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lol Search for the Shadowpact Heralds thread with the combo that uses Bart Allen to gain infinite endurence via 4 drop Human Torch as the Invisible Man. There's a better build later in the thread using a Midnight Sons engine.
We all know that UDE wants to avoid the "infinite loop" situations that essentially remove player interaction, but have they defined their "standard" for ban/errata regarding these combos?
We had "Hide Johnny" nailed essentially on the drive home from the HOG PCQ. Slightly different build from the two I've seen here on the Realms, but it all came from a discussion of how terrible Bart Allen (seemingly) was. Torch set off lightbulbs over Guinness at the Orlando Ale House for a few of us while others were salivating over the Moloids combo.
Now, I'm talking about a group of experienced gamers here, but to look at two cards and see two infinite combos made possible from a single set release seemed a bit ridiculous. Makes me wonder if R&D even playtests outside of the set.
Anyway, with that in mind, any ideas where that "line" is drawn? Why nuke (thanks Stu) a combo like Fiddler/GBNF (or Moloids for that matter) that regularly take multiple teams and don't go off until later turns while allowing Jackal and Bart to hang around with such OBVIOUS interaction issues? It makes my head hurt to think of the time wasted on playtesting against these decks just to see them nuked a week or two before the PC.
not to compare poop to gold but one thing that is a constant in yugioh is that any 1st turn kill deck gets banned pretty much immediately. 1st turn/one turn kill decks in that game are pretty terrible and just involve one player sitting there whule the other player wins.
infinite loops are comprable in vs., a combo like this that goes off on 5 or the other infinite combo that goes off on turn 2-3 are just bad for the game and should be banned. Infinite loops should not be allowed to exist pre turn 8-9 its as simple as that.