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Let;s try this again... Better understanding so better build??? i hope!!!!
okay so after picking up some more stuff. I am working on making a better team to play with, Hopefully this is better than My initial build. Thanks In advance for any critiques.
I am still going for a control type of build. hopefully this fits the bill a bit better than my last attempt.
I currently have 24/20 dice assigned. This is the max number of dice I have for each character currently. I need a lil help tweaking the numbers.
Characters/Monsters
2 Energy:
4x Beast - Mutate #666
When Beast blocks, draw one die and place it in your prep area.
(*)Instead draw 2 dice: place one in your prep area and the other in your used pile.
4 Energy:
3x Blue Dragon - Apprentice Dragon
(Breath Weapon 1) While active, Whenever you use an action die's ability, choose an opposing character. That character can't block this turn.
3x Human Paladin- Lesser Emerald Enclave
(Experience: once per turn, gain =1 a/+1D token when you knock out a monster)
While active, your characters in the field cannot be affected by global abilities used by your opponents.
Global: pay (SHIELD)Reduce the damage you take from a character's ability to 1.
2x Cerebro - Mutant Hunter
Place Cerebro on a die's card. It remains there until you or a card effect removes it. (It is still on the field). At the start of your turn, you may move Cerebro to your used pile to search your bag for a die from that card and roll it.
5 Energy:
3x Green Dragon - Apprentice Dragon
(Breath Weapon 2)
3x Curse of Dragon - Skeletal Structure
Even if this is not active, whenever you summon a die with "Dragon" in its title, you may roll (all copies of0 this die from your used pile. If you roll a monster face, summon it for free. Otherwise, return it to your used pile.
6 Energy
4x Professor X - Recruiting Young Mutants
When fielded, search your bag for up to 2 Sidekick dice and roll them.
Global: Pay (MASK) Move up to 2 sidekick dice from your used pile to your prep area.
7 Energy
2x Red Dragon - Greater Dragon
Breath Weapon 2
You may pay 2 life instead of 2 energy to pay this Breath Weapon cost.
Global: Once per turn pay (LIGHTNING). When you purchase your next action die this turn, it costs 2 less (minimum 1) and you deal 1 damage yo your opponent.
Basic Action Cards
Invulnerability
Your attacking characters that are knocked out (this turn) return to the field.
Global: Pay (LIGHTNING). One target character gets +1A (Until the end of the turn).
Transfer Power
Roll a character die from your used pile. If it rolls a character face, field it at no cost. Otherwise, place it in your bag.
Global: Pay (SHIELD). Swap the attack value of one of your characters with that of one opposing character.
let me know what you think. thanks.
MY H/W is fairly up to date. Want Team Bases, Dark Magician Chase, Summoned Skull
I currently have 24/20 dice assigned. This is the max number of dice I have for each character currently. I need a lil help tweaking the numbers.
Characters/Monsters
2 Energy:
4x Beast - Mutate #666
When Beast blocks, draw one die and place it in your prep area.
(*)Instead draw 2 dice: place one in your prep area and the other in your used pile.
4 Energy:
3x Blue Dragon - Apprentice Dragon
(Breath Weapon 1) While active, Whenever you use an action die's ability, choose an opposing character. That character can't block this turn.
3x Human Paladin- Lesser Emerald Enclave
(Experience: once per turn, gain =1 a/+1D token when you knock out a monster)
While active, your characters in the field cannot be affected by global abilities used by your opponents.
Global: pay (SHIELD)Reduce the damage you take from a character's ability to 1.
2x Cerebro - Mutant Hunter
Place Cerebro on a die's card. It remains there until you or a card effect removes it. (It is still on the field). At the start of your turn, you may move Cerebro to your used pile to search your bag for a die from that card and roll it.
5 Energy:
3x Green Dragon - Apprentice Dragon
(Breath Weapon 2)
3x Curse of Dragon - Skeletal Structure
Even if this is not active, whenever you summon a die with "Dragon" in its title, you may roll (all copies of0 this die from your used pile. If you roll a monster face, summon it for free. Otherwise, return it to your used pile.
6 Energy
4x Professor X - Recruiting Young Mutants
When fielded, search your bag for up to 2 Sidekick dice and roll them.
Global: Pay (MASK) Move up to 2 sidekick dice from your used pile to your prep area.
7 Energy
2x Red Dragon - Greater Dragon
Breath Weapon 2
You may pay 2 life instead of 2 energy to pay this Breath Weapon cost.
Global: Once per turn pay (LIGHTNING). When you purchase your next action die this turn, it costs 2 less (minimum 1) and you deal 1 damage yo your opponent.
Basic Action Cards
Invulnerability
Your attacking characters that are knocked out (this turn) return to the field.
Global: Pay (LIGHTNING). One target character gets +1A (Until the end of the turn).
Transfer Power
Roll a character die from your used pile. If it rolls a character face, field it at no cost. Otherwise, place it in your bag.
Global: Pay (SHIELD). Swap the attack value of one of your characters with that of one opposing character.
let me know what you think. thanks.
It looks like you're trying to take advantage of Breath Weapon.
Generally, I tell my players that as the cost of a die goes up, the number of dice goes down.
You can bump both Red Dragon and Professor X down to one die each. This will put you at 20/20 with no real harm to your build. If you are spending energy to purchase these dice, you aren't spending energy on Breath Weapon, and they're not doing any bonus benefit as fielded dice. The real gem of both are the Globals.
For your Basic Action Cards, look into Magic Missile and Resurrection. Magic Missle goes great both as an action die and global ability, to clear high defense dice and assist breath weapon, and Resurrection helps in multiple ways as well.
Cerebro seems out of place here, as there aren't any dice you want to bring in that you can't already get normally. Once your sidekick die come out of the bag, it's very rare you'll have them left in the bag to draw, due to Professor X's global. They should be constantly moving from Used to Prep to Rolled and back to Used.
As a replacement, I would recommend Half-Dragon from D&D.
It looks like you're trying to take advantage of Breath Weapon.
Generally, I tell my players that as the cost of a die goes up, the number of dice goes down.
You can bump both Red Dragon and Professor X down to one die each. This will put you at 20/20 with no real harm to your build. If you are spending energy to purchase these dice, you aren't spending energy on Breath Weapon, and they're not doing any bonus benefit as fielded dice. The real gem of both are the Globals.
For your Basic Action Cards, look into Magic Missile and Resurrection. Magic Missle goes great both as an action die and global ability, to clear high defense dice and assist breath weapon, and Resurrection helps in multiple ways as well.
Cerebro seems out of place here, as there aren't any dice you want to bring in that you can't already get normally. Once your sidekick die come out of the bag, it's very rare you'll have them left in the bag to draw, due to Professor X's global. They should be constantly moving from Used to Prep to Rolled and back to Used.
As a replacement, I would recommend Half-Dragon from D&D.
I had considered lord od D. Dragon Protector (2 dice max). Half dragon. (2 dice max) and doomcaliber knight (2 dice max). as other options. or a millenium puzzle, and even iceman mister friese to change the energy faces if i wanted to run missle.
How does Resurrection help me? alot of the basic action cards were hard to decide on. I didnt understand polymorph, and resurrection at all so skipped on em.
MY H/W is fairly up to date. Want Team Bases, Dark Magician Chase, Summoned Skull
polymorph has two uses - one for the global ability, one for the action die itself.
the global - let's say you have both the Toad (from an earlier set, which I don't think you have) which gets better on a lower face, but you also have Wolverine, who is strong on his level 3 face. You can use the global, pay a mask, spin down Toad (making him better) and then spinning up Wolverine (making him better). That's a good use of a mask.
the action die - let's say your opponent has Hulk (Green Goliath) fielded and is being nasty with that. You can roll the action die, get the "action" (non-energy) side, then look at what he has in his used pile. You can swap Hulk for something less useful from that used pile. Or, you can use it on your own - swap out something small and get something back from your own used pile. Very situational - you need to have good dice in your used pile - if you just reloaded your dice bag (this exact thing happened to me 2 days ago), your used pile is empty, so the polymorph die isn't useful on that face (I rolled it, rerolled it, and just had to "waste" it moving stuff around on my opponent that wasn't very helpful).
That's polymorph. Until you've played a good number of games, it can be very hard to envision these types of game dynamics.
It looks like you're trying to take advantage of Breath Weapon.
Generally, I tell my players that as the cost of a die goes up, the number of dice goes down.
You can bump both Red Dragon and Professor X down to one die each. This will put you at 20/20 with no real harm to your build. If you are spending energy to purchase these dice, you aren't spending energy on Breath Weapon, and they're not doing any bonus benefit as fielded dice. The real gem of both are the Globals.
strongly agree with this - you need at least one die on a card to be able to put it into your build. If there's a card that you want solely for the global - Professor X is a good example - then you only need to put one die on that card, leaving more free for other cards/uses.
Same with the Red Dragon.
That means 2 cards with one die each, leaving 18 dice for the other 6 cards - 3 on average, which can be helpful.
Well I got to play for the first time on Saturday. It was a lot of fun and I actually won one game. out of the 3 we played. I didn't have any issues at all in understanding the game. i ended up trading my Mind Flayer SR for a Red Dragon Epic Dragon that someone had an extra of. Traded a ton of extra heroclix and got nearly complete sets of all the C/UC's from every set except JLTW. (i may go ahead and get them off him next Saturday when I go.)
I ended up running this build.
4x Morphing jar - Canopic Jar
4x Beast Mutate #666 (Needs replaced. Noone really attacked)
2x Human Paladin - Lesser Enclave Elite
2x Lord of D. - Dragon Protector
3x Blue Dragon - Apprentice Dragon
3x Green Dragon - Apprentice Dragon
1x Professor X - Trainer
1x Red Dragon - Epic Dragon
Transfer Power (Didn't do much at all for me all day)
Resurrection (Didn't Do much for me all day)
First Game I played against a justice League Team. I had no problems wiping the board on several occasions and pushing through for damage. Got him down to 9 life and he OTKed me. It was partially my screw up. I had 2 dice bags i used. One for the characters n stuff, the other for the sidekick dice. Somehow during the game I began using the other bag and My Human Paladin was left out of the game. If i would have drawn and fielded him I would have been ok. His Action card wiped out all Level one characters, and mine happened to be all level ones at the time. So he was able to wipe my board and OTK me for 14 Damage.
Second game I win by slowly burning him with Red Dragon/s Gloabl and get him down to 14. Between that and Breath Weapon on My Dragon's. Eventually I get both a Red and Green Dragon out. Breath Weapon Him for 5. Wipe His board. and Hit him for 9 direct for the win.
Third game I lose to a Flash and Bunch of Aggro type of cards. I didn't have but 2 blockers so he got an early unblockable 5 on me. Then a few turns later he drops a Cyclops and burns all my creatures for 6 wiping my board and killing me that turn. I didn't get alot of the right energy faces that game. And he was just too fast. I think If I had better action cards I could have put up a better defense. Both of them didn't do much for me on either game.
All in all It was a pretty fun experience for me.
I'd like to replace Beast, and the 2 Action cards. With better options, and possibly Bump up the Red Dragon to two copies. Which would leave me with 3 slots. I suppose I could run 3 kobolds for even more ramp. and maybe cut 1 morphing jar and bump up the numbers on one of my other cards. Or I can use Iceman Mister friese, along with a Magic Missle. and assign 1 dice to a red dragon. and bump up the number of 2 other characters by 1.
I am open to suggestions on the other basic action card I am to be running. The judge suggested Polymorph. But figured I could hear some suggestions.
MY H/W is fairly up to date. Want Team Bases, Dark Magician Chase, Summoned Skull
Im confused by what you said about 2 dice bags, do you mean for storage you use them like that or for playing.
Either way, it should have been an automatic loss if you used dice from the 2nd bag that were not part of the game to start. Even if accidental.
Im confused by what you said about 2 dice bags, do you mean for storage you use them like that or for playing.
Either way, it should have been an automatic loss if you used dice from the 2nd bag that were not part of the game to start. Even if accidental.
For storage I use one bag for the 8 sidekicks, the other bag for the characters and basic action dice. All the dice were part of the game. But, at some point in the game, I switched bags. Idk how. so I had 2 dice left in that bag. One was my Human Paladin. Which I would have drawn and fielded long before his action card affected me. So i plan on just getting a bigger dice bag so that doesn't happen again. My hand is too wide to fit in the paper ones they provide. But the one's i have are shallow enough to grab dice with.
MY H/W is fairly up to date. Want Team Bases, Dark Magician Chase, Summoned Skull
How were you using Resurrection? It should be an every turn Global Ability.
The Beasts are there for early Ramp. The Morphing Jar, which is great as a 1-cost character, doesn't have an ability. You'll want either to be your early Ramp.
And again- I wouldn't bother summoning a Red Dragon. You're much better off just leaving it alone and only for the global.
If you're looking for a Dragon to drop late game, or at least pump energy into, grab yourself a Paragon or Greater version of Dracolich.