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1 Black Tarantula ~ Carlos LaMuerto
2 Swarm ~ Fritz von Meyer
2 Trapster ~ Peter Petruski
4 Electro ~ Shock Jock
1 Answer ~ Aaron Nicholson
4 Bullseye ~ Assassin for Hire
1 Carnage ~ Psychopath
1 Francis Klum <> Mysterio ~ Mutant Magician
2 Spot ~ Dr. Jonathan Ohnn
2 Rhino ~ Unstoppable Force
1 Dr. Octopus ~ Master of Evil
1 Venom ~ The Hunger
24 Plot Twists
2 Legacy of Evil
3 Legion of Losers
2 Justice Is Served!
3 What Are Friends For?
4 Breakout
2 Suffocation
1 Planet of the Symbiotes
2 The Enforcers
3 The Great Game
2 Spider Hunt
6 Locations
1 The Vault
4 Ravencroft Institute
1 Hidden Cache
Ok, first off I've been in a middle of a move to a completely different area and I've had to cut back on some expenses. Also I was so busy that I didn't even have time to pick up one pack of MTU. So when I heard about AE, I found a store in my town that was hold it and quickly threw a few decks together on VSed.
Because of cost there are a few things that you might think are missing, namely more Spider Hunts or Carnages or Lizards. But I did my best to make a cost effect deck to play with. I thought about what decks this would have trouble against and both spidey exhaust AE I thought would give me trouble; especially Sensation Spidey. My goal was to make turn 5 my kill turn instead of 4 since something will probably happen to set me back one turn. I chose Dr. Octopus' Ego since that i will only be going to turn 5(hopefully) I need as many cards as i can, especially low drops, which you can see by the 10 1 drops and 10 2 drops so that I have extra guys that I can exhaust w/o much trouble at the start of combat and so that at turn 5 I can play a Spider Hunt and give everyone +2. Using suffocations and the enforcers w/ rhino, ideally I'd smash them in the face for around 35-40. I chose characters and p.t. that wouldnt drain my enduance since I'd only have 35 to start out with anyways, but that would also help me clear the board of harmful characters w/ Legion of Losers, Breakout, and the Great Game so that my turn 5 will run smoothly. Any help would be great since, like I said, I haven't played with this set at all yet. Thanks.
Also, if anyone would be up to playtest their AE deck they can AIM jab40186. Thanks again.
The thing about the Doc Ock Alter Ego, is that 35 endurance isn't really conducive for curving out.
Many decks try to kill on turn 5, or at least make the win a foregone conclusion by then. And you seem to acknowledge this. Now, this format only encompasses Marvel Team-Up, but with decks like Syndicate Rush, you can be sure that games will end before turn 7. And you're not doing yourself any favors by having 35 endurance.
Drawing an extra card is great for keeping your steam going with a weenie rush. As such, you want to diversify your lower cost drops and do away with some of your heftier bodies (if you intend to stick with Dr. Octopus as your Alter Ego, that is).
-2 Spot
-2 Rhino
-1 Doc Ock
-1 Venom
-4 Breakout
-3 The Great Game
-4 Ravencroft Institute
As you said, you really need to add some Lizards. Also, now that you're going for a more streamlined approach, Razorfist is a solid addition as well, because while he may burn you, you're basically going for broke with this thing, and 3 ATK for 1 resource point is all you need. I'd max out the Dopplegangers as well.
At 2, up the drop count by adding some more Answers and throwing in a Spider-Slayer V.X. or two.
Bullseye is great as a lone 3 drop, but there are plenty of games where you'd rather go off-curve on 3. And since you're drawing 3 cards per turn, (not to mention Legacy of Evil) you can skimp on the Bullseyes and be fine. Maybe 2?
I'd max out on Spider Hunts and Enforcers (to make up for the Breakouts. Breakout is an alright card, and you may disagree with me here, but the fact that you have to discard Sinister Syndicate character cards hurts its utility; you'd rather be vomiting them out on the board. Taking away reinforcement is great, but the Enforcers can get the job done and keep the hand big).
I'm prattling on here, but hopefully I helped you steer the deck toward a more solid approach. Big beats with no reinforcement is fine, but you also want consistency.
I see what your saying. The reason why I had 5-7 drops what that i felt if for some reason say I'm playing against a Hulk ego with 75 endurance is say it lasts to turn 6 or heaven forbid 7... But if that were true, I would always just flood the field with low drops and save the spider hunt for the my next attack step, possible underdroping w/ a carnage and a couple other 1 drops to give everyone, cept carnage, a +4 atk. Yeah, I see what your saying and I agree. Thanks. One question though; why get rid of the ravencroft institutes? If I'm understanding it correctly, if a 1/3 of my deck is 1 and 2 drops and i revealed one at random which would have a good likelyhood of being 1 or 2 drop that would give all the characters of that cost that atk right... But of course that probably wouldn't be as consistant especially since it says reveal at random and its limited to only the characters with the same cost... Ok sorry had to talk my way through it. Thanks again
Yeah you might be right. I figured that if I didn't have anything to up my odds of drawing the cards I needed that I would just up my odds by drawing more cards. But Ill definately work on this one. Thanks all.
The Venom AE is a bit more suited to this... especially if you keep the Great Games in to KO their guys. Another approach is to run Breakout and Great Game... with the mephisto AE. Then even if you stun back on attacking you are recovering 2 guys a turn, while KO'ing theirs.
Thats a good point. Mephisto's AE might work well. You would need the board control, especially if they are using the Sensational Spiderman AE to exhaust each turn. Totally sucks if at the start of each combat phase you have to exhaust one character and it happens to be your ONLY character... thats just obscene... And also if you want to make the best use out of spider hunt or carnage.