2 drop 4xFranklin richards (move hidden / visible cosmic surge ability) 2x black bolt
3 drop 4x Tonada (+4ATT cosmic surge)
4 drop 4x Nahree
5 drop 4x Shinobi Shaw
6 drop 2x that new HFC guy
7 drop 1x Sabastian shaw
Misc 2x Mizzy -- Won't drop him, but he can feed discard effects.
Plot twists 4x extended family (teamup that gives cosmic) 3x army of one 3x join the club 2x fate has spoken 1x power and wealth
Locations 3x shaw industries 2x Attilan (tutor) 3x blue area of the moon 3x fate's tower
equipment 3 each of the fate artifacts.
So basically the plan is to hit the 3 drop with BAOTM and Shaw industries (or fate's tower) in play, flip the teamup and drop a fate artifact or two on tonada. That will make tonada really figging huge on 3. she starts at 4/4, so she'll hit cosmic, which makes her an 8/4 BAOTM makes her 8/7 on the attack, Fate can make her up to 12/11 and shaw industries will make her a 14/13 on the attack. Then you can fate has spoken with her on turn 4 for more massive damage.
Strong? Yes. Janky? You know it. If it goes off? Fun as hell(fire)!
As an aside -- I am a bit over 60 cards. I may drop my 6 and 7 drops since if the deck hits right they are filler anyway.
Last Edit: Sept 21, 2006 10:02:23 GMT -5 by Zxqueb
Post by warlord1985 on Sept 22, 2006 16:56:52 GMT -5
You've only got 28 characters by my count including Mxy. Thats not a very high count even with character searches. I would add in 2 Jolen 3 drop and 1 Dewoz 4 drop.
You are very plot twist and location heavy with the fate artifacts. I would cut something somewhere. Probly the Power and Wealth, the teamup, and 1 Dr. Fates Tower. That will help make your character curve better. The Mxy can still be discard fodder but the consistency is much better. Plus, Jolen is a beast. I really don't like Mr. Sinister at all, but its your choice. Personally, 6 drops with Activated powers need to be gamebreaking, not average.
What are the HFC Iniative's in their for at all? The only thing I could see is dropping them for their alternate cost and to teamup since your lowdrops have no HFC otherwise.
Tonaja is Concealed only, so she'll have to be moved. Hope you have Himalayan by then.
I really like 2 drop Black Bolt, but San would be better in a deck that has LOTS of locations that you want to get.
Post by warlord1985 on Oct 4, 2006 13:54:51 GMT -5
I was thinking about a Teamup with Anti-Matter. They have ALOT of concealed optional characters, have movement effects, great abilities that work with the hidden area, and decent support cards.
2 drops to add: Brainiac 2. Simply put he is awesome. He can turn any dead card in hand into a mild pump. It could really help with minimizing stunbacks with the hidden character pumps.
Deadeye: a 3/1 with range, this character is intriguing. He KO's himself and the attacker/defender that he stuns. Not as good as Brainiac, but useful.
3 drops to add: Slipstream. An awesome character that readies itself whenever it attacks. Decent
4 drops to add: General Fabricant. His stats are solid and his ability makes him VERY playable in an all concealed deck. Tonaja can swing up the curve with no effort, then Fab can swing down.
Frostbite: A 7/6 is mildly respectable. Her ability really intrigues me because it makes more characters not ready at all.
5 drops to add: Johnny Quick. Like slipstream, can swing twice. with an added Royal guard could be menacing.
I like my 6 drops this far.
7 drops to add: Ultraman. He dissallows attacks to characters he protects. Awesome. He KO's defenders. Awesome. He's concealed optional. Awesome. Not a bad character overall. His defense sucks, but there are locations for that.
Those are the characters I am considering adding for my reasons. I like the flexibility that they offer as a whole.
Plot Twists: Thunderous Onslaught. +2 atk and no stun. Awesome. Good for Johnny, Slipstream, Nahrees, Karnak...etc.
Cosmic Conflict: Huge +4 atk and move to visible. Bash more face!
Matter Convergence: I need more Atk and my Onslaught wasn't enough. Good if characters get pulled out and stuck.
Those plot twists give ALOT more attack power that I need.
Locations to add: Anti-Matter Cannon. Exhaust a character to replace a location. This card grants me multiple uses for a Have a Blast! effect, at no card disadvantage. Deep Green, Hellfire, etc. all have needed locations, this can definetly help with that process.
All these cards are good and I think they can work.
My current Inhumans Build.
60 cards even.
Characters 31 3 Lockjaw (I only own 3) 4 San 1 Blackbolt (I forgot to run Franklin ) 4 Jolen 2 Tonaja 4 Nahress 2 Dewoz (after consideration hes leaving no matter what) 2 Karnak 2 Alaris 3 Medusa 1 Dinu 2 Gorgon 1 Blackbolt
Plot Twists: 17 3 Power Struggle 3 Waking the Ancestors 2 The Outside world 3 Exploiting the Flaw 2 Royal Guard 2 Slobberin Time 2 Terragenesis
Locations: 12 3 Blue Area of the Moon 3 Himalayan Enclave 2 Attilan 2 The Great Refuge (I only own 2) 2 The Substructure
I probly be able to lose the Substructure. Out of my locations. Take out the Outside world and drop Slobberin Times to all-together to get 1 more Royal Guard and add in some of the other pumps like Thunderous Onslaught. I can make EtF, BAotM, and HE all 2 ofs. That frees me 3 slots I can add in 3 Extended Family. I want to add 1 Soul World for character recursion for the discards. I can possibly even shave off Lockjaws since my characters are not mono-team anymore. Run a maximum 8 2 drops and add another 3 drop slot.
You don't have anyway to move your concealed guys around easily. Maybe add the Himalayan doohickey or the Hellfire Club.
You don't have much search for equipments early, maybe add Cannibal tech or Blue Beetles or Ape X's.
Why Mr. Sinister at 6? I was hoping for an awesome Mr Sinister on Six and unfortunately he wasn't what I wanted.
I've always been a fan of the Hellfire Club and the Inhumans are cool too. If I sound negative in my questioning, I apologize and it wasn't my intent.
Lumpy, if you want to know the real reason, it's this:
While I do ok at miniature games, I SUCK at card games. I have an insanely hard time figuring combos and proportions.
It's true! I'm terrible. Don't tell Dave.
Ok -- That's not quite accurate... I'm not bad at the PLAYING of card games, just the deckbuilding part.
As for the half baked reasons why I chose what I chose...
HFC Initiates. You don't need to pay for them. They are discard fodder for Join the Club. They allow you to play franklin and Tonada and still team up with HFC on 3 even if you don't draw them until turn 3. Shaw industries requires you to have 2 or more hidden HFC members.
Franklin can move guys around a bit. And yeah, I had "the hellfire club" in there and meant to leave it, but edited it out by mistake.
Sinister on 6: Um. Er.. I have him? And he's new?
Not a good reason, I know. I'll put mags back in. *sigh*