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Main idea of the deck is to abuse Rock of Eternity with the 4 drop Lex from Secret Society. Exhaust all adjacent characters to Lex, then Rock will re-ready all of your characters used to pump Lex up.
1 drops:
2 Mr. Myxkpltk
Self-explanatory. Grave him if you don't need to tutor for anything so you have free Slaughter Swamps for the rest of the game.
2 drops:
4 Maxwell Lord
Fetches your team-up, Allied Against the Dark.
4 Stargirl/The Sandman
Torn between the two. Stargirl is a beefy 3/4 when she's exhausted. Sandman does have of course the excellent board control aspect.
3 drops:
4 Captain Cold
Beefy stats as a 5/5 with yet another exhaustion ability.(albeit only usable once)
4 Mr. Terrific
Attacking up the curve never looked so good with Mr. T.
4 drops:
4 Lex Luthor (Society)
The centrepiece of the deck. He should be at the least a 9/9 every turn. Pretty impressive for a 4 drop.
2 Dr. Midnite
He's a back-up 4 drop in case you can't hit Lex or a Grave/Swamp, nothing more.
5 drops:
2 Hawkman
Has great synergy with the 4 drop Lex. Hawkman should be at least a 10/9 at all times, and probably larger if you're doing really well.
3 Scarecrow, Fearmonger
Gets bigger and bigger as he stuns more and more, definitely a good character to have.
6 drops:
2 Captain Marvel
Fun to use, massive in battle, and Mr. Myxklptk will essentially get his cosmic counter for free for you.
2 Gorilla Grodd
Off-curve's worst nightmare. Other consideration would be 6 drop Charaxes.
7 drops:
1 Black Adam
Just a vanilla 16/16 when by himself and exhausted, but he gives a TNB like effect to all of your other exhausted JSA characters.
1 Phantom Stranger JSA
Simply another free discard like Mr. M to make Slaughter Swamp easier to use.
Plot Twists:
4 Straight to the Grave
This + Slaughter Swamp = Staples in almost every DCMA deck I figure.
4 Brothers in Arms
Team Tactics anyone? Use it on defense or offense adds versatility.
4 Allied Against the Dark
Your team-up card which also gives a little bonus to your exhausted characters as well in the form of +1 atk.
4 Advanced Warning
Brick-walling attacks is always good. You should almost always have the +4 def going when you use this.
Locations:
3 Rock of Eternity
The other main focus of the deck. Ready everyone that exhausted for Lex's ability or if you exhausted characters to get Phantom Stranger back.
3 Slaughter Swamp
No explanation needed.
Equipment:
3 Quadromobile
It's between this and T-Spheres. I like Quadromobile more because I can Grave a Swamp or Rock and get it back with Quadromobile.
Other considerations are Poison Ivy at 2 drop and possibly Quakemaster at 3 to combat Deep Green Checkmate.
What do you think? Comments and suggestions are appreciated!
What purpose would Rocket Red serve? He can re-ready with the Rock if I have JLI and JSA teamed up, but that means I would need a two drop JSA character, Rocket Red, and then 4 drop Lex with two team-ups and the Rock in my resource row to abuse Rocket Red properly. It seems a bit difficult to acheive those specific requirements, but thanks for the idea.
I'd think about taking out Mr. Terrific for Ted Grant <> Wildcat. You could probally drop one Mr. Myxkpltk seeming as how you only need one, and you most likely going to tutor for him anyway.
So what if Lex is 9/9 or 10/10 4-drop, doesn't Rock exhaust him at the start of your attack step?
What do you do when you don't have initiative? You have 4x Advanced Warnings, but how many attacks to you plan to stop with it? Aren't you going to take a TON of breakthrough?
I like Stargirl and Hawkman, but the combo seems easy to play around. Have you played any games yet?
You can only use lex's ability during combat phase unfortunately.
There's a chance to use Lex Luthor during the combat phase, before any attack step begins, if you're worried that his power isn't usable with Rock of Eternity. The question of how to exhaust Lex Luthor himsef is still an important one, though---right now, The Phantom Stranger is the only way to do it.