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I'll admit I'm a little behind the curve, well I'm a lot behind the curve. I really enjoy a nice solid curve beats super hero Vs. battle. But I hate sitting there getting exhausted, doing little and waiting for my opponent to reach their win condition relatively unscathed by my inability to counter their control. So I made this. Its certainly not the strongest curve deck, but I think you'll get the point. Its been about 50/50 in testing so I'll take improvement advice.
Justice Legion
Characters:
4 DJL-018 Ray Palmer <> The Atom ~ World's Smallest Hero
4 DLS-019 Sensor ~ Jeka Wynzorr
2 DJL-008 Faith ~ "The Fat Lady"
4 DLS-005 Chameleon ~ Reep Daggle
2 DJL-026 Zauriel ~ Guardian Angel
4 DJL-024 Wonder Woman ~ Avatar of Truth
1 DLS-028 Wildfire ~ Drake Burroughs
1 DLS-004 Brainiac 5.1 ~ Querl Dox
4 DJL-025 Zatanna ~ Zatanna Zatara
1 DLS-007 Cosmic Boy ~ Rokk Krinn
1 DLS-001 Andromeda ~ Laurel Gand
1 DLS-006 Colossal Boy ? Leviathan ~ Gim Allon
1 DLS-016 Mon-el ? Valor ~ Lar Gand
Plot Twists:
4 DJL-031 New Era
4 DGL-204 No Man Escapes the Manhunters
4 DLS-040 Past, Present, and Future ~ Team-Up
4 DLS-039 New Recruits
3 MXM-194 Enemy of My Enemy
Locations:
1 DLS-041 Science Police Central
3 DLS-177 Cosmic Tuning Fork
1 DJL-148 Slaughter Swamp
1 DJL-030 Monitor Womb Station
1 DLS-172 31st Century Metropolis ~ Team-Up
1 DCR-195 Rann
1 DJL-028 Field of Honor
1 MHG-080 Planet Weapon
Equipment:
1 MHG-179 Power Gem ~ Infinity Gem
60 Total Cards
That's the bulk of it. Womb Station has been dead so it might go. It would be nice to find a way to stuff more pump into the deck. If I hit Atom on 1 life seems better, as it doesn't leave poor Sensor out there alone to get kicked in the head.
Nope just a reusable pump, its uniqueness kept me from running more. If flight ring was transferable it would probably be in, I've also run time gem, in fact it may be in my most recent build, but it's sort of random without devoting some search to it. I just figured the gem would be as good as most pumps I'd replace it with.
I would play more pumps if you plan on just curving, and maybe some interuption, like finishing move or total anarchy or null time zone or something like that.
I'd lose the power gem and add a bunch more pumps. I like the location toolbox but you probably don't need all of those.
Maybe a turn by turn of what you want your deck to hit and your plays vs the stall deck.. I'm kinda lost just looking at card names and not knowing particularly what they do (maybe I should start buying more vs again...but I really dislike most of the dc sets)
Turn 1:Atom if you're lucky. Return Atom to your hand negate effect targetting a JLA character you control.
Turn 2:Sensor - cosmic surge (remove a cosmic counter from a character you control -> Negate effect targetting a character you control.
Turn 3: Chameleon - cosmic (remove a cosmic counter from a character you control -> negate effect targetting you)
Turn 4:Wonder Woman - cosmic (at the start of the combat phase opponents name a plot twist, this is the only plot twist they can play this phase)
Turn 5:Zatana - cosmic (when Zatana comes into play put a cosmic counter on target cosmic character you control.)
Turn 6:Cosmic Boy (if I need counters - cosmic, remove a cosmic counter from Cosmic boy put a cosmic counter on all other cosmic characters you control) or Andromeda if I'm looking for punch (she's 13/13 if you control a character with a cosmic counter)
After that its mostly late curve fill. I've been ending at 7, but had a few games reach 8 Monel has won me those.
Its mostly denie, denie, denie. No I won't exhaust, no I won't be reigned, no I won't be stunned, thank you very much, please let me know what your plans are for our combat phase, of and if FOHonor hits play like I like, no effects first attack please lets start this off civily.
The idea was to make a curve deck that could continue to play its game against exhaustion type decks. (and oh I didn't directly quote the cards so the effects may be worded a little differenct but that's the bulk of it.)