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A limited exhaustion effect on a 1-drop would be nice, and fit with both the stall/survival theme of Secret Six, and Arkham's main theme.
Since there is already Sonar and Count Vertigo ...
How about an effect that 'uses' his teamates?
Exhaust a character you control, your opponent must exhaust a character with the same cost? [of their choice] Limit it to once per turn of course.
I think you almost directly quoted yourself from earlier in the thread, but the exhaustion/survival concept is still very good.
As far as the specific mechanic, I like it, but it seems like it would be more effective against curve then off-curve, and with Secret Six's alternate victory condition, I think off-curve (with a few exceptions) might be a bigger concern for Secret Six.
I was going to suggest making them exhaust characters of total cost more than or equal to the character you exhausted, but assuming the character is filling Fiddler's "pay extra cost to play free" 1-drop role (which in a curve deck that wants character #s in play, I would assume it would still be), that ability might be a bit overpowered in later drops.
As an alternative though, what about paying some cost to exhuast all opposing characters of cost 2 or less? or even 3 or less?
You may discard an Arkham Inmates or Secret Six character card instead of paying Mad Hatter's recruit cost.
Activate, Stun Mad Hatter -> Exhaust all characters with a cost of 2 or less. Use this power only during the combat phase.
Still seems like the ability is too 'cheap' for it's cost ... added the stun so that it's a bit riskier to pull off ... and the combat phase restriction means that you can't play a 2-drop AFTER his ability goes off, so you are restricted the same way [although you could Puppet Master and chain with the ability.]
Maybe he KOs to use the effect instead of stun? [the alternate recruit cost making it worthwhile to do it that way ... but you want to keep him play for a turn if you intend to win the following turn].
You may discard an Arkham Inmates or Secret Six character card instead of paying Mad Hatter's recruit cost.
Activate, Stun Mad Hatter -> Exhaust all characters with a cost of 2 or less. Use this power only during the combat phase.
Still seems like the ability is too 'cheap' for it's cost ... added the stun so that it's a bit riskier to pull off ... and the combat phase restriction means that you can't play a 2-drop AFTER his ability goes off, so you are restricted the same way [although you could Puppet Master and chain with the ability.]
Maybe he KOs to use the effect instead of stun? [the alternate recruit cost making it worthwhile to do it that way ... but you want to keep him play for a turn if you intend to win the following turn].
You're right, that should probably have some sort of additional cost - maybe extra endurance loss? The KO thing might also work well - possibly better. In fact ... yeah, I'd go with the KO thing over the endurance lost, at least at first thought.
Also ... uhm ... I think the version ... might need ... some ...
IMHO, new Secret Six guys should have the "substitute" keyword, flavorwise.
Not to mention it could be helpful, especially for a 1-drop, 2-drop or 3-drop ... since you could use it to replace Deadshot or Parademon before getting another copy out for 'free' through their abilities.
IMHO, new Secret Six guys should have the "substitute" keyword, flavorwise.
Quote : Originally Posted by WalterKovacs
Not to mention it could be helpful, especially for a 1-drop, 2-drop or 3-drop ... since you could use it to replace Deadshot or Parademon before getting another copy out for 'free' through their abilities.
That's very true!!! Nice going you guys!
So, what about rather then giving Mad Hatter an alternate cost, giving him Substitute? It gives him the same playability in later turns for Secret Six, without making him something that could be splashed in with just an alternate cost as effectively for anyone else.
Well they did make Knockout ... but without the Secret Six team affiliation.
I mean, I like the cross-team-synergy she has, so those were probably the best team affiliations for her, but still, it's a shame to have a Secret Six character printed without the Secret Six team affiliation, given that they have such a small cardpool already (but one with the all-powerful Scandal).
Now I love what they did with Speedforce (making it relevant - loyalty - without making it an actual team), and I love what they added for Crisis, but Fearsome Five especially, already having some really powerful cards, I just would have like to see get a little attention, even if it's just dual-affiliating an appropriate character.
So here's the 2 thing that, at least I, would most like to see in the next couple sets:
1) In World's Finest, a dual affiliated Arkham Inmates Mad-Hatter with Secret Six (Walter Kovacs has some GREAT ideas for this in this very thread).
a skrull named nuro? no way! that's awesome.. i used to have the handle nurotic(knight) for starcraft (neurotic wouldn't fit) which in turn just turned into nurotic after i left the clan which then got shortened to nuro.. sick heh
Nah, the substitute idea is a good one, but it wouldn't work, at least not for the arkham affiliation. Arkham will want to run its 2 drop ivy (along with just about everyone else, but that's another matter) since it has a location sub-theme, anyway, and will probably mulligan for her. A late Hatter will therefore do no good unless he has an alternate recruit, which will then make him quite useful, as he can be KO'd to Ivy's effect. UDE should probably keep the Mad Hatter's ability in check since Ivy could find a slaughter swamp and recruit him twice in one turn. I really don't want to see him go the way of the fiddler.
It's so frustrating how this company at one point said they were never going to ban cards...
But anyway, the substitute idea is good, and maybe he could be substitute in addition, but he has to be alt-recruit. And some limited exhaustion effect I think is brilliant.
I agree that the substitute on Mad Hatter would probably be largely useless to Arkham Inmates, but it is really for Secret Six interaction in concept, and I don't see how it hurts its ability to be used by them. It is, after all, an optional ability.
That being said, I'm still curious on how Arkham Inmates will be handled in World's Finest. Perhaps having Substitute on a 2-drop could be useful to them after all...
This might be taking the discussion on a bit of a tangent, but your post really got me thinking about exactly how Arkham will be handled.
Quote : Originally Posted by Meltedminds
a skrull named nuro? no way! that's awesome.. i used to have the handle nurotic(knight) for starcraft (neurotic wouldn't fit) which in turn just turned into nurotic after i left the clan which then got shortened to nuro.. sick heh
You know, if they ever end up adding him to the game, and you win the "Your Face on a VS card" prize ... well, something to think about. I mean, he is a Skrull. I don't think there's any continuity problem if they make him look just like you in the picture.