You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Welcome back. So sorry about the delay. I still don't have the original articles but with Quarmageddon about to drop I've found my notes and desided to just re-write them......I should have part 3 and 4 up by the end of the week. I will appologize in advance for any easy errors that reviewing would catch.........time crunch and all.
This time there are no new rules to cover or concepts to review.....straight to the spells we go!
The new spell type for this corrupted expansion is, not surprisingly, the 'Corruption' spell type.
Of note, this is the only spell die currently in the game with 4 spell sides as opposed to the more common 3 sides (or 2 of the Victory spell) which means you should (they are dice after all) be rolling the spell effect more often then not. And as no version of the spell is an immediate effect, when you roll them you can leave them in your ready area until you need them......and they won't be cluttering up your spell pool.
The first version we will look at is the Corruption Cantrip (cost 2). First off, it's another cheap spell so you won't have turns where you're planning to capture it.....you just have to have enough to buy it after your summoning takes place. But for a very cheap cost you get a surprisingly useful spell effect. As a reaction spell, when one of your creatures is destroyed (and that happens a lot) you can give one of the dice from your used pile to that opponent.........which is better than just culling an unwanted die as you also get to clutter up your opponents dice pool too. All of that is great value for just 2 cost but what makes this spell even more useful is that when you use the spell it is moved to you active pool (instead of your used pile) so that it will be an additional die for your next hand. If you're lucky this spell will continually activate itself and you will get a lot of use out of it without it taking up space in your hand. This spell is great in every game and isn't contingent on any other spells or creatures. At a cost of 2 it won't be plan 'A' but it should be able to help you out quite a bit.
As almost a mirror image of the Cantrip the Corruption Charm (cost 2) is extremely reliant on what kind of a game it is. At still an economic cost 2 it's easy to add to your dice pool and it's attach effect or gaining +1 glory for each Corrupted Quiddity in all of your opponents used piles can be a big boost. But that's the issue, it is completely contingent on there being Corrupted Quiddity out and about. So before you start adding this die to your dice pool you should make sure that there is a way to get some corrupted quiddity to your opponents. One of the creatures you should be on the look out for when this spell comes up is the Corrupted Quake Dragon, being one of the best corrupted Quiddity generators in the game and being a Quake Dragon they are hard to destroy so attaching spells to them have a better chance to survive. This spell isn't going to be effective every time it comes up but when it can be a game changer.......in one instance with the locals we've see the Corrupted Quake Dragon score +8 from this 1 spell (for 12 glory for 1 creature!) which is enough to win the standard 4 player game in 1 turn.
The next version to look at is the Corruption Spell. At a cost of 3, still on the cheaper side of things, this spell is great utility that will be useful in every game played. It's effect is actually a combination of 2 abilities pulled from the creatures from the base game (and some of the better ones no less). The first part is half of the Strong Warrior of the Quay's ability and grants +1 attack to each creature in your ready area. The second part of the spell is an exact copy of the Witching Hag where you gain +1 quiddity for each creature you destroy this turn. I really like this spell as there are many times where you will find yourself 1 or 2 short for attack or Quiddity. Doubling up on this spell can easily solve problems for you and potentially have you swimming in quiddity. One of the better uses of this spell is when you are able to use it in conjunction with the creature it gets is power from. Good spell and used at the right time can change games in your favour.
The last version of this spell, the Corruption Incantation, leaves the economic version of it's other 3 spell versions and at a cost of 6 becomes one of the expensive spells in the game (behind only 2 versions of the Victory spell type). Adding to that is that, like the Demonic Lord, you will only get to use it once as it is destroyed through use and it will gain you a corrupted quiddity. So expensive, one time use and you gain one of the worst die to have in your dice pool..........things would have to be pretty bad to go through all of that right? And that's exactly what this spell is 'in case of emergency, break glass'.
Too many tough monster out there? Multiple versions of the Mighty Defender of the Pale making creatures too expensive to summon? Is the Strong Quake Dragon out and about with no Lv 3 creatures in sight to deal with him/them? One of your opponents about to win if he can just score this turn? Or maybe that opponent just smiled a bit too much when he wiped out all of your creatures last turn? Break glass.
This spell destroys all creatures (yes, even yours.......so you should probably cast this spell before you summon your creatures this turn). The spell only gets used once (per die) and you gain a corrupted quiddity for using it.......so make sure you use it only when you really need it......or that one opponent who is really asking for it.
So that covers all of the brand new dice in this expansion but as there is so much corruption in this expansion it also gives us a 'corrupted' version of each of the base game creatures..........so lets get our corruption on and take a look at a few of the more popular creatures from the base game and see what their corrupted versions have to offer.
In the base game, much of the talk in centered around the Quake Dragon and the Corrupted Quake Dragon isn't going to change that. At a cost of 9 (tied with a few things now for the the most expensive capture in the game) and a glory of 4 he is going to be one of the most powerful creatures in every game he shows up in.......possibly only over shadowed by some Demonic Overloards. So remember that the Quake Dragon die is still very powerful and now add in that each opponent that looses a creature in your attack (and again only the Lv 2 Mighty Witching Hag can shrug that 8 attack off without help) will be gaining a corrupted Quiddity each. This makes the Corrupted Quake Dragon one of the best, if not the best, generator of Corrupted Quiddity in the game. From experience from the local games there have been only a handful of times where we have cleared the wilds of corrupted quiddity and each and every time the Corrupted Quake Dragon has had a prominent roll in it.
Arguably, the second more powerful creature in the base game is the Questing Wizard and just like the Quake Dragon the Corrupted Questing Wizard is another very good creature. At a cost of 7 (tied for cheapest version of the Questing Wizard) and a glory of 3 the Corrupted Questing Wizard is not all that impressive for the cost. But all of the Questing Wizards get their true value from their burst abilities and the two this version gets are some of the best in the this expansion. The single burst power lets you give 1 corrupted quiddity to any of your opponents you like. Just be careful if you're going to be giving it to an opponent that will be culling on their next turn, it will prevent them from culling other dice but it probably won't help keep the corrupted quiddity in play if that was your goal. The second burst power is to choose an opponent and they lose 1 glory when you summon this creature. As previously stated this is new to this expansion and the second of only two creatures (the other being the Mighty Demonic Overlord) that can make an opponent lose glory. It is very satisfying I have to admit, you should try it when you get the chance.
The last of the Corrupted versions we will be looking at today is one of the local favourites, the Witching Hag. The first thing you have to understand is that in the opposite side of the coin from the Questing Wizard, where most of the value comes from it's special abilities, the Witching Hag has a very strong die and glory for it's capture/summoning cost. The point that the special abilities it has access to is just a bonus becomes mildly amusing when you consider that they are some of the better utility abilities around. All that said, the Corrupted Witching Hag's ability is that when it's destroyed it gives the offending opponent a corrupted quiddity in return. Nothing earth shattering but a solid ability no doubt.
====================================
So that's going to do it for Part 2 today as we've looks at the new spells and 3 of the creatures that bring corrupted quiddity out of the wilds and into play next time (very soon I promise!) we will look at the rest of the corrupted versions of the base game creatures and some of which will be very happy to see some of that corrupted quiddity out and about.