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Suckerpunching: It's not just for Breakfast anymore
So most tourney viable decks win on turn 4-5. Huzzah. But a turn 3 suckerpunch? That's idiocy on a level one can only dream of. So then looking at Wolverine 3 drop, Berserker Rage, and Adamantium claws, we see a kill in the making. 4 Berserker Rages makes Wolverine a 22 ATK/6 DEF beatstick. Throw in 2 Berserker Rages, and that means you're swinging 66 Damage at your opponent before they can worry about PA, or other such madness. But one might ask... looking at statistics, in modern it's a terrible problem to ensure 6 exact cards on turn 3, when one has only burned 10-14 cards from their deck(assuming Mulligan).
So throw in Zatana 2 Drop for card cycle. Throw in Battle Training to turn that 4 specific cards to any 4 of 8 cards. If it takes a little longer, you have Hal Jordan 3 Drop to fetch you the missing cards. 1 drops are superfluous. But how else can I mill and tutor my way into a specific 7 card combo+ Team up from a deck of 60 cards? Is there enough card draw/mill tek out of JLA to make this functional?
So most tourney viable decks win on turn 4-5. Huzzah. But a turn 3 suckerpunch? That's idiocy on a level one can only dream of. So then looking at Wolverine 3 drop, Berserker Rage, and Adamantium claws, we see a kill in the making. 4 Berserker Rages makes Wolverine a 22 ATK/6 DEF beatstick. Throw in 2 Berserker Rages, and that means you're swinging 66 Damage at your opponent before they can worry about PA, or other such madness. But one might ask... looking at statistics, in modern it's a terrible problem to ensure 6 exact cards on turn 3, when one has only burned 10-14 cards from their deck(assuming Mulligan).
So throw in Zatana 2 Drop for card cycle. Throw in Battle Training to turn that 4 specific cards to any 4 of 8 cards. If it takes a little longer, you have Hal Jordan 3 Drop to fetch you the missing cards. 1 drops are superfluous. But how else can I mill and tutor my way into a specific 7 card combo+ Team up from a deck of 60 cards? Is there enough card draw/mill tek out of JLA to make this functional?
At first I thought you were talking about the card...
And not to be mean, but a 6 card combo? That doesn't happen. I've taken classes in Probability and Statistics and let me tell you that the odds are not good. This is not the starting point of deck building.
But if you want Crazy-Wolverine, what I'm working on is IG/MK or as I call Enemy of the State (a storyline where Wolverine is controlled by the baddies). Luthor + Evil Genius will net you 3 (and if you're assuming Wolvie kills them who cares that they draw) you also get Criminal Mastermind. Secret Files gives you a way to snag Wolvie, and All Too Easy while not lasting the turn is often big enough that its better than Adamantium Claws.
Enemy of the State could be interesting, but why 4 drop Wolverine and not 3 drop?
The way I look at it Hal Jordan, Founding Member can get Recharge! into play if you don't hit the Combo. Run Wolverine as alt drops for 3,4, and 5. If it takes it until 5 to get the combo, so be it. Wolverine, Bub can hit 13 ATK with 1 spare wolverine, drop 3 Berserker Rage/Battle Training take him up to 25. Going for a possible turn 3, probable turn 5 makes sense to me, though. on turn 5 we've got 12 cards in the deck that can pump him by 4 or more(Savage Beatdown, Adamantium Claws, and Battle Training). That's 20% of your deck. Without extra Card Draw that means you've burned 14-18 cards from your deck. That's 23-30% of your deck depending on the mulligan. With a turn 3 Hal Jordan, and a Recharge! on turn 3, using Hal to get a card for the combo. you've got 17-21 cards from your deck. 28-35% of your deck. A Kill Combo on turn 5 can be done on 6 cards(3x Adamantium Claws, Berserker Rage, 1 5 Drop Wolverine, 1 discard wolverine) So by turn 5 you need a specific 10% of your deck.
Half of those cards are drawn from 20% of your deck, 2 of them are drawn from(assuming you're running wolverine as alts for 3, and 4) 13% of your deck, and 1 card, unfortunately, need to be pulled from a pool of 6% of your deck.
Then you have alternate possibilities. I'd take 2 berserker rages and 2 pumps over 3 pumps and 1 berserker rage. Still, the combo, in total, would be 8 character cards and 16 plot twists. That's 40% of your deck, allowing 60% be devoted to procuring the other 40%.
The kill is fairly solid... I hope. It's establishing a consistency that I'm curious about. I think between hal Jordan, and 2 drop Zatana it can be done(It burns my soul to think Zatana would be part of anything useful. Maybe that's the first sign of this being a failing concept).
Also: Wow, there's a card called sucker punch. I am backing my House of False Hope Ninja deck's Fate side in that. Now to get 40.
Also are you not including healing factor? You can raise that 5-drop Bub's ATK all you want, but his 8 DEF might get him stunned on the first attack, which kinda ends it if you don't have sneak attack or healing factor
Getting Wolvie on three isn't that hard with Enemy and Time Breach. unless you're planning on Modern in which case it's nearly impossible.
Theoretically, Mobilize could do it. That would force you to have another character on the board, team-up (requiring another card) and have a character of an appropriate affiliation to discard. Oh, and have the Mobilize.
Well, there's your 10. Then you've just got to worry about your opponent keeping their board around (and running 1 drops in the first place) then building in such a way that your non-flying 3 drop can smash them all without any reinforcement. Totally doable. ;)
Calling in a Favor is another option for tutor, I guess. It gets around the need to field a character to play it, so that works in your favor. Only 8 cards taken up by that combo now.
Enemy of the State could be interesting, but why 4 drop Wolverine and not 3 drop?
4 Drop Wolvie hits hidden characters (which would make Berserker rage worthless), avoids Total Anarchy (which Healing Factor will not save you against), is concealed meaning you can go for the kill whether you or on-init or off-init, is a Marvel Knight meaning you can Wild Ride for him upping your tutor count to 8 (Secret Files + Wild Ride).
Quote : Originally Posted by Soshi Kenpachi
The way I look at it Hal Jordan, Founding Member can get Recharge! into play if you don't hit the Combo.
You mean get into play as in you draw both of them and you can use it right (it wouldn't make sense to use him to search one, since he is needed to play it). Lex + Evil Genius is 3 cards NOW. Recharge gets you 3 cards by turn 6. So I think that's the superior play. Also his team gets you access to a tutor, Criminal Mastermind (a faster recharge), All Too Easy, and also the Team-Up is useful as it cantrips (draws a card itself).
Quote : Originally Posted by Soshi Kenpachi
Run Wolverine as alt drops for 3,4, and 5. If it takes it until 5 to get the combo, so be it. Wolverine, Bub can hit 13 ATK with 1 spare wolverine, drop 3 Berserker Rage/Battle Training take him up to 25. Going for a possible turn 3, probable turn 5 makes sense to me, though. on turn 5 we've got 12 cards in the deck that can pump him by 4 or more(Savage Beatdown, Adamantium Claws, and Battle Training). That's 20% of your deck. Without extra Card Draw that means you've burned 14-18 cards from your deck. That's 23-30% of your deck depending on the mulligan. With a turn 3 Hal Jordan, and a Recharge! on turn 3, using Hal to get a card for the combo. you've got 17-21 cards from your deck. 28-35% of your deck. A Kill Combo on turn 5 can be done on 6 cards(3x Adamantium Claws, Berserker Rage, 1 5 Drop Wolverine, 1 discard wolverine) So by turn 5 you need a specific 10% of your deck.
I don't know why you're forcing Battle Training into the deck. Flying Kick, Crackshot, and Adamantium Claws is more that enough.
And I don't see the need to be running 3 straight Wolverine's. I like the 4 Wolvie for reasons stated above. For you're 5 you'd probably be better off playing Clayface (DCL, can take any name of a card in the graveyard) That way you can have two wolverines. or Samantha Parrington.
I'm also not a fan of Wolverine, Bub. The MK Wolverine is superior. imo.
Also how are you expecting to fulfill Wolverine, Logan's loyalty option?
Quote : Originally Posted by Soshi Kenpachi
Half of those cards are drawn from 20% of your deck, 2 of them are drawn from(assuming you're running wolverine as alts for 3, and 4) 13% of your deck, and 1 card, unfortunately, need to be pulled from a pool of 6% of your deck.
Then you have alternate possibilities. I'd take 2 berserker rages and 2 pumps over 3 pumps and 1 berserker rage. Still, the combo, in total, would be 8 character cards and 16 plot twists. That's 40% of your deck, allowing 60% be devoted to procuring the other 40%.
The kill is fairly solid... I hope. It's establishing a consistency that I'm curious about. I think between hal Jordan, and 2 drop Zatana it can be done(It burns my soul to think Zatana would be part of anything useful. Maybe that's the first sign of this being a failing concept).
Also: Wow, there's a card called sucker punch. I am backing my House of False Hope Ninja deck's Fate side in that. Now to get 40.
You'll get gas. You'll often get Berserker Rages. But not consistently in the amount you want.
And Sucker Punch was MSM. Characters you control cannot be stunned while attacking exhausted characters this turn. Or something to that effect.
Yeah. I looked it up. I'm trying to get 40 of them now to back my deck for Kotei(L5R Regionals). I'm playing a ninja board clearing deck, which specializes in the sucker punch so I think it would be funny.
So then... yeah, IG/Wolverine is superior. I hate to say it. It burns me to say it... but Ok. I now have to get the missing cards and build Enemy of the State or throw it in OCTGN and finally use the Hamachi sitting unused on my computer.