You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
When Spider-Man comes into play, you may KO a face up resource you control. If you do, search your deck for a card named Maximum Clonage, reveal it, put it in your resource row and shuffle your deck.
---
My version of Maximum Clonage, a few pages back:
---
Maximum Clonage
Cost: 3
Ongoing:
Characters named Spider-Man are not unique.
Discard a card named Spider-Man -> Target character gets +2 DEF this attack.
---
Problem with that first card. It allows you to get a free extra resource. How about...
When Spider-Man comes into play, you may KO target resource you control. If you do, search your deck for a card named Maximum Clonage, reveal it, put it in your resource row and shuffle your deck.
(before, you could replace a resource, and then add the Maximum Clonage to your resource row as an additional resource....)
Play only if you have a defender named Spider-Man and only when team attacked.
As an additional cost to play Nice Footwork, Guys, exhaust your defending Spider-Man. He cannot ready this turn.
Remove Spider-Man from the attack. The characters involved in the team attack vs Spider-Man are considered to be in combat with each other. If two or more characters your opponent controls become stunned as a result, lose endurance equal to the highest cost character that is stunned and return that character to its owner's hand.
---
Ricochet, Slingers
Spider-Friends / Cost: 2
Range
ATK 2 / DEF 3
Evasion.
Activate -> Negate plot twist or payment effect that targets a Spider-Friend character you control.
Discard Ricochet -> Negate plot twist or payment effect that targets a Spider-Friend character you control. Use this power only if Ricochet is in your hand.
---
Hornet, Slingers
Spider-Friends / Cost: 3
Flight / Range
ATK 4 / DEF 5
Other Slingers characters you control can attack as though they have flight and get +1 ATK while attacking.
Discard Hornet -> Target Spider-Friends character has flight this turn and gets +2 attack while attacking this turn. Use this power only if Hornet is in your hand.
---
Prodigy, Slingers
Spider-Friends / Cost: 4
Flight
ATK 7 / DEF 8
Other Slingers characters you control get +1 DEF.
Discard Prodigy -> Target Spider-Friends defender you control has invulnerability and gets +3 DEF this attack. Use this power only if Prodigy is in your hand.
---
Dusk, Slingers
Spider-Friends / Cost: 5
Flight / Range
ATK 9 / DEF 9
Evasion.
Other Slingers characters you control can attack as though they have range.
Discard Dusk -> Remove target attacker with cost 5 or less from this attack. Use this power only if Dusk is in your hand.
---
How would Mental stall decks do in Golden Age? :) I was thinking of a replacement for Cover Fire when I thought that card up, it doesn't make sense that they have all these Energy powers and no way to 'deflect' attacks on defense, so this card makes them do that...
Originally posted by LabRat How would Mental stall decks do in Golden Age? :) I was thinking of a replacement for Cover Fire when I thought that card up, it doesn't make sense that they have all these Energy powers and no way to 'deflect' attacks on defense, so this card makes them do that...
I'll keep this brief because it is off topic for this thread...but, Mental is not actually a stall engine, it is a defensive wall engine. The point is to thrawt you opponents attacks from about turn 4 on. Once Emma Frost can start cycling PT's over and over again, and the mad card draw they get with Sage and Tarot and Professor X, it becomes very difficult to pound your way through....a Lost City deck can do it, and Injustice Gang can limit the PT use as well as Doom causes problems. Titans just shoot you out of combat....so, Mental has some issues. In silver, it is very strong. In Marvel Modern it is dominant.
You card would be very strong for a mental deck for that reason. It would require using Psi-link, but it would be worth it.
In an energy deck, it would add to their stall techniques along with Magnetic Force and such....it would be a good enough reason to consider joining Mental and Energy into one deck.
The Punisher
Spider Swater
Spider-Freinds
Rc:1
Att:4
Def:4
must have one peice of equemt on him to attack. if the equemnt bumps up the attack take one point of damge for each attack turn.
Flavor Text
i guess we have got to work toghter on this one...
--------------------
A Pitcure says a 1000 words
PT
TH4
target a char an oppent controlls with A Pitcure says a 1000 words and the next attack turn you get target char takes no damge from the target char oppent controlls. you take 1 one of damge. you may not play any other polt twist this trun.
--------------------
Spidermoblie
EQ
RC:2
Spidermoblie may only be played on Spiderman. trasnfurable. unquine.
char equoited with Spidermoblie has range and gets double thier base def. KO Spidermoblie after you attack with equitped char.
i dont think maximum clonage is good enough ...
heck superman can "waterfall," so i think spidey should get a little more than +2 def. how about:
spiderman is not unique.
discard a character named spiderman --> target character named spiderman gets powered up and all other characters named spiderman you control get +1/+1 this turn
Spider-Man
Stark Suit
Registered Hero
RC 6
Atk 13
Def 13
Flight
Range
Evasion
Spider-Man has invulnerability when evading.
Whenever Spider-Man Evades, put a +1/+1 counter of him and target character cannot ready this turn.
Whenever a character that has been stunned by Spider-Man this game stuns Spider-Man, recover and ready Spider-Man.
Flavor: "What, a new suit already? The other suit is less than 24 hours old, Tony"
Tony Stark
Mr. Foresight
Registered Hero
RC 1
Atk 1
Def 1
Whenever Tony Stark is attacked, you may remove him from the game and search your deck for a character named Iron Man with cost up to the number or resources you control +2. If you do, Iron Man may not cause breakthrough this turn and you lose endurance equal to Iron Man's recruit cost.
Activate-->Look at a face down resource an opponent controls. If your deck contains that card, you may search your deck for that card, reveal it and put it in your hand. Use this power only once per turn and only if you have a face up resource and a face down resource.