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3-drop
4 Poison Ivy, Intoxicating
1 Iceman, Jack Frost
4-drop
4 Cyclops, Man of Action
1 Sinestro, Yellow Lantern
5-drop
4 Black Manta, Underwater Marauder
1 Mystique, Foxx
6-drop
1 Polaris, Back in the Fold
1 Deathstroke, Killing Machine
7-drop
1 Doomsday, Engine of Destruction
8-drop
1 Cyclops, Mutant Messiah
Locations (3)
3 Remote Facility
Plot Twists (25)
4 Agility
4 Concussive Force
3 First Class
4 Marvel Crossover, Team-Up
4 Optic Blast
4 Straight to the Grave
2 The Multiverse, Team-Up
With almost all but one 1 drop going into the concealed area what's the point of using Cyclops as the 4th turn drop? I mean Dr. Sivana is also concealed so I doubt very much that your intending to use his ability right? So my question is why not just play The Captain?
I don't see the point to playing the Captain except drawing cards and besides that I wouldn't be able to reinforce, team-attack or play team-stamped cards on him, so I'd have to waste a team-up. I prefer actually playing the legend and sticking to the team... it just makes things easier. Also, for the ability, it's possible to stun a 2/3-drop since both Ivy and Charaxes will bring visible guys into play. You could always wait until turn 5 if you want to stun a 3-drop.
In the end, I play 4-drop Cyclops for the legend cards, that's what he's good for and the ability I could care less about.
I think the biggest question the deck begs is why team up in the first place? Recurring Layla is OK, but Riddler and Chemo are generally better anyway. Run Captain at 4, maybe a Cyclops at 6 "just for the name". The important key is you're using up 6 slots for a teamup that is of very marginal benefit (Polaris, a little bit on Ivy). It seems you'd be better off putting in more effective cards in those slots rather than worrying about the teamup.
The Captain's point IS card draw; that's what makes him good :).
Also, more search and / or more characters; 4 STTGs won't cut it when you're running 2 6s 1 7.