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This was a deck I attempted to get together for the City Championships that just never really came together. The basic premise was attempting to abuse Aunt May Golden Oldy with the Villians United return to hand effects to attempt to generate board advantedge. The deck never really got off the ground as I came up with it and had limited playtesting before the event let me know what you think.
1 - Drops
4 - Aunt May <> Golden Oldie
4 - The Calculator <> Noah Kuttler
4 - MRPICKLE <> Troublesome Trickster
It's basically an all or nothing deck that in it's current incarnation is going to stuggle mightily against UW decks (Blackhearting Calculator is bad...). The game depends on getting an early Aunt May engine going. The deck obviously does much better if Mxy is involved early but there are a lot of subtle plays and you have a lot of decisions each turn. The biggest issue with the deck is that if you miss Calc on three you can pack it up against any good deck. Originally I was playing a Mattie Franklin in that slot but decided I wanted to go all or nothing for space considerations. One thing that could be done is cutting Blades for a Villians 2-drop making it easier to team-up and use Baddest of the Bad for the tutor for Calculator. The average game plays out like this. Mulligan any hand that does not have Aunt May or 3-Drop Calculator. Keep any hand with a 2-drop and 3-Drop. Keep any hand with 1 -drop Calculator and Baddest. Especially if you have any other tutor.
A couple of plays that make the deck good.
Team attacking with Aunt-May and High Society it really good. Before she comes back to hand you can chain her to other return effects to gain more of a bonus.
Blade or Symbiotic Host plus returning a guy to your hand can steal an initiative.
If you don't have initiative on four you can play Sensational on four tap a three drop and sub him out for Symbiotic, giving you an opportunity to swing big out of the hidden area.
Against Kree try not to sub out Sensational Spider-man. If you do you lose access to him tapping down three's on their big turns.
If you want to combo with Talia, remember if you want to Enemy/Indebted for her, to do it the turn before, or her power won't trigger, as it's based on the first discard per turn.
The deck could play alot of tool box characters using Coersion for the team-up. There are 15 tutors in the deck so you can get really creative. I have tried Silver Sable as a four and in the correct situations, she can be really good.
Does it really ever get to turn 8 or 9? I would think that it would be done by 8 at the latest, so the 9 drop most likely isn't neccicary or even a good choice for those unbelieveably rare cases.
Does it really ever get to turn 8 or 9? I would think that it would be done by 8 at the latest, so the 9 drop most likely isn't neccicary or even a good choice for those unbelieveably rare cases.
Yea the metagame here has degenerated into stall. Mainly bricking attacks on five and six, lot of Checkmate and Hellboy. The deck doesn't really push through damage if someone is bound and determained to stall. At worst you are playing two cards that are a waste (the 8 and 9 drops), at best the deck can easily change gears to full stall with 5-drop Freeze, Blade and Symbiotic Host locking down attackers. Honestly I could not find two other cards that won me these matchups so counter-stalling seemed perfectly acceptable.
I understand that but the 9 drop seems to over do it since even while playing stall rarely will it get to 9. I guess since you build your deck also to go slower than mabey the 9, but I don't feel it's needed. But beside that it looks like a fun deck to play, and one that will suprise many people when you play it against them.
I tried this deck on a couple of hobby league nights and I just found that I could not deal with anyone doing anything broken.
I also had a lot of problems with Hidden characters.
It did suck some times to draw the 8 and 9 but most of the time I just discarded them to a discard effect ( I was playing the version that was not playing Mixy) I found that an 11/11 or an 11/12 was never good enough with everyone playing alot of pumps.
I just found that the deck was not that good.
It was baised around 2 return cards... High Society and No Mercy. If you did not hit those cards you are just playing guys.... and getting crushed.
You will dominate 1 combat a turn on your inish but your mid drops do not have flight. I Just could not deal damage.
In our local metagame there is alot of replacement of resources. It was very hard to keep a teamup on the table... War of Attrition.
Are you building this combination because of this combo, or were you building this combination and then decided on this combo?
I ask this, because to me, it seems like Haywire is probably much better then Aunt May. Most importantly, Haywire doesn't force you to discard. Even though the discard is 'free' sometimes that discard can be very hefty when you're in a bind. In addition, it seems like you plan on recruiting Aunt May multiples times a turn, in which case there's a good chance you can 'thaw' all your Spider-Mans out of the deck after which Aunt May is not very awesome.
That being said:
Science Spire: This card seems too good not to run. It lets you do something with your stunned characters or cycle away your Aunt Mays.
Gift-Wrapped: You're playing a stall deck. Why not run this?
Dr. Polaris: Your first three turns are all concealed plays. This commits you to taking a lot more damage. You should consider having a visible three drop to soak up some damage.
Deathstroke: I would diversify my sevens. Since your plan is to replay Aunt May a bunch of times, it's unlikely you're going to miss Spider-Man on seven when you want to play it. Deathstroke gives you more options. At the very least, I think you can get away with just one seven drop.
Sable: You seem to have a strong thing for a bounce theme. Coercion meets Sable's loyalty.
High Society: This card seems extremely narrow. I'm certain you could find something better to play in this slot.
Human Torch: You're running substitute fours. He can easily be substituted out after he's gained you the life.
Poison Ivy: Probably better then San considering you have free recruits.
I ask this, because to me, it seems like Haywire is probably much better then Aunt May. Most importantly, Haywire doesn't force you to discard. Even though the discard is 'free' sometimes that discard can be very hefty when you're in a bind. In addition, it seems like you plan on recruiting Aunt May multiples times a turn, in which case there's a good chance you can 'thaw' all your Spider-Mans out of the deck after which Aunt May is not very awesome.
It was top down design. I really just wanted to play Aunt May and wanted to try and maximize that particular card, I also really liked the idea of being able to Sub-Spidey's like crazy.
Quote : Originally Posted by TheDerangedBear
That being said:
Science Spire: This card seems too good not to run. It lets you do something with your stunned characters or cycle away your Aunt Mays.
Gift-Wrapped: You're playing a stall deck. Why not run this?
That's all space considerations. In testing the Spire was average as the deck has no problems finding drops and team-ups. There is not much to filter for when you can just tutor for every non PT card in the deck.
Quote : Originally Posted by TheDerangedBear
Dr. Polaris: Your first three turns are all concealed plays. This commits you to taking a lot more damage. You should consider having a visible three drop to soak up some damage.
It's truly a board control deck attempting to No Mercy and High Society the 3 and 4, Calculator is the only true pump in the deck so I think going away from him leaves the deck lacking for anytype of combat trick.
Quote : Originally Posted by TheDerangedBear
Deathstroke: I would diversify my sevens. Since your plan is to replay Aunt May a bunch of times, it's unlikely you're going to miss Spider-Man on seven when you want to play it. Deathstroke gives you more options. At the very least, I think you can get away with just one seven drop.
You actually answered this question when you spoke about running out of Spidey's the second Iron is only there for searching.
Quote : Originally Posted by TheDerangedBear
Sable: You seem to have a strong thing for a bounce theme. Coercion meets Sable's loyalty.
She was in the orginal deck but honestly I had trouble getting multiple Coersions by turn four all of the time. You really need to have Spidey and Villians teamed-up to maximize what you are doing.
Quote : Originally Posted by TheDerangedBear
High Society: This card seems extremely narrow. I'm certain you could find something better to play in this slot.
Team attacking with Aunt May and anyone and targeting Aunt-May with this is one of the big tricks to create early board advantedge.
Quote : Originally Posted by TheDerangedBear
Poison Ivy: Probably better then San considering you have free recruits.
Ivy's a really good idea. Because I think it will allow for some diversity in the locations.
It's an 'Aunt May' based deck and not really a free character abuse deck.
I understand that but the 9 drop seems to over do it since even while playing stall rarely will it get to 9. I guess since you build your deck also to go slower than mabey the 9, but I don't feel it's needed. But beside that it looks like a fun deck to play, and one that will suprise many people when you play it against them.
The deck is probably going to time out before Nine due to all the searching, I haven't really timed the playtesting so you are probably right. It is in fact fun to play. It does need some non-targeting tech for the 3-drop though.
What about a good flight/ range 5? Freeze is great but I just need flight.
I just don't like Talia. Pint loves her. My 2 drops just get crushed....
Also Spiderman should have flight....
That's all space considerations. In testing the Spire was average as the deck has no problems finding drops and team-ups. There is not much to filter for when you can just tutor for every non PT card in the deck.
abuse deck?
Science Spire is never really ever a 'necessary' card. It is however, very good at lubricating your deck and turning an unwanted resource into something usable. It is one of those cards you will never mulligan for but are always very happy to draw in the mid game. Given how you are running Ivy now... I see no reason why you wouldn't want to at least run one copy of it.
Quote
It's truly a board control deck attempting to No Mercy and High Society the 3 and 4, Calculator is the only true pump in the deck so I think going away from him leaves the deck lacking for anytype of combat trick.
abuse deck?
If you are able to successfully bounce your opponent's guys why would you want to stall out? This is another thing I don't get. Yes, by bouncing your opponent's board you could STALL them out, but you can also take advantage of the fact that they're a man short and just kick the in the nuts. In my mind, the whole stall to Galactus plan in your deck feels so .. win more.
Quote
You actually answered this question when you spoke about running out of Spidey's the second Iron is only there for searching.
abuse deck?
I recommend you run another copy of Sensational Spider-Man then. At least this way you can do something with it. You really don't need seven insurance - covered above - and if fetching with Auntie is your reason for keeping an axillary seven, you might as well play something you can use more often.
Quote
It's an 'Aunt May' based deck and not really a free character abuse deck.
abuse deck?
Cards like High Society and Evil Oracle are much less exciting if you are playing fairly. Your plan is to exploit Aunt May's alternate cc - how else would you be able to use Evil Oracle turn after turn. How isn't this a free character abuse deck?
Lastly, if you care about the flight issue, Stark's Tower is a good choice.
Science Spire is never really ever a 'necessary' card. It is however, very good at lubricating your deck and turning an unwanted resource into something usable. It is one of those cards you will never mulligan for but are always very happy to draw in the mid game. Given how you are running Ivy now... I see no reason why you wouldn't want to at least run one copy of it.
If you are able to successfully bounce your opponent's guys why would you want to stall out? This is another thing I don't get. Yes, by bouncing your opponent's board you could STALL them out, but you can also take advantage of the fact that they're a man short and just kick the in the nuts. In my mind, the whole stall to Galactus plan in your deck feels so .. win more.
I recommend you run another copy of Sensational Spider-Man then. At least this way you can do something with it. You really don't need seven insurance - covered above - and if fetching with Auntie is your reason for keeping an axillary seven, you might as well play something you can use more often.
Cards like High Society and Evil Oracle are much less exciting if you are playing fairly. Your plan is to exploit Aunt May's alternate cc - how else would you be able to use Evil Oracle turn after turn. How isn't this a free character abuse deck?
Lastly, if you care about the flight issue, Stark's Tower is a good choice.
The stall is for when you just can't kill a guy. It's two extra cards, in testing it's been fine, I am with you though if you are in an aggressive meta cute them. You aren't trying to stall out, it's an option is the game is not moving in your favor, that's all.
If you are going to play Ivy I agree with cutting to one ESU and popping in three other useful locations including the Spire.
I think in the last paragraph I am just clarifying that I could play Haywire but wanted to work with Aunt May. Amend the statement to, 'It is made to abuse Aunt May as a free character'.
Good logic with the other Sensational over the 7. Sounds good.