You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
These tend to be less popular (so this will probably be the only one I'll put up), but some people seem to get use out of them so here's a poorly sorted (a better re-sort would be appreciated) 5-pack list for a Sealed Pack discussion.
I'd have linked them all to card images but I don't know anywhere where they're all up and sorted yet.
Dick Grayson <> Nightwing
John Henry Irons <> Steel x2
Charaxes
Ultraman
4 Drops
Tim Drake <> Robin x2
Vixen
Batzarro
Metallo
5 Drops
Metamorpho x2
Savant
Kara Zor-El <> Flamebird
Matt Hagen <> Clayface
6 Drops
Deathstroke the Terminator
Doomsday
Batman, Cape and Cowl
Maximum
7 Drops
Killer Croc, Cannibal x2
Lex Luthor
8 Drops
Batman, Dark Knight Returned
9 Drops
Superman, Bulletproof
Other
Chilly Reception x2
Burn Baby Burn x2
Spirit of Nabu, Magic
Standoff x3
Engine of Change x2
Tied Down
Training Day
Truth and Justice x3
SKREEEEEEE!
Crackshot
Gorilla Warfare x2
Jack in the Box
Power Armor x2
Stryker’s Island
Future Friends
Iron Will x2
Cry for Blood x2
Hell Breaks Loose
Incognito x2
Scorched Earth
Future Shock
Never-Ending Battle
Hostile Takeover
It takes more time to do one of these. lol. This is a pretty weak selection as far as characters are concerned, but you make up for it in plot twists, I really want to play some of the insanity cards but the lack of solid drops and 2x Chilly Reception make it very hard.
I think you can go insanity. gives you jack in the box. However I count 6 rares out of 5 packs if I am correct on the cards. 2 chilly, 1 stryker island, 1 jack in the box, 1 batman cape and cowl, and bulletproof supes. hmm that is interesting. LOL. Back to the insanity, I would ideally stay away from it since you have 3 truth and justice. that is three team ups that keys off each other. Have a few good attack modifiers. Not bad there but the character build could have been better.
i think 22 to 23 characters. use all the 2's all but charax at 3 for the first two turns. want to make sure you can hit on 3 at least. turn 4 run the tims, vixen and metallo. 5, clayface and the two metamorpho. 6 batman and deathstroke. 7 just the crocs. if you want to run the 8 go ahead but i don't htink its worth it.
I'd end up playing a GK/Arkham deck with some small assistance from Team Superman.
I'm not certain if the 9-drop Supes is totally worth it... 9-drops tend to be too late, don't they? But I had 6 of my 10 draft games run to turn 8...
9-drops, and usually 8-drops, are never, EVER worth it in Sealed.
Anyway these packs are really hurting in the character department. You basically have a forced curve here. It's more a process of who you CAN'T play then the other way around. If this were a tournament, I'd laugh and pity whoever I passed this pool to, since they're in tough shape. They have support cards, but no one to really use them on reliably.
But haven't you, at the very least, found that sealed/draft games run longer than constructed games? My constructed games end on turn 5 on average, with 6 being late unless there's stall involved.
Sealed usually lasts longer than draft (draft allows you to make a more focused deck, letting you end games earlier more often), but it's rare that I play a sealed game that goes past 7. If the game gets to 7, the player with init and a 7-drop should usually win, if he's not a weak player and has a trick or two left. Only sets that have considerable stall/defensive tricks get to 8 consistantly, like MHG. This set is skewed way more towards offense, so unless you run into a killer TS deck (in sealed? not likely) the game should be over before an 8 can have any effect. It's not worth the space for a character you probably won't get to play in the first place. In general, if it's not something you can use every game, it's not worth a spot in your deck.
I tell my draft group this all the time, but I always see those rare 8s get scooped up and not tabling. I guess that's why I usually win :)
Sealed usually lasts longer than draft (draft allows you to make a more focused deck, letting you end games earlier more often), but it's rare that I play a sealed game that goes past 7. If the game gets to 7, the player with init and a 7-drop should usually win, if he's not a weak player and has a trick or two left. Only sets that have considerable stall/defensive tricks get to 8 consistantly, like MHG. This set is skewed way more towards offense, so unless you run into a killer TS deck (in sealed? not likely) the game should be over before an 8 can have any effect. It's not worth the space for a character you probably won't get to play in the first place. In general, if it's not something you can use every game, it's not worth a spot in your deck.)
I tell my draft group this all the time, but I always see those rare 8s get scooped up and not tabling. I guess that's why I usually win :)
In a curve on curve sealed game, if both players play an on curve character each turn and each character on the board gets stunned, by turn 7 each player will take 47 points of stun damage alone. That's not including breakthrough, or dropping a one drop. Just something to think about when attempting to put a nine drop in your deck. (if one drops are played and exchange it's exactly 49 damage.)
Things like invulnerabiltiy and hidden change the way this math works, but it's still just something to think about when playing your deck or building your sealed deck. When you think of it like above, it makes it easier to see the impact of things like Invulnerability or Hidden characters will have on a specific game and which cards you should put in the deck when working towards your end game.
Truth and Justice x 3
Skree
Crackshot
Burn Baby x 2
Cry for Blood x 2
Gorilla Warfare x 2
Locations
Stryker
Equipment
Power Armor
Personally I would build the deck as aggro as possible. With both sixes being concealed I feel comfortable with the idea of winning with either initiative on six due to the crazy amount of combat pumps available to the deck. The only real problem I see is the Burn Baby Burn's team-stamp, there just aren't a ton of Arkham guys, you have to play around this condition and play to aggresivly team-up arkham as soon as you can. I would be tempted to cut one of the Burn Baby's to play the Training Day. The two Steels, two Robin's and three Truth Justice, gives the deck a decent chance of brickwalling an attack on four.
Every sealed pool I have seen looks like this mishmash of characters though. Is it me or are their too many teams in this set to expect to build a two team (with a splash of three) sealed deck?
Truth and Justice x 3
Skree
Crackshot
Burn Baby x 2
Cry for Blood x 2
Gorilla Warfare x 2
Locations
Stryker
Equipment
Power Armor
Personally I would build the deck as aggro as possible. With both sixes being concealed I feel comfortable with the idea of winning with either initiative on six due to the crazy amount of combat pumps available to the deck. The only real problem I see is the Burn Baby Burn's team-stamp, there just aren't a ton of Arkham guys, you have to play around this condition and play to aggresivly team-up arkham as soon as you can. I would be tempted to cut one of the Burn Baby's to play the Training Day. The two Steels, two Robin's and three Truth Justice, gives the deck a decent chance of brickwalling an attack on four.
Every sealed pool I have seen looks like this mishmash of characters though. Is it me or are their too many teams in this set to expect to build a two team (with a splash of three) sealed deck?
I didn't seem to have any problem with it in actual sealed games so far, but I could have just chosen funky packs.
Let me count up team affiliations... (may also help people out besides just sorting by drops)
pint brought up team issues within the set, so here's a team-based breakdown of the sample packs.
Team Based Breakdown of Sample Packs
Characters:
Team Superman (9) (1,1,1,1,3,3,5,6,9)
Lois Lane
Newsboy Legion x2
Maggie Sawyer
John Henry Irons <> Steel x2
Kara Zor-El <> Flamebird
Maximum
Superman, Bulletproof
Gotham Knights (6) (1,1,4,6,8)
Maggie Sawyer
Harvey Bullock
Tim Drake <> Robin x2
Batman, Cape and Cowl
Batman, Dark Knight Returned
Arkham Inmates (6) (1,3,4,5,7,7)
Harley Quinn
Charaxes
Batzarro
Matt Hagen <> Clayface
Killer Croc, Cannibal x2
JLA (6) (2,3,3,4,5,5)
Gypsy
John Henry Irons <> Steel x2
Vixen
Metamorpho x2
Revenge Squad (5) (2,3,4,6,7)
Terra-Man
Ultraman
Metallo
Doomsday
Lex Luthor
Outsiders (5) (2,2,3,5,5)
Roy Harper x2
Dick Grayson <> Nightwing
Metamorpho x2
Teen Titans (5) (2,2,3,4,4)
Roy Harper x2
Dick Grayson <> Nightwing
Tim Drake <> Robin x2
Birds of Prey (3) (2,4,5)
Gypsy
Vixen
Savant
Legionnaires (2) (2,2)
Matter-Eater Lad x2
Deathstroke (1) (6)
Deathstroke the Terminator
Support Cards:
Generic (21)
Chilly Reception x2
Spirit of Nabu, Magic
Standoff x3
Engine of Change x2
Tied Down
Training Day
Truth and Justice x3
SKREEEEEEE!
Crackshot
Gorilla Warfare x2
Jack in the Box
Power Armor x2
Stryker’s Island
I alreadys mixed these cards in with the rest of my cards and I can't find a copy of this card so can someone tell me what if any team-stamp is on it? Thanks (1)
Hell Breaks Loose
It's an Outsiders team stamp on Hell Breaks Loose.