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A Series of Tubes (A Possible City Champs Combo Deck)
Here is one of the decks I was thinking about bringing to my City Champs. I found that its not really consistent enough for me to run, but it is nonetheless very cool and does something different than any other deck in VS System. I thought others would find it interesting.
A Series of Tubes
4 Wong - Mystical Manservant
4 Ray Palmer @ The Atom - World's Smallest Hero
4 Cheetah - Feral Feline
1 Iceman - New Defender
1 Beast - New Defender
1 Warskrull - Skrull Infiltrator
1 John Walker @ U.S. Agent - Lose Cannon
1 Hawkeye - Loud Mouth
1 Kyle Richmond @ Nighthawk - Heart of the Team
1 Plastic Man - Eel O'Brian
1 Samantha Parrington @ Valkyrie - Chooser of the Slain
4 Devil-Slayer - Eric Simon Payne
24
4 Flying Kick
4 Mob Mentality
4 Air Strike
3 Rabbit Fire
4 Teleport Tubes
4 Sorcerers Treasure
4 Enemy of My Enemy
3 Millennium
1 Act of Defiance
4 Crimson Bands of Cyrotek
1 No Hope
36
Essentially what the deck tries to do is stall until turn five where you hopefully have the initiative, then attack with Devil-Slayer over and over using Teleport Tube to ready him after you play as many of the cards as you can with his triggered ability. Sorc's Treasure lets you reuse Teleport Tube. After going through your entire deck, you should be able to break down reinforcement channels by exhausting your opponents characters with Crimson Bands of Cyrotek, and get ~ 38+ ATK from all of your attack modifiers. No Hope is in there incase if they have some sort of odd reinforcement granting effect (Catchers Mitt from hand or in play, Poker Night, The Herald, etc). I considered Lost in Translation instead, but that doesnt do anything against some of the aforementioned cards.
Take odds and mulligan for Wong. Just use common sense when playing characters turns 1-4, and make sure you try and use Wong as much as possible by replaying him as he thins your deck out of characters. Stall with Hawkeye/Beast/John Walker/Crimson Bands. Also, make sure you drop a JLA character in there somewhere, and team up JLA/Marve Defenders. If you havent naturally drawn the team-up, Kyle Richmond and Warskrull can help you search out Act of Defiance.
Never put a copy of Teleport Tube into the resource row, as you always want to be playing them from your hand to Sorcerer's Treasure back. Also know that you will be planning on using Air Strike to replace some of your face down resources, so make sure you put down a few trashy Plot Twists or excess characters as fuel.
Looking at a list of the JLA characters, I realized they were all horrid with the exception of the characters used in Good Guys. Obviously I wish the JLA characters had as much utility as the Marvel Defenders dudes, but beggars cant be choosers. Ray Palmer is concealed so he sticks around to exhaust for Crimson Bands, and can also be used to negate something weird like Deadpools ability on Devil-Slayer or just return to the hand to be used as a discard. Plastic Man is a solid Enemy target with evasion that can be an absurd wall if you are sitting at 8 or 9 endurance in the ones-digit.
Samantha Parrington fills a few roles in the deck. As a 5/9 she is solid on Defense. Activating her on Devil-Slayer essentially gives you one free Teleport Tube as she lets him attack again and possibly clear out a reinforcement channel. In case the deck just completely flops, there is the possibility you can just go off with only Marvel Defenders in play. If you are lucky enough to be able to get rid of a reinforcement channel somehow, playing all your attack pump with Sorc's Treasure on Flying Kicks and Mob Mentalitys and Devil-Slayers ability gives you the possibility to swing for the win without the use of Teleport Tube.
Cheetah is in the deck because she is dual affiliated Villains United and Secret Society. She lets you use No Hope if you drop her, and can be discarded to Sorc's Treasure. If you decide to remove No Hope, she should be replaced with Mr Mxys. Often times you will end up searching for excess copies of her with Enemys off Devil-Slayers ability with the intent of discarding her later on to a Sorc's Treasure.
Keep in mind Sorc's Treasure doesnt say you have to play the Plot Twist you choose immediately, so if you flip a Treasure and Tube and have a Tube in the KO'd pile, you can Treasure for the Tube in the KO'd Pile to save it for a future time, and use the Tube off of Devil-Slayers ability to reready. A rulings FYI, the second you resolve Teleport Tube you cannot use any of the other cards you flipped with Devil Slayer's ability, so no getting back the same Teleport Tube with a Sorcs Treasure if you flipped them both on the same Devil-Slayer trigger. If you happen to flip over multiple Teleport Tubes, you should play one in response to the other to get them both in your KO'd Pile. The last will resolve and do nothing, but at least you will be able to get it back later with Sorc's Treasure.
I have also considered replacing Millenniums with Forbidden Loyalties (as it lets you get more utility out of it when flipping to Devil-Slayers ability because you will be exhausting other dudes for Crimson Bands anyway). Rabbit Fire is interchangeable with infinite other pumps in the format as well, so maybe something like Furious Assault or Windstorm might be better. The Illuminati and Wake the Devil help you dig for Tubes/Treasures with no disadvantage, but I couldnt really fit them while keeping the attack pumps at a lethal amount.
First off this deck is amazing. I have never seen anyhting like it. But it seems like there would be serious problems with getting all the teams that you need to team up with on the field. is this the consistancy problem you were talking about. Also it seems like a well timed What are friends for would spell the end of your fun. anyhting you are doing about this?
Also in a field full of rush how do you survive to turn 5 with enough endurance.
That really is quite absurd. Draw power does look like it's needed in this deck. Ego Gem is probably a bad idea, seeing in your summary that your characters do other things to exhaust for.
Edit:
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What are friends for would spell the end of your fun. anyhting you are doing about this?
Teleport Tube would remove D-Slayer from the attack, thus nullifying the pump.
Yeah, I was considering some sort of card draw, but I cant think of any that would work for the deck outside of Millennium, Intergalactic Summit and possibly Poker Night.
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But it seems like there would be serious problems with getting all the teams that you need to team up with on the field.
The only teams you need to teamup are Marvel Defenders and JLA. No Hope only requires you to control a VU character, so if you can just drop Cheetah and keep her around you should be fine. Against things running the aforementioed reinforcement effects, you can probably go off turn six (assuming you have the init).
I dont really think this deck could beat a well made rush deck without odds, but it should be able to stall until turn five with the help of Iceman, Crimson Bands, John Walker, Samantha Parringtons butt, Plastic Mans butt, Beast, and Hawkeye.
A rulings FYI, the second you resolve Teleport Tube you cannot use any of the other cards you flipped with Devil Slayer's ability, so no getting back the same Teleport Tube with a Sorcs Treasure if you flipped them both on the same Devil-Slayer trigger.
That's not actually true---just because Devil-Slayer has been removed by Teleport Tube doesn't mean the attack's over. Like always, the attack will continue until both players have passed on an empty chain, so nothing's stopping you from continuing to use the removed plot twists after Devil-Slayer loses the attacker characteristic.
And you have a few ways to deal with reinforcement, but it seems effects like Girls' Night Out can be brutal if you don't have the Atom handy, right?
That's not actually true---just because Devil-Slayer has been removed by Teleport Tube doesn't mean the attack's over. Like always, the attack will continue until both players have passed on an empty chain, so nothing's stopping you from continuing to use the removed plot twists after Devil-Slayer loses the attacker characteristic.
Gah, your right. I specifically checked that rules question with the CRD/FAQ earlier and read it differently than what it actually says for some reason.
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And you have a few ways to deal with reinforcement, but it seems effects like Girls' Night Out can be brutal if you don't have the Atom handy, right?
Yeah, but who plays Girls Night Out in constructed when the Cloak of Nabu is abundant? People might be playing reinforcement effects for the Quickfate matchup, but I would imagine they would just run the nearly strictly better Poker Night.
People might be playing reinforcement effects for the Quickfate matchup, but I would imagine they would just run the nearly strictly better Poker Night.
I lost a game to a Prismatic Shield while I was attacking with a 21 atk Sub mariner at the Columbus CC. The same guy was running Absolute Dominance and wrecked my ability to play my 5 drop... Quickfate is bringing out some strange cards.
A very creative sweet janky deck idea. Exactly what I like to see from cards no one is going to play (Devil-Slayer).
Personally, now that you brought a Slayer combo up, I was wondering when and where someone would find a way to abuse him. The obvious ways are with sorcerers treasure. Teleport Tube is ingenius and perhaps I would have came up with that given enough time...
Problem is definately consistency. Stall cards till 5. Slayer for the win. I would certainly build this, test this out against my HL folks just to see if it can be done against a diverse metagame. Of course getting odds is another problem too, since most rush decks want that initiative.
Only thing I can think of to make this better is...
If you are forced on evens and are still alive, go for Dr. Doom 6 drop. Allows you to KO a character and turn something face down, like a ST, TT or something of the like. Also, cards that give you a choice to shove something (characters) into the KO pile would be decent. Allowing Slayer to hit more plot twists. Though from the look of it, I dont think that would be a problem right now.
What about the card Banished to the Abyss. Everytime he exhausts he gets bigger, eliminating the problem of getting stunned back AND it lasts all turn. Not great in ATK power, but awesome on DEF no stun back.
Other than that, great idea, I was going to team-up Society Defenders and go for a curve deck abusing him. Though not nearly as abusive. STTG thins your deck out as well as Deaths Embrace. Another idea would be Heroes Welcome, getting 2 characters, but no one has ally right now.
Lastly, Consulting the Orb would allow you a plot twist you desperately need that you haven't seen yet. Combined with Slayer, you will or should get what you want.
Nice name for the deck. Have you Q'ed for the cruise yet?
I really like the dual purpose Cheetahs in there.
I think Forbidden Loyalties is probably better than Millenium for another reason also - it's a team-up. With Kona Lor/Dylon, etc. replacing non-teamups, you could get in trouble with Millenium.
What about the card Banished to the Abyss. Everytime he exhausts he gets bigger, eliminating the problem of getting stunned back AND it lasts all turn. Not great in ATK power, but awesome on DEF no stun back.
Banished to the Abyss is actually a pretty good call as the bonus stacks each time Slayer exhausts.