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Three-Card Monte(4)
Sinister Disciples(4)
Messiah Complex(4)
Omnipotence(4)
Mobilize(4)
The Pale Rider(2)
Cutting Loose(4)
Flying Kick(4)
Combat Reflexes(2)
Locations(2):
Neverland(2)
Total Cards: 61
With this deck you need to last until turn 6, then you become pretty powerful. Three-Card Monte for your first stun, and use Gambit's ability for your second stun. If you didn't have initiative, you've pretty much stolen it. Meanwhile, Joanna Cargil is growing.
The trick is lasting until turn 6. You're going to do that by exhausting a lot of guys. Mr. Sinister is your main 3 drop. He allows you to use the Pale Rider and Neverland. Random is your main 4 drop for an exhaust hopefully every turn.
4 drop Gambit and Sunfire give you more options. Having a shifted Gambit really does a lot for you, especially in conjunction with Random. And if you absolutely need to use Three-Card Monte before turn 6, you bring him in. You can shift Sunfire early for exhausts every turn. Bring him out later for some combat. He also has version Famine allowing you further access to Pale Rider.
It is a high priority to put Sinister Disciples and Messiah Complexes into your resource row. They need to be there for turn 6. The Omnipotences are there to call out Pathetic Attempt. Also, it is important to have cards in hand, so don't power-up or play plot twists from hand unless you have to. You want to have 5 cards in hand on turn 6, so you can free stun their 6 and 5. The combat pumps included in this deck are weak compared to Savage and Dinosaurs, but I include them because they can be played at any time. Gambit's ability should never be left to chance.