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I was very interested in Doom / Underworld when I saw the 5 drop dual affiliated Doom and wondered what kind of synergy do they really have, then I remembered ' The Devil We Know'. I don't know if anyone else has discussed this already nor do I know if it has already been posted about. But if you don't already know how evil this card is in conjunction with Underworld, stick around for a minute.
The Devil we know says that your Doom Affiliated defender gets +2 ATK and whenever an attacker or defender becomes stunned this attack k.o. that character. PRetty solid if you can get a stunback up the curve, right? Really good when you can get a stun back and not stun in the first place.
But, what about if you can't get k.o.'ed due to an effect like In Limbo? Since it is a payment effect, it can be used after the stuns happen, but before the k.o. happens, preventing your defending character from being able to be stunned.
What other tricks can you find that help make this deck solid and competitive?
He sure does. What format are we talking here, BTW? Silver or Golden? I'd say Modern, too, but that'll be hard in a month or so when Legends knocks the MHG set out of the rotation.
Won't legends knock out Heralds? Which admittedly removes alot of Doom cards, but Legends is going to have more Doom, right? So it may still be viable in modern
Surtur's Anvil is a soild cheating move there. But doesn't Doom get his bonus whenever ANY of your people Power up, not just he himself?
yes, but i'm thinking that this deck would go the Hellfire Club way of doing things: having Doom hold the fort in the visible area while his Underworld minions support him in the hidden area. Dweller-in-Darkness to add defensive tricks on turn 6, then Strange Love should something go wrong... something like that, hehehe.
Legends will indeed refeature the good doctor, so it will be concievable for all ages, including a few formats aside, like Legendary, so it seems.
I think for modern it gets a little dangerous since your opponent has few options for going in to the hidden area, and since you can ship your guys back in to the hidden area, the Hellfire route seems like a great idea, forcing the opponent to fight doom and almost always only doom.
I tried to make the deck and actually played it in a silver age tourny, went 3-2 but it just didn't work out that great. One reason was that I was just trying to do too much.
My curve:
Dwarf
Black Rose
Meatmarket
Divinity
Doom
Madelyne Pryor
Shuma
Before they errata'd divinity I used In Limbo to keep a character around for divinity. I also used the doom plot twist that gave +4ATK of +2DEF and tried in limbo to save the character. The problem with in limbo is that you don't recover so it is almost like getting KO'd anyway. It just was not worth it to me. Another problem was that my back-up was 3 drop doom in order to get more power-ups but that was just a bad idea.
What did work:
Madelyne Pryor+Ultron(5drop)+Netherworld Gift
Meatmarket and Doom
graymalkin's ideas seem like a good direction to take. A large problem I had was powering up enough times per game. And if ya'll fix that it could probably be a pretty good deck. I was able to get a strong doom one turn, but never multiple turns per game.
Technarx is a great call, since getting 2 in to the k.o.'ed pile is fairly easy with that search card, meaning you'll be able to keep a Technarx in play for the rest of the game.
I like Morlun on 4 a lot, but think Blackheart has a place as well.
we can also go with Cannibal Tech. not only for the obvious Nth Metal for Doom, but also for Demonic Embryo in case we miss the early UW characters. i personally like the Queen Lilith-Submariner setup for KO'd pile goodness, hehehe.
Who cares about the fate suit... Silver Age gives Nth Metal which is absolutely key to this deck
My friend and I created this too. Our curve
Dwarf/Moloid
Black Rose/Mole Man
Doom/3 Drop who cycles cards
Divinity/Blackheart
Doom/Kang
Madeline
Molecule Man
The ability with Molecule man to copy a Dimensional Rift is pretty sweet, and you're right, Surthur's Anvil does almost feel like cheating in this deck. A LOT of things feel like cheating in this deck. I pack extra copies of Doom at 6 and 8 just as power-ups. Uni-power has won me games too. It's a lot of fun to play, but doesn't do well against control I've found. We have gotten our Doom up to a 23 attack on turn 5 though.