool, you will be forced to run multiple team affiliations. Do not try to be the guy, that runs only 2 four drops, and 1 five drop, because he wanted to stay with just one team. People generally say to stick with one major team, and then splashes of another one, however in a lot of pools, this is simply impossible. I generally try to stick with two major team affiliations, and then some splashes. Especially for DC Sealed, look back in the past it is been tons easier to run a ton of teams in the DC Sealed Sets. If you are weak on a drop, do not be afraid to get some character of that drop from another team affiliation.
Twists are also important, just not more important then your main curve. Try to put cards that will work the most into your deck. A card might be good, but if you draw it four games, and only use it once, was it really a better card then just another small pump. In Sealed, the best three kind of twists you generally use, will be attack pumps, defense pumps, and field control cards, those include cards that KO opponent’s characters, and recover yours. The reason that those twists are the most important is because; they will be useful basically every time you draw them. How many times per game will you be attacking…defending…stunning an opponent’s character…getting one of your own characters stunned, just about every turn? Therefore it will help you more, then say a card that will only help you ½, or ¼ of the time you draw it. However those cards that can be used only in specific situations, if they can turn a game over for you, into lasting one turn, or help you come back from the edge of defeat, then they might be worth it…depends on what the card really does, and what it’s competition is.
Remember to read the cards very good. When splashing a character or twist, make sure it does not have Loyalty, can only be used when you control a character of a certain team affiliation, that you do not plan on running, or makes you discard a character of a team affiliation, that you do not plan on running. Also when looking through your pumps, make sure to be able to tell the difference, between ‘Target Attacker’, and ‘Target Defender’, and ‘Target Character’, as well as the difference between ‘This Attack’, and ‘This Turn’ These are very subtle differences, but they will likely become the difference between, being able to use a card to stun an opponents character, or simply cursing, as you realize that was an illegal target, and now your opponent can play around your card.
Find synergies in your cards. If for example, you have been lucky enough to find an eight drop in your pool, then you want to go for more defense pumps then attack pumps, and a character pool that is generally more defense based. Run cards that gain both people life, then lost both people life; sort of thing. On the other side of the spectrum, if you come to find yourself with say 1 7 drop, and no 6 drops, while you have some nice early guys, and solid pumps, then you will want to go with a swarm strategy. Try to make the game end as soon as possible, as without a card like TNB, or Faces…by Turn 5 your opponent characters will be bigger then your swarm. You need to find what your pool is leaning towards, and build your deck around that.
Ok, now for those all important numbers…
Your Character Curve For A Default Deck Should Look Something Like This
Characters: 19
Twists: 11
One Drops: 1-2
Two Drops: 2-3
Three Drops: 4
Four Drops: 4-5
Five Drops: 3-4
Six Drops: 2-3
Seven Drops: 1-2
Swarm builds should run a lot more character from 1-4, with many less from 5-7. Stall builds should focus less on 1-2-3, and more 6, 7, and 8.
If you would like to play a character on turn 2, and on turn 2 you've drawn eight cards, then one eighth of your deck should be characters that cost 2.
You may notice that one-eighth of 30 is not an even number. Such is the way of things. Most people really want to hit their character on turn 2, so they round up to four copies. A lot of these people do a similar thing with turn 3, where, even though one-tenth of 30 is exactly 3, people tend to run four copies for that slot.
Originally posted by TheDarkKnight wtHOW, how the hell do you win by a curve like this in sealed, 2 2 drops, are u on crack,, proper curve for sealed is
1 drops: 0-1
2 drops: 3-4(4 is best)
3 drops: same
4 drops: same
5 drops: same
6 drops: 2-3
7 drops: 2
thats the best curve you can have and is almost a for sure curve that will let u hit ur drops, try that out with friends sometime b4 sneak peak, plots and locations are totally up to you.
Strangely I just made it. I guess my luck is great.
two drops only became important around MMK, and really really important DGL and MAV. if there's a faction or two with an excellent off-curve strategy in the set, it's wise to up your early drop count so you don't get run over by the very good and smart players that figure this out, like off curve GL in DGL sealed pack and Faces.