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Only thing to keep in mind is that Carrying The Torch allows for two important uses: You can get multiple Hulk's in play, by giving the old drops additional names to avoid uniqueness; and you can make Lobo into Hulk, for fun shenanigans with the Hulk PT support that'd have you stun a Hulk you control.
4x Mastermind Excello, Amadeus Cho
2x Rick Jones, Monster's Best Friend
4x Miek, The Unhived
3x Hiroim, The Shamed
3x Hulk, Exile
4x Hulk, Green Scar
2x Korg, Kronan Warrior
3x Hulk, Gladiator
4x Lobo, The Main Man
1x Hulk, The Green King
2x Hercules, Secret Avenger
1x Hulk, Worldbreaker
2x Bloodsport
3x The Strongest One There Is
4x Righteous Anger
3x Trouble With Dinosaurs
4x Hulk Smash!
3x SKREEEEEEE!
4x Carrying the Torch
4x Warbound to the End
Very unique and original idea you got there man:). I might have to throw this on MWS and see how it flows. Do you have a problem with losing your drops to Amadeus Cho since you have no KO pile recurssion?
later,
Kj
Usually I have Cho in there for a fast smack into their 3/4 drop, with Trouble with Dinosaurs, before Lobo and the gang hit the field. Other than that, I don't mind dumping 3-drop Hulk for free draw. Mastermind is most likely my one "bubble" card, that I could cut him if there was a better way to draw cards AND fill my KO'd pile with Hulk cards for Carrying the Torch.
In any average game though, Mastermind gives me what I need, without being too painful to my curve.
Oh, and as I didn't post this in the initial post, my ideal curve would be:
Mastermind, Miek, Hiroim, 'Green Scar', Korg/'Gladiator', Lobo (and lots of them!), etc.
FWIW, I would lose the Skreeee and Strongest One and replace it with 4x Great Arena and more copies of Imperial Dreadnaught and/or Bloodsport. In my experience, Hulk has no trouble beating all hidden decks just by outrunning them, so there's no need to waste deck space on (effectively) a +2 ATK pump.
And there are quite a few match-ups that are MUCH easier to win if you have Great Arena. I played Hulk in Columbus and I had 4 losses on day one. 3 of them were winnable if I had drawn into Great Arena by turn 4 as I normally did, but I either missed it or drew it far too late in all 3. Great Arena is extremely important to the deck, even if you are playing what you consider an all-aggro build.
I would suggest using Savage Beatdown instead of Trouble with Dinosaurs. If your are planning to have more than 1 character out it will be a better fit for your needs.
I would suggest using Savage Beatdown instead of Trouble with Dinosaurs. If your are planning to have more than 1 character out it will be a better fit for your needs.
Realistically, how often would he have more than 3 characters on the field on his kill turn? If the answer is "rarely," and I think it is, then Trouble is clearly better.
Realistically, how often would he have more than 3 characters on the field on his kill turn? If the answer is "rarely," and I think it is, then Trouble is clearly better.
I'm just sayin that here clearly mentioned making sure he has multiple Hulks out. To me I would go with a reliable +5 atk than a variable +0-7 atk.
Lets say he gets to turn 8 with 2 Lobos and 2 Hulks and decides to recruit another Hulk. That makes 5 characters on the field and making Trouble with Dinosaurs a +3 atk.
I am not saying at certain points in the game that Trouble wouldn't be useful, I'm just making a conjecture that he wants multiple characters out and Savage works better in that environment.
It is much like the difference between Cover Fire and Acro Dodge, CoverFire is good with many characters(with range) out while Acro doge is useful in any situation.
Great Arena is a good suggestion, and well worth including.
Imperial Dreadnaught, not so much. Flight is nice, but I can't use it on my Lobo's since they aren't Warbound.
Cutting SKREEEEEEE! would be easy, but I'd prefer to keep Strongest One Their Is, as it's a stunner that I can use on my Loblo-Hulks to tip the scales in board presence. Bloodsport would be easier to cut.
Savage Beatdown vs. Trouble With Dinosaurs was my hardest choice to work with in this deck. TwD has a definite sliding scale, where the attack pump really drops after turn 5. Unless I'm facing stall, though, it's a solid +5/6 up to and including my kill turn. I will consider switching it out for greater consistency.
If that's the case, then you might as well cut it entirely. Since you have no way of searching for it, there's little point in running a single copy. The odds of drawing it when you need it are extremely small.
The real value in running Imperial Dreadnaught BTW is for the ability to stun your own characters, not the flight. Suppose you have a single Hulk 4 on the field, and it's your turn 5 recruit. You can activate Imperial Dreadnaught to stun him, remove his gamma counter to stun their little guys, then go ahead and recruit Hulk 5 with boost and stun their 4 drop. You can also use it on Mastermind if they try to Skreee! her and attack for huge breakthrough. In the mirror, you can use it when Hulk tries to swing in with a huge load of attack pumps. Stun the defender to reset the attack, wasting the pumps. You can also use it on Hiroim to trigger his effect, in cases where he and Hulk are both on the field on 4 and you need to get him off the field so you can use Hulk's gamma counter.