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here is another deck i've been working on, that if nothing else, is fun. basic idea is to live till turn 6. and then press the atk on submariner~neptunes fist. here's the build:
4 secret defenders
4 bat-signal
4 press the atk
3 banished to the abyss
4 star-crossed
4 clocktower
4 birthing chamber
3 ego-gem.
right now the mulligan condition is for blackcat to start the card drawing goodness. after that swarm with as many popo's as possible. turn 6 press the atk on submariner FTW. what do you all think?
Astral projection easy!
whats better than exhausting your oponent's board? Keeping your board around at the same time! (the plot that pushes defenders to the hidden area)
14 gcpd officer
4 blackcat~nine lives
4 submariner~neptunes fist
4 iceman(marvel defenders)
2 red guardian
2 comm. gordon
4 secret defenders
4 bat-signal
4 press the atk
4 flying kick
3 lost in translation
4 clocktower
4 birthing chamber
3 ego-gem.
This should still allow for plenty of card draw/filter, and give you the oppurtunity to punch through for lots of damage on 6. The only other thing that i would add is perhaps a few copies of Vicarious Living, since certain 1 & 2 drops are key for setting up the end game.
14 gcpd officer
4 blackcat~nine lives
4 submariner~neptunes fist
4 iceman(marvel defenders)
2 red guardian
2 comm. gordon
4 secret defenders
4 bat-signal
4 press the atk
4 flying kick
3 lost in translation
4 clocktower
4 birthing chamber
3 ego-gem.
This should still allow for plenty of card draw/filter, and give you the oppurtunity to punch through for lots of damage on 6. The only other thing that i would add is perhaps a few copies of Vicarious Living, since certain 1 & 2 drops are key for setting up the end game.
i would've added the flying kicks in the first place, but banished to the abyss's effect stacks. so even when i have one on Sub, the first time he attacks he gets +1/+2, then +2/+4 and so on and so forth. and since he already has flight not that big of a deal.
Yeah, but then you are relying on hitting 3 or more BttA to match the +3 from 1 Flying Kick. This does NOT take into consideration the effect that Press the Attack can have in conjunction w/ BttA, which is brutal. I guess it boils down to cosistancy v potential power. I don't think that either is really better for this deck. It would just be a matter of preference.
Yeah, but then you are relying on hitting 3 or more BttA to match the +3 from 1 Flying Kick. This does NOT take into consideration the effect that Press the Attack can have in conjunction w/ BttA, which is brutal. I guess it boils down to cosistancy v potential power. I don't think that either is really better for this deck. It would just be a matter of preference.
it is more of a preference. also the +2 def that BttA gives is crucial IMO. Sub's def is already small for a 6 drop. and any effects that will either take that down or boost the defenders atk could screw my whole combo, by stunning me on the first atk.
I ran a deck very similar to this in my RP tourny almost 2 months back. It utilized "In Limbo" and "Modred" as a way of maintaining exhuasted characters until turn 6. When Subs got on the field on turn 6 he was consistantly 20+/19+... sometimes 30+/30+ on turn 7. I was always gaining 20-30+ endurance (at turn 6 and on). Some games I was gaining nearly 40 endurance per turn. Hell, Modred + Team Spirit even allowed for 2 copies of Subs to be on the field.
The hardest part for the deck was being to maintain board presence in the early game as most rush decks can tear through your set-up. Try using Tattoo Man as a 5 drop. He has average stats and allows for a way to net you free GCPDs without having to drawing into them. I even ran a copy of Nightmare to recycle Press The Attacks. You can probably get away with running a single copy of the Aquaman 7-drop.
Clocktower was amazing and is a must have! I was also using Wayne's Mansion w/ In Limbo to maintain the early end loss which worked out in a few cases.
It's a very fun deck, but losses alot of consistancy in the RP format.
I ran a deck very similar to this in my RP tourny almost 2 months back. It utilized "In Limbo" and "Modred" as a way of maintaining exhuasted characters until turn 6.
Only problem with that is stunned characters are not exhausted