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Originally posted by kdem2357 Wow, now this is just funny. Have you ever tested Image Inducer? It is amazing in squad. Being able to team up Joystick and Melissa Gold while giving them +2 is huge.
Why would teaming them up matter? Obviously not to team attack, and for reinforcement, framistat does that anyway.
Originally posted by Wrathraven I surely take issue with this, Dazzler is a very good 1-drop you HEATHEN!
Yeah well... the problem was that, in 14 matches, I never ONCE got to use her effect! Maybe that has something to do with the fact that I was playing against a lot of good players, and they anticipated my shenanigans. But it probably has more to do with the fact that I have the worst luck EVER!
Originally posted by Fay Why would teaming them up matter? Obviously not to team attack, and for reinforcement, framistat does that anyway.
Teaming up gives the bonuses for Rocket Central, or even Mech Bay if the deck runs it. It is also transferable, so you can equip it on turn one, then transfer it every turn to whoever needs it every turn after that.
all i have to say is that if there was no image inducer in kdem's deck at 10k austin, i likely would have won our match...thats how important it was...made me take a stun back through rocket central and then allowed his 9/5 (!!!!!) 1 drop own face on my 4 AND 5 drop...but ya, its a crappy card....psh...
Originally posted by Stew_McGruff Teaming up gives the bonuses for Rocket Central, or even Mech Bay if the deck runs it. It is also transferable, so you can equip it on turn one, then transfer it every turn to whoever needs it every turn after that.
Though it is transferable, it tends to interfere with your thunder jets, as you will either move it and be stuck with an extra card in hand, or leave it on the less desired character. I see it more as framistat being useful on the earlier turns, as it gives ape x something to do besides sit and be a target, while image inducer is slightly better later due to the 0 cost. The squadron deck doesnt go long enough to make inducer better. This is a moot point though, as equipment drawn on later turns tend to go into the row, making the inclusion of the stronger early game card a better choice.
I don't know about you, but when i draw Equipment I play it on my drop that turn. Meanwhile, I have to Exhaust someone to make framistat useful. Framistat is ok. Image Inducer is infinitely better.
Image Inducer is just too good in Squad. I can't believe you don't think it's good in that particular deck. Having access to Rocket Central and Airskimmer bonuses for your non-Squad characters (not to mention the +2 ATK bonus) at no cost of a team-up card is ridiculous. I think that is one of the more obvious card choices to put in Squad.
Dr. Light - Absolutly useless, this is seriously a fluke of 200 people getting a massive brain tumor all at once during PC Indy.
Dr. Doom - Clearly the most overrated card ever. I would prefer to play a boosted Mad Hatter with Framstat any day over this pile of junk.
Image Inducer - Once again, a case where all of the best and most succesful pro players on the circut are wrong, all at the same time. What a worthless crap pile. Mother Box is clearly superior.
I dont think shrink is that bad considering it was played in the modern format. Personally I'd go ac dodge but if you have shinobi shaw alone with a shaw industries and a counter on him that +2 def that shrink gives can be huge, meanwhile the -2 attack is not a big deasl(I think I worded that wrong but you get the idea)
Originally posted by jimi_berluti im gonna have to agree with adam. in a land of +3 attack pumps, a +2 defensive pump(shrink) is sub-par to say the least.
What I want to know is how did you use Shrink?
Did you use it to stem the tide of early attacks before you could get to establish your base?
Did you use it to shrink a massively large attack?
Or did you use it with your own characters to give it a +4 DEF in conjunction with Shaw industries??