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You might think the Transferable keyword was eliminated in MVL like all the other bold words, but you'd only be half right-- in fact, the keyword seems to have been abandoned with the MXM set, as the last time we saw it was in DJL.
So what happened? It's not inherently unflavorful, unfun, or broken... it's not mandatory across equipment, so there's no danger of it unintentionally breaking equipment that really should stay in place. It helped make certain equipment more playable (Justice League Signal Device would be a pile of crap without it), and offered some interesting strategies on others (playing Hot Potato with a Force Field Belt in X-Statix).
Did the devs just lose interest? Has there seriously not been a single equipment printed in the last two years that warranted transferability from a flavor point of view?
Yeah, I still get what you mean. They've made alternative ways to transfer equipment within the past two years if that helps. Considering we're about to see some sets whose name includes the word "universe" maybe well see some stuff that is 'universally usable', or in other words transferable.
It's quite sad, because there's so much design space in transferable:
Control Star, Unique
Equipment //2
- Play only if you control Starro the Conqueror.
- Transferable--Thrown(At the start of your formation step, you may transfer this equipment to another target character.)
- Whenever you transfer Control Star to an opposing character with cost equal to or less than the number of resources you control, move that character to your front row as long as it's equipped with Control Star. All your face are belong to us.
Cryonic Grenade, Unique
Equipment //0
- Play only if you control Dr. Doom
- Transferable--Thrown(At the start of your formation step, you may transfer this equipment to another target character.)
- Whenever Cryonic Grenade is tranferred to a character with cost 2 or less, return that character to its owner's hand. (Cryonic Grenade is KO'd) "Cool it, Richards."
Makeshift Weaponry
Equipment //0
- Transferable
- Whenever Makeshift Weaponry is transferred to a character, that character gets +2 ATK this turn. "Here! Catch!"
It's like the exhausing equipment Silver Surfer's Board, there's so much more they could do with equipment... I'd love to see a balanced equipment based set, so we could have cards like:
Mr. Fantastic, Engineer
Character // FF // 2
2/2 R
- When Mr. Fantastic enters play, ready target equipment.
Lol, nothin' like a bit of praise to swell the ego :P
In fact, thinking about it, transferable equipment could be VS. way of having Auras a la Magic:
Compression Field
Equipment //0
- Play only if you control Dr. Doom.
- When Compression Field enters play, transfer it to target character.
- Equipped character can't activate.
Batarang, Recoil
Equipment //0
- Play only if you control Batman.
- When Batarang enters play, transfer it to target character.
- Whenever a Batman attacks the equipped character, that Batman can't be stunned this attack and return Batarang to its owner's hand.
Lasso of Truth, Binding
Equipment //0
- Play only if you control Wonder Woman.
- Exhaust a Wonder Woman you control -> Transfer Lasso of Truth to target character.
- While equipped character is attacking or defending against a character you control, your opponents can't play plot twists.
Green Power Ring, Legacy
Equipment //0
- Transferable
- Equipped character gets +1 DEF and +1 Willpower.
- Whenever Green Power Ring is transferred to a Green Lantern character, that character gets +2 Willpower this turn. "The ring has chosen my sucessor."
When you start thinking about it, the mind boggles O_O
~ TXC