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Another reason why they didn't make the announcement Friday (when Scott mentioned it) is that [warning: pure supposition here] they may be considering additional bans, or format specific bans.
I'd rather they do their homework and get it right. I can wait a weekend. ;)
i really hope ude does not have two seperate ban list...and i pray to god they do not ban golden age
Exactly what would be wrong with seperate banned lists? How hard would it honestly be to refer to one or the other during the course of that season? I think there should be, because maybe "said" card is causing problems in Golden but not in Silver or Modern, should we ban it from competitive play all together because of that?
I am an average player with a good budget. I usually buy 3-4 boxes of each set. Recently the game has really started to suck. Sitting watching your opponent have a 10 minute build phase while you twiddle your thumbs is no fun. UDE please make the game about combat not combos and fun again. I have bought no boxes of Legions.
Combo should be part of the game, but it should have to work to survive, with a good strategy in the early game that involves at least some combat interaction. Nega-Bomb going off on 7 with a lot of work would be fair. Nega-Bomb on 4 or 5 isn't. Similarly if one can get captain marvel 8 to work they deserve to win the game off it because:
1. It's an 8 drop.
2. They need 25 spare endurance.
I agree every deck should have to interact with the combat phase in a significant way, and multiple long build phases by a deck is bad for the game. I think its ok if a deck has one big turn on the build phase like say (Kree VU on 5 and/or 6) where things can get very complicated.
Also a seperate banned list is really needed for the game. There are cards that should be a part of golden or silver that may need to be banned in say modern or silver and vice versa.
For example quicksilver (2) is quite possibly worthy of banning in GA because its very problematic in a format where you have +4 for turn pumps, but its a fair and interesting card in modern where the for turn pumps basically give +2.
The Wishes in Magic, in casual play, could get any card from your collection. In competitive play, they could get any card from your sideboard or from the RFG zone.
Combo should be part of the game, but it should have to work to survive, with a good strategy in the early game that involves at least some combat interaction. Nega-Bomb going off on 7 with a lot of work would be fair. Nega-Bomb on 4 or 5 isn't. Similarly if one can get captain marvel 8 to work they deserve to win the game off it because:
1. It's an 8 drop.
2. They need 25 spare endurance.
I agree every deck should have to interact with the combat phase in a significant way, and multiple long build phases by a deck is bad for the game. I think its ok if a deck has one big turn on the build phase like say (Kree VU on 5 and/or 6) where things can get very complicated.
Also a seperate banned list is really needed for the game. There are cards that should be a part of golden or silver that may need to be banned in say modern or silver and vice versa.
For example quicksilver (2) is quite possibly worthy of banning in GA because its very problematic in a format where you have +4 for turn pumps, but its a fair and interesting card in modern where the for turn pumps basically give +2.
There's /one/ for the turn pump in GA that isn't in SA (Megablast). The difference, iirc, is there is more /burn/ to seal the deal in GA.
And honestly, I still think Kree is more problematic than many combo decks... they just spit on conventional curve.
There's /one/ for the turn pump in GA that isn't in SA (Megablast). The difference, iirc, is there is more /burn/ to seal the deal in GA.
I've got a solid SA burn deck built that routinely wins on turn 5 and can win on turn 4 that doesn't even bother to use the Quickfate engine. There are ways to counter it, certainly, but arguing that there's not enough burn tech in Silver to fuel the deck is, well, one of the more interesting ones to say the least.
I've got a solid SA burn deck built that routinely wins on turn 5 and can win on turn 4 that doesn't even bother to use the Quickfate engine. There are ways to counter it, certainly, but arguing that there's not enough burn tech in Silver to fuel the deck is, well, one of the more interesting ones to say the least.
As I recall, finishing people off with Advanced Hardware is the trick that ends up missing.
It's only maybe 2-4 points difference in the average game... but that can be important.
Actually, the other issue may be that the GA meta is just different... less combat focused and less KO effects, so Quicksilver can smash everything in his path more often?
Dunno for sure... but the fact is, losing Megablast alone cannot be the problem.... unless Quickfate IS SA viable. :)
As I recall, finishing people off with Advanced Hardware is the trick that ends up missing.
Advanced Hardware is great but again unnecessary. There's plenty of burn in the Energy mutant cards - that combined with Golden Archer and Fiero is usually game.
Having to hit your fourth resource with that deck can be a crippler, at least from the coverage - too likely to deactivate Quicksilver.
If Quicksilver hasn't done 30-35 damage by the end of turn 3 your deck's misfired anyway. Once he's done his job, Golden Archer and Fiero and Die For Darkseid mop up.