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I posted this deck on our team's forums about a week ago. It is by far the most consistent Secret Six Victorious deck I have ever piloted (including those before Fiddler was banned). In the write up I explain the turn five 'god draw,' which is highly unrealistic and unpredictable. However, the turn six win is very consistent, and happens every game you hit a turn two Black Rose and get a Death's Embrace.
Quote : Originally Posted by myself
...I have a very cool deck for City Champs. Would I take it to
a (recent) Pro Circuit? No, but I would say from goldfishing it is at
about the same power level that Dream was for PCNY. However, the
metagame for PCNY was fairly clearly Curve Sentinel dominated; the
Metagame for City Champs is completely undefined with a high
likelihood of some AGL and Quickfates - decks that can kill before the
decks win turn.
However, I sincerely doubt R&D is going to choose a bunch of
Quickfate, AGL, Checkmate/Bleh, and Kree/Bleh decks for their top 8
decklists. They probably want something that is innovative and feels
has a shot of winning on paper. This deck is certainly innovative, and
uses two of R&D's pet themes so it should appeal to them. However, It
might be docked a few points for running infinite tutoring.
Actually, I think this deck would be VERY competitive it wasnt for
Fiddler getting banned.
2 The Dwarf – Soul Broker
4 Deadshot – Dead Aim
4 Black Rose – Roxanne Simpson
4 Umar – Sorceress Sublime
4 Parademon - Apokoliptian Ally
4 Catman – Thomas Blake
4 Ragdoll - Resilient Rogue
1 Cheshire - Jade
4 Scandal – Savage Spawn
4 Lex Luthor @ Mockingbird – Evil Exile
35
4 Enemy of my Enemy
4 Death's Embrace
4 Straight to the Grave
4 In Limbo
4 Netherworld Gift
2 Ritual Sacrifice
2 Secret Six Victorious
2 Slaughter Swamp
26
Mulligan for Black Rose, and nothing else. Umar is probably more
important, but if you get Black Rose online you should have infinite
effects to tutor for Umar.
The deck is very difficult to explain because it seems like it does
something different every game. It took me goldfishing the deck like
10 games to get the hang of it, but Ive gotten it to the point where
it seems to win on turn 6 at the start of the recruit step every game,
and can win on turn 5 one of seven games or so.
Never attack unless its to be defensive or to stun to trigger
Parademon. Setup the following situation for a turn 5 win;
1 In Limbo in row
1 Ritual Sacrifice in row
2 Mockingbird in hand
1 Parademon in hand
1 Catman in KO'd pile (or in hand if you have Mockingbird instead of
Netherworld Gift)
2 Catman or Parademon in hand (or Deadshot if you already have one in
play)
1 Netherworld Gift in hand/row or Mockingbird in hand
1 Ragdoll in play teamed up with Underworld
1 Secret Six Victorious/Scandal to prepare to row for next turn (or
rely on top decking because with Umar there should be ~18 cards to hit
in four cards so odds are for you)
1 Deadshot in KO'd pile or in play or (or rely on top decking because
with Umar there should be ~20 cards to hit in four cards so odds are
for you)
Now, all of that seems very complicated and difficult to do but keep
in mind you are setting this up the entire game with all your
tutoring, Umar, and Black Rose. Deaths Embrace is the most important
card to hit because it allows you to reach into multiple
Mockingbirds/Parademons/Catmans.
Turn four, you should have Umar/Ragdoll/Black Rose in play and teamed
up. During the combat phase, Ragdoll will stun and you should put
Parademon into play with his remove from game ability. (Dont bother
using Ragdoll's vengeance ability). Umar and Parademon will probably
stun from attacks. Flip In Limbo during combat. At the start of the
Recovery Phase, put In Limbos trigger on the chain. In response, use
Netherworld Gift to bring the Catman in your KO'd pile into play and
let it resolve. Use a Mocking Bird to put a Catman/Parademon from your
hand into play, and use another Mocking Bird to put a Catman/Parademon
from your hand into play. You now have five Secret Six printed
characters in play. Let In Limbo resolve and gain your endurance. Pay
2 endurance for each stunned printed Secret Six character to keep them
around. Recover Umar.
At the start of your next turn, draw your cards. Put Secret Six
Victorious in your row or flip it if its already there. Still during
your resource step, bring back Deadshot. You now have 6 Secret Six
dudes in play. GG.
Again, the turn five win doesnt happen very much, so it is much more
realistic to just go for the turn 6 win. I also dont think the turn 5
win is possible if the deck misses Black Rose. The turn six win is
much easier because it doesnt require you to hit Ragdoll on turn four,
and you can also recruit Cheshire as a extra SS dude. This way, it
puts less pressure for your hand to have tons of Mockingbirds etc.
(You can just go natural Ragdoll, Natural Cheshire, ressurected
Deadshot, free Parademon, Netherworld/(Mockingbird) a
Catman(Deadshot/Ragdoll/Parademon), Mockingbird
Catman/Ragdoll/Parademon/Deadshot.
Sadly, I dont think this deck can compete with Quickfate or AGL. House
of Secrets would probably let you gain enough endurance to reach turn
five, but the deck would have to find the room to run it as a 4x of
and find a way to consistently win on turn five. It can probably beat
any deck sporting Reality Gem because they are probably a control
deck, but it would lose to various cards like War of Attrition and
Removed from Continuity. In Limbo provides Fatality protection, but
Umar can still get KO'd by Deadshot. However, decks supporting
deadshot should be fairly slow so you might not need to even play
Umar. Sorcs treasure would probably give the deck enough consistency
if you could discard anyone (and Deadshot + Teamup allows you to do
this), but then the deck would then need Mxys to support all the
discard costs in the deck. (FYI, one Mxy was in there for a while but
I cut it because the deck didnt need the extra cards he provided).
The deck basically auto wins against any deck without disruption whos kill turn is six or later, but auto loses against everything else. This means that it should beat nearly all Checkmate curve builds assuming they cant set up double Transmutation, all those weird new SpiderFriends/Heralds decks popping up, and most casual decks. If you want to make changes to the deck, I would suggest cutting some copies of Netherworld Gift, as multiples of the card tend to be dead. Unlike the Series of Tubes decklist though, this decklist is very tight with little wiggle room. I could see maybe cutting the Slaugter Swamps as you occasionally wont have the luxury to row them, but other games they are game winners (I have actually considered switching the Swamps out with Return of Donna Troy because I was only using Swamp a maximum of two times per game).
"Ongoing: At the start of your recruit step, if you control exactly six characters with the printed Secret Six affiliation, you win the game."
I was under the impression that all your characters in play must be printed Secret Six and you can only have 6 characters in play to win with SSV. Since I can't dig up the FAQ on me, can you clear this up for me.
I like the deck. I'm just wondering cause Umar is in play.
It says "exactly 6 characters with the printed Secret Six affiliation" not "only 6 characters, all with the printed Secret Six affiliation" which is a big difference. You can control other characters as long as they don't have printed S6.
In the past, I have always seen S6 decks designed in order to have any characters that aren't S6 be able to remove themselves from play. With things like Captain Boomerang and Plant Man. I guess I'm probably just reading too far into it.
I think you are. I understand reading it like that, but VS is pretty explicit about excess restrictions and things like that. Like look at the original double loyal characters. You could cheat the regular loyalty still because it didn't spell out "Recruit only if you control a character of This-Other-Affiliation". And my interpretation of this is the same. You can't have 7 Secret Sixers, but you can have 7 characters.
BTW, Tim, thanks for posting another really cool deck, man. I know it's not secret tech, but still very cool of you. And they seem to bring up interesting rules discussions so often. LOL
As a friend told me, "Maybe we should ban Batow. After Hager, of course."
Heh, Jason isnt only the best deckbuilder in the game, but he is also one of the top five best players. In my opinion, Jason Hager is the most impressive all around card player of any TCG.
Quote : Originally Posted by RanmaSolo
BTW, Tim, thanks for posting another really cool deck, man. I know it's not secret tech, but still very cool of you. And they seem to bring up interesting rules discussions so often. LOL
Yeah, I am always checking the CRD to make sure some of my deck ideas work. It still ticks me off I didnt come up with the Mxy/Attend or Die loop for San Fran. I have a really good, different deck I plan to bring to my City Champs, but I am afraid R&D might not choose it because it is a mutt deck that uses alot of overused cards (in different ways) that dont seem to appeal to any of the R&D member's tastes (aside from perhaps Yip and Antonino). So, I keep coming up with ideas like this and the Tubes deck, hoping they will be competitive enough to bring, but I wouldnt be able to stand playing a deck that just auto loses to Quickfate. Even if I cant make these ideas high level tourney competitive, I am hoping someone else can take them and do it.
Thanks a lot for putting the awesome back in deckbuilding. Without the secrets and hiding ideas this game's community gets a lot stronger. I really enjoy seeing your amazing ideas and playing around with them. It's downright inspirational and that's +4/+4.