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I was thinking about Thunderbolts again ... and was suprised about how much I missed.
Anyway, here's a list of stuff that Thunderbolts have that would help with handsize issues:
Beetle Mark IV is a big leader.
Dallas is a source of card draw [the 1-drop] ... that's one thing I forgot about.
Helmut Zemo ... both drops ... give some leadership bonuses
Jolt would be the combo person likely ... being able to get a massive attack when you get enough ready Maddroxii on the field.
Joystick would benefit from the hand draining caused by Madroxii
Paul Ebersol <> Techno allows for a bounce of a card from the ringside pile.
Plant Man <> Blackheath ... it would be difficult for him to return Plant Man, but he can return Dallas for 'free' and use her for a card draw [since she'd be "most likely to KO" in most situations]
Deadly Conspiracy, as stated before, provides a card draw and combos with the little Helmut Zemo.
Win Lose Deal is the biggest 'bang for your buck'.
If you go with the Faces of Evil design [in order to get the benefit of said card]
You have:
Evil Reborn -> if played from the resource row allows you to kill a character and grab a card, netting 'handsize' increase ... not to mention that you get to look for a Madroxii specifically if that is what you need.
Hard Sound Construct -> Combo's with the above card, and works similar to Plant Man in terms of returning Dallas Riordan. In fact you can HSC Dallas, use her ability, Evil Reborn her and then use Plant Man's ability to net about 3 cards off Dallas [assuming the plots are played from the resource row and you are teamed up].
Madroxxi help to acheive the 'cost' of Hero's Demise and Mystic Summons quite easily.
Character wise:
Beetle, Armorsmith allows you to search for Madroxxi
Yellowjacket, on the other hand, cannot ... but the boost 'replaces' the card in hand for recruiting her.
Heinreich Zemo has an ability that definately applies to the Maddroxii, especially when stacked with other bonuses like Faces of Evil.
Marcus Daniels <> Blackout would be VERY important to keep the Madroxii reinforced.
Paul Ebersol <> Fixer, Problem Solver avoids outside of combat plot twists ruining your small drops [but really, in Modern it would only be Avengers Disasembled anyway]
In General ... the resource point spending of the Masters, and reservists in general, can help to plug any 'holes' resulting from missing due to excessive Maddroxii.
1
Multible Man<>Jamie Madrox
army
1/1 unafill. Mutant- Physical
multible man has the team affiliations of each other character you control.
whenever multible man becomes stunned, you may remove him from the game. if you do, you may put up to two character cards named multible man from your hand to your front row.
not sure if that rains on the parade too much, but seemed to be an important aspect missed, unless i didnt see someone mention it....
Originally posted by WalterKovacs Beetle, Armorsmith allows you to search for Madroxxi
Yellowjacket, on the other hand, cannot ... but the boost 'replaces' the card in hand for recruiting her.
Actually he would either work with both or neither one. I'm not sure on the chain for Multiple Man's continuous modifier that gives him the team affiliations of all characters you control, but Beetle must search for an affiliated character. Which means that if MM gets his MoE TA, we're golden, and it would mean that Yellowjacket could nab him. If, on the other hand, the chain cannot work that way, then MM won't meet the requirements of either effect.
Originally posted by prof_dresser Actually he would either work with both or neither one. I'm not sure on the chain for Multiple Man's continuous modifier that gives him the team affiliations of all characters you control, but Beetle must search for an affiliated character. Which means that if MM gets his MoE TA, we're golden, and it would mean that Yellowjacket could nab him. If, on the other hand, the chain cannot work that way, then MM won't meet the requirements of either effect.
Ah yes ... forget about that. I remembered that Yellow jacket [like Olapet] only searched out team mates ... but forgot that Beetle was restricted to affiliated guys. Still, he can be used to set up the other stuff [odds are you shouldn't have to SEARCH for the Madroxii anyway].
As for trying to figure out a curve for Faces of Madrox ... hmm
1 - Madrox [4 cards remain in hand ... no point in using Madrox's power if you wouldn't lose a character anyway]
2 - Bettle, Armorsmith, discarding Dallas Riordan, Mayoral Aid to search for Joystick, or another copy of Dallas, etc [4 cards still in hand ... trade with both characters, replace Madrox with 2 from hand ... down to 2 cards]
3 - Plant Man <> Blackheath ... flip Faces of Evil [as many as possible] [2 cards in hand ... able to now use copies of Win/Lose Draw. If attacking ... avoid stuns. On defense, use Win Lose Draw and replace Jamie's that are stunned.]
4 - Using Plant Man, bring out a visible Dallas to draw a card ... possibly KO'ing her to Evil Reborn to draw another one. As for the recruit ... on initiative, bring out Jolt. Off initiative, Marcus Daniels <> Blackout [paying the resource point] gives you global reinforcement.
In general, from that point on, the idea would be get a large attack off with Jolt, and swarm with the rest of them ... using Plant Man to recur Dallas to get at least one extra card draw per turn ... in addition to any other tricks you can pull off [like KO'ing and Hard Lighting Dallas for extra draws, etc]
Wonderman could be a problem because he'd be able to stun Jolt ... so possibly including Callisto for 6 [counting yourself as having initiative] would be the way to go to avoid that.
In general the 'problems' that arrise from your scenarios are basically:
(a) Black Panther is concealed and so you'll have to worry about him being able to attack back during off iniatitives.
(b) Hawkeye will be able to stun a couple Madroxii per turn ... making it hard to replace them [and if you don't, you'd be losing them]. Still, a -2 to Jolt isn't THAT big of a problem ... and a Deadly conspiracy can make it only -1 with an extra card draw.
(c) Wonderman is the biggest problem, but the goal would likely be to do most of the damage on 4 or 5 anyway, and then go a different route on 6 [perhaps the Callisto path].
Another twist could be to go with the X-Men a bit and use Changeling + Plant Man and/or Hard Sound Construct to try and get out multiple copies of Dallas out by turn 4. You'd have to keep them alive, which is the problem, but they would provide a card draw each.
The strangest thing I noticed about Multiple man is that he is named backwards.
Multiple Man <> Jaimie Madrox. It is usually the Chracters name then their identity so that you can never play two chracters of the same name. So does this mean we are going to see a NON army version of Multiple man later called Jamie Madrox <> Multiple Man ?
That way you could play both without uniqueness getting in the way and it would also mean that any other versions could not be played through the army ones effect but it also means you wouldnt be able to power up one with the other.
Originally posted by VanBakura The strangest thing I noticed about Multiple man is that he is named backwards.
Multiple Man <> Jaimie Madrox. It is usually the Chracters name then their identity so that you can never play two chracters of the same name. So does this mean we are going to see a NON army version of Multiple man later called Jamie Madrox <> Multiple Man ?
That way you could play both without uniqueness getting in the way and it would also mean that any other versions could not be played through the army ones effect but it also means you wouldnt be able to power up one with the other.
It could be that. It could also be that the pair of universes (DC and Marvel) have been the homes of a large number of people with names like Multiple Man. Multi-Man jumps to mind. It really doesn't make sense that this type of deliniation happen this way, but then I'm not a game designer. :)
I noticed the name thing too. I figured that it was a way for UDE to make another Army Multiple Man in future sets. If they wanted to do that, both the Name and Version would be the same, so all that's left would be Identity for variety. So you could have Multiple Man <> Clone, Army or something like that...
'Course, Army characters never have uniqueness problems, so maybe I'm wrong. :p