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No Man Escapes the Manhunters
Characters: 30
4 x Lana Lang, Manhunter Sleeper
4 x Harlequin, Molly Maine-Scott
4 x Manhunter Protector, Army
5 x Manhunter Engineer, Army
5 x Manhunter Soldier, Army
4 x Sleeper Agent, Manhunter Sleeper
4 x Pan, Manhunter Duplicate
Locations: 8
4 x Birthing Chamber
4 x Underground Complex
Plot-Twists: 25
4 x Ole!
4 x Fire Support
4 x Manhunter Science
4 x Only a Friend Can Betray You
4 x Plans Within Plans
4 x Rebellion on Oa
Total: 63
This deck is based a lot around winning by turn 5 generally. I don't let my resources climb above 4 (engineer, Sleeper etc.), hence the entirely off-curve plans of this deck. Their characters don't ready if things are played properly, my characters are still usefull on later turns (Birthing, Science etc.), with Rebellion on Oa, they have problems keeping their stunned characters in the game at all, meaning they end up relying on the newer drop they recruit which I can team-attack down...
What improvements can be made? I really like Pan, but I might be dropping him as I'd like to include Shock Troops as a PT...
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i play a manhunters deck similar to this one but u mite want to play orinda to save at least one soldier and one engineer. drop the pans for shock troops because in a swarm deck u dont need pan. i play 2 manhunters are a myth due to cards that mite hurt them. other than that the deck looks pretty nasty to play against.
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The boy who would be doom
Guest
I dont like Rebellion on Oa, its quiet tough to play.
I would remove the Engineers completely (the exhausting is not worth it) and add more soldiers. Lana is ok, but i rather have Snipers so that you can use Undergroud better, and Infiltrator rather than Harlequin (although i know how nasty she can be).
You should add Manhunter Transphere intead (this card is good, if your gonna have 2 characters stunned then this card rocks) and Excavators, so that you have a better scale when your get to turn 5~6. I personally use Red Rocket, sometimes pulling him out turn 5 is devastating to your opponent, even at the cost of your board advantage.
Fire Support... Hmm this card is ok, but i think Apok Hospital is much better, since the chatacter wouldnt recovery next turn, but its harder to use of course. Exhausting your opponents character is not useful, you will be stunning him on your inititative anywaz, if not then you are just stall, which is bad for this type of swarm deck.
Im still testing out the deck, resource destructing decks are much more difficult to test -_- only the TNB was easy to manage, but the new EE and MH deck are difficult.
Hopefully you can help my with your feedback too.
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How about this for more of an Army swing on things. I'm just scared about this turning into a Curve-Hunter deck LOL
Characters: 30
5 x Manhunter Sniper, Army
5 x Manhunter Infiltrator, Army
4 x Manhunter Protector, Army
8 x Manhunter Soldier, Army
4 x Sleeper Agent, Manhunter Sleeper
4 x Manhunter Excavator, Army
Locations: 7
4 x Birthing Chamber
3 x Underground Complex
Plot-Twists: 25
4 x Ole!
4 x Shock Troops
4 x Manhunter Transphere
4 x Manhunter Science
4 x Only a Friend Can Betray You
4 x Plans Within Plans
Total: 62
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 Originally Posted by sjbonnar
Characters: 30
5 x Manhunter Sniper, Army
5 x Manhunter Infiltrator, Army
4 x Manhunter Protector, Army
8 x Manhunter Soldier, Army
4 x Sleeper Agent, Manhunter Sleeper
4 x Manhunter Excavator, Army
Locations: 7
4 x Birthing Chamber
3 x Underground Complex
Plot-Twists: 25
4 x Ole!
4 x Shock Troops
4 x Manhunter Transphere
4 x Manhunter Science
4 x Only a Friend Can Betray You
4 x Plans Within Plans
Total: 62
Not enough Characters and too many Plot twists. Your objective is to get alot of characters out and fast. I find Manhunter Transphere not very useful. I find that Rebellion On Oa is more useful since your going to be having character advantage 75% of the time, you'll be team attacking alot so lots of KO's. 4 Birthing Chambers and 4 Manhunter Science are too much. I'd drop them to 3 each and put in 2 Fire Support (while you may get a simple 3 drop stunned, their 4-6 drop cant ready next turn). I happen to like the engineer. With him you never have a dead draw. By turn 6 I put 2 Sleeper Agents and a Hunter Giant into the resource row while boosing out a Excavator (for the engineer) and then putting the agents and Giant out. 5 resource points gives me 5 characters (with a total worth of 20 resource points in recruit cost, eat that Vomit sents!).
Heres what my deck looks like:
41 Characters:
1 Drop:
4 Manhunter Sniper
2 Drop:
5 Manhunter Protector
3 Drop:
6 Manhunter Gaurdsman
7 Manhunter Soldier
4 Manhunter Engineer
4 Drop:
4 Manhunter Excavator
4 Sleeper Agent
5 Drop:
3 Rocket Red
4 Manhunter Giant
19 Plot Twists:
4 No Man Escapes The Manhunters
4 Plans Within Plans
4 Rebellion On Oa
3 Manhunter Science
2 Only A Friend Can Betray You
2 Fire Support (I cant figure out if I want to run 4 of these or OAFCBY)
5 Locations:
3 Birthing Chamber
2 Underground Complex
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For a build that can play against stronger decks, I suggest you put in a 6 drop. It can give more to the consistency of your game. After tweaking my deck, its the 6 drop with usually helps more. a boosted Excavator may be good, but nothing beats a 6 drop hitting their smaller drops for the crucial breakthrough or stun needed in turn 6. Oh yeah, I play my Manhunter deck against Golden Age decks so my deck has been tweaked alot already. Not saying that mine is the best but it works anyhow...
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I removed a couple of six drops and plugged in Guy Gardner (5) for that boost on the final turn 6. Hope it works.
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