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I based part of the curve on WisCago's build back at Worlds, because it was freakin' amazing.
I'd like for this to be tailored to handle Exiles, and what with the Vulcan combo underdroping for red skull on turn 5 might be viable what with your lifegain and radman limiting their ability to burn you for lethal.
Cyke can stun and stall. Figure he's the best one to run since I'm running +1/+1 counters anyways =/
* Run Hail Hydra! instead of Double Agent, since it's easy to play and does wonders for your deck. (I know you miss out on endurance gain, but still.)
* If you're going Red Skull, go and play the 5-drop, and run Cosmic Cube. It will help with all of your 1-ofs.
* Run Forge on turn 2, and switch the Cyclops to 4-drop instead of playing conflicting 3-drops. Or play Captain on 4.
* I don't think Moonstar's going to get you much in the long run.
* I Am Doom costs 4, at which point you better have already gotten your counters. Switch it out for some Beatdowns or something. If you still want counter manipulation, go with Speedball is Dead.
* As much as you want to protect your Radioactive Man, moving him to the hidden is a BAD choice against 3 3-drops on turn 4. Underground Movement may not be so great for you.
If Radman doesn't hide, then he's useless. Hail Hydra doesn't do anything for me that UM doesn't already do; I was just looking for extra life gain. Dual Agent is cut-able, sure. Captain is a great idea. I was hoping moonstar would dig enough plots that using 2x concussive force on the big exiles turn would be enough. And I forgot about miguel again. hm...
17 characters to 48 PT seems a little off to me. Especially with only 4 tutors (which only work if you've got a character out) and no draw besides moonstar.
I think you need more presence early on and agree with thefilth that forge is a great inclusion at two with Radman.
Also 8 PT that can only be played if you have your non-primary three drop out seems bad.
I say cut cyclops all together and focus the deck more tightly on the other aspects.