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I will be attending a GA Legends tourney at my local store. I have my innovative super secret deck, and I have 4 slots left to tech out. I am asking you guys for advice on what would be the best thing to use. The deck curves out to 8 (With a usual win on 6 or 7), and is fairly combat oriented. Do I run:
Only Human: Obviously a great card, but is it worth it in a Legends environment? Most legend support is in the form of PTs, and Only Human won't stop those.
Have a Blast!: The OG of resource disruption, it's hard not to bring this, but given the environment, how many ongoings/locations will I have to destroy?
Meltdown: Killing equipment, yadda yadda...This will make or break the Puni-Fate matchup, assuming it is brought. But won't it be dead in all other matchups?
Pathetic Attempt: Awesome card, but completely reactive. Yes, it stops most everything that targets, but if nothing targets my stuff it becomes a dead card.
I have ways to search for whatever I do put in, so I don't need to put in 4 of one of these, I can break them up.
There are so many card interactions that are abusable in Golden that if you don't swing for the win early, you need to be very heavy in both defense/endurance-gain and control.
Have a Blast! will be the most effective of that which you have listed. Alot of Golden Age combinations are very dependant upon particular cards in their resource row - so much in fact that a Mono - Darkseid's Elite deck came in 2nd at a major Golden tourney of far more powerful decks.
Access: I'd been leaning towards HAB myself, but what legends decks are so reliant on the row? Any Crisis deck, obv...but anything else?
great tiger: I run one 8 drop because 1)it's easy to search for, 2) like I said, the deck is fairly combat oriented, but I do have some stall options in the event of running into off/short curve, and 3) if dropped against the usual curve deck on 8 means I win.
Access: I'd been leaning towards HAB myself, but what legends decks are so reliant on the row? Any Crisis deck, obv...but anything else?
Kang Legend Deck Abusing Lost City (Or Jean Grey / Rogue - Longshot Lost City Abuse)...
Moloid Burn or any other top-tier Army deck ...
Torch/Thing "20 resources on turn 4" combo ...
And half a billion other things.
As someone who plays Golden Age regularly and a bit more seriously, I would really like to stress how important control is unless you think you can win on turn 4.
I believe its the blind lady and the child, with four Cosmic radiations, in which u ready all of them and somehow replay them and do it again so that torch and thing cost one less to play this turn..something like that. its a fun deck.
What the hell is the Torch Thing "20 resources on turn 4" combo?
Play Namorita and something else on three(Alfred? Boris?). Play Alicia Masters. Play Clash of Two Worlds. Play 3 Alicias. Play Cosmic Radiation. Activate. Play Cosmic Radiation. Activate. Play Cosmic Radiation. Activate. Play Cosmic Radiation. Activate. Remove Namorita. Play Cosmic Radiation. Activate.
Of course, I don't see why you would ever need over 13 resources(The Ever-Lovin' Blue-Eyed Thing and Flame On!/ Super Nova). Even 12 would be enough to win against most decks(The Ever-Lovin' Blue-Eyed Thing and Hothead).
Also I have no idea about why Have a Blast! would ever be good against this deck.
What the hell is the Torch Thing "20 resources on turn 4" combo?
Here it is:
Quote : Originally Posted by BigSpooky
This is my recent rebuild of Tim "Aqualad" Batow's Alicia Masters deck using Crisis on Infinite Earths. The object is to recruit about five or six copies of Human Torch/Thing on turn four. I've included some of the new Torch and Thing cards from Marvel Legends.
Characters (32)
4 Alicia Masters, Blind Sculptress
4 Alfred Pennyworth, Faithful Friend
4 Archangel, Angel
1 Harvey Bullock, Bishop
4 Black Thorn, Elizabeth Thorn
4 Ahmed Samsarra, White King
1 Human Torch, Sparky
1 Human Torch, Nova Blast
1 Human Torch, Hothead
1 Human Torch, Friendly Rival
1 Human Torch, Flame On!
1 Human Torch, Super Nova
1 Thing, Idol o' Millions
1 Thing, Rockhead
1 Thing, Heavy Hitter
1 Thing, Strongman
1 Thing, The Ever-Lovin' Blue-Eyed Thing
Plot Twists (11)
2 Bat-Signal
4 Enemy of My Enemy
4 Cosmic Radiation
1 Crisis on Infinite Earths
Locations (17)
1 31st Century Metropolis
4 Brother I Satellite
2 The Great Refuge
1 UN Building
4 X-Corp: Amsterdam
4 Xavier's School
1 Yancy Street/Fifth Dimension
The deck is amazingly complex, but a ton of fun to play. Optimally, you'd like to play Archangel on one, Black Thorn on two, and Ahmed on three. This combination will allow you to use Ahmed three times on turn three (thanks to Xavier's School and Black Thorn).
On four, you're looking to drop Alicia Masters and Alfred, and team-up Checkmate, Gotham Knights, and Fantastic Four. From here, you can usually activate Alicia at least six times:
1) Ready Alicia with Xavier's School and activate (1);
2) Ready Xavier's School with Black Thorn;
3) Ready Alicia with Xavier's School and activate (2);
4) Activate Ahmed to replace Xavier's School with Xavier's School;
5) Ready Alicia with Xavier's School and activate (3);
6) Ready Alicia, Alfred, and Ahmed with Cosmic Radiation;
7) Activate Alicia (4);
8) Activate Alfred to find Cosmic Radiation;
9) Recruit Alfred;
10) Activate Ahmed to replace Xavier's School with Xavier's School;
11) Ready Alicia with Xavier's School and activate (5);
12) Ready Alicia, Alfred, and Ahmed with Cosmic Radiation;
13) Activate Alicia (6)
NOTE: If you don't already have a copy of Cosmic Radiation in hand, you can use Xavier's School to ready Alfred to find a copy. It might be a bit more difficult getting to six activations, but you can still usually get there.
From this point, you are set to recruit out Torch and Thing. First, recruit Ever-Lovin' Blue-Eyed Thing with your final resource point to bounce your opponent's board. Next, recruit Human Torch, Super Nova (since you need a Fantastic Four character to recruit him). Now, flip Crisis on Infinite Earths and go crazy recruiting the rest of your Torches and Things (be sure to do all of your searching BEFORE you flip Crisis).
Bat-Signal is in the deck to use with Black Thorn when she readies from Cosmic Radiation (since you can only use her activated effect once per turn).
The Great Refuge effectively gives you free search of your lower drops with Ahmed.
Harvey Bullock gives you a way to get an early Checkmate/Gotham Knights team-up so you can search up Alfred with Brother I Satellite.
Yancy Street is in the deck to give you some protection for Ahmed. In addition, it's also nice for searching out extra copies of Thing if you have to go past turn four. If you play against a lot of people who run Deadshot/Blackheart/Rose Wilson, Fifth Dimension may be a better play.
The deck is remarkably consistent; and there's no denying the potential of a turn four Ever-Lovin' Blue-Eyed Thing. While it does have some trouble against decks with heavy disruption, it plays quite well against most everything else. At the very least, it's a blast to play, and will usually leave your local players "ooh"ing "aah"ing.
You will almost never get the draw that I described above. However, there's enough redundancy built into the deck that you can adapt. Besides, any deck with Enemy of my Enemy and Ahmed Samsarra is going to have a good deal of consistency.
The primary concern is to get a three way team-up between Checkmate, Fantastic Four, and X-Men. This allows your readying cards - Xavier's School and Cosmic Radiation to go live. If you have the three way team-up with Ahmed and Alicia in play, it's all about doing the math:
Xavier's School in play = 1 Alicia activation
Xavier's School in play, and Ahmed is ready = 2 Alicia activations
An additional iteration is added for every copy of Cosmic Radiaiton you have in hand. With the above board setup, each copy of Cosmic Radiation equals 2 more Alicia activations - 1 when Cosmic Radiation readies Alicia, and 1 more when Ahmed activates for another copy of Xavier's School to ready Alicia.
In essence, if you have a three way team-up; Ahmed, Alicia, and Xavier's School in play, and two copies of Cosmic Radiation, you should be able to activate Alicia six times without any difficulty.
Alfred isn't necessary for the combo, but he adds a lot more consistency. If you recruit him in the early turns, a team-up will allow you to search for early copies of Cosmic Radiation. This can nullify the need to recruit him on four.
The few times that I've played this deck and failed to go off on four was because I missed Alicia Masters or Archangel. I'm sure there are ways to get them more consistently. However, the deck is packed pretty tight as is. Besides, there are numerous ways to search up Alfred, and he can always find copies of EomE for you.
Like I said before, the deck is kind of fragile. A single copy of Have a Blast will usually be a game-ender for you. However, it is still really cool, and by far the most consistent version of Turbo Thing I've ever played. Above and beyond that, it's a lot of fun to see your opponents' faces when you drop out twenty-plus points worth of Torch and Thing on turn four. Kree on its best day can't touch that!
Quote : Originally Posted by abisal
Of course, I don't see why you would ever need over 13 resources(The Ever-Lovin' Blue-Eyed Thing and Flame On!/ Super Nova). Even 12 would be enough to win against most decks(The Ever-Lovin' Blue-Eyed Thing and Hothead).
Also I have no idea about why Have a Blast! would ever be good against this deck.
Because it's Golden Age.
If you're a decent more-defensive/control Golden Age deck, HaB-ing their Crisis and making it so they only play 1 torch and 1 thing that turn, and nothing really on future turns, really is quite handle-able. In fact, I even highlighted (bolded) the part above where Spooky specific outlines the weakness.
The deck is actually quite fun and really very powerful, but if all the deck does is get a couple 6-drops on turn 4, and then doesn't really do anything else from that point - in Golden Age - isn't that big a deal.
Torch/Thing is an interesting deck. It isn't so much a deck you would want to play more competitively since it's so easy to disrupt and everyone is aware of it's existence (it also auto-loses to any solid Merlyn build - although you can help prepare for that match-up by throwing in 5th Dimension. I also believe Time Trapper might take alot of wind out of its game.) - but it's so obscenely powerful that if you don't build aware of its existence it can completely stomp on you. Although rarely played, it's mere existence helps shift the metagame.
Will throwing in 4 Have-A-Blasts all by themselves into a random deck that presumably can't search them out consistently let you auto-win against it? No, but it would give you a good chance, and it's the kind of blanket control effect you want for in Golden Age.