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.
Originally posted by Zer0 For x-men to be teir one they need a better 5,6, and 7 drop and they also need a real search.
This is like saying all food needs to be deep fat fried and a little salty. Flavors are good, and just because frying works well for chicken, doesn't mean that how I like my steak. Balance between teams at the expense of variety is meaningless.
I for one enjoy not having to feel like I'm mimicing FF beats everytime I want to play a curve strategy.
Your opinion is fine, but I think if you think about the implications of what your suggesting, you'll find thats not really a game you would be eager to play.
There IS something I would like for the X men to get and thats a way to stun one of thier guys for a sweet effect. Like a Ongoing PT that allows you to stun a Xman to Give all other Xmen a bonus to stats. This would make thier recovery much stronger. Thats just me though.
lol, i won't get into a debate about that here, there is allready another thread about the metagame, and how you feel it influences people.
but i will say this, the metagame does not make a stale enviroment, it is people's reaction to the metagame that does it.
but i do see your point, zer0's post proves it, but i would not to lump all player with him. the metagame is just a collection of deck and how they interact with each other, everybody will draw different conclusions from it.
well, will you look at that, i did debate with you, damnit, lol, now we have just hijacked a thread.
and yeah madtitansfan, we all want new cards made, nothing wrong with that, i still want a team-stamped combat pump for the x-men, something that gives them +X for each charachter in the ko pile, to combo with cerebro. and a 7 drop cyclops. that is all i ask for.
Originally posted by WarMachine Balance between teams at the expense of variety is meaningless. I for one enjoy not having to feel like I'm mimicing FF beats everytime I want to play a curve strategy.
Good point. I think that everyone misses the fact that if the X-Men had tutors as powerful as Signal Flare and Alfred, every Vs. player on God's green Earth would play them (and probably badly, I might add).
As far as needing better 5, 6, and 7 drops, I personally think that the X-Men have some outstanding drops at those levels. The unfortunate truth, however, is that some people have become so stricken by the best drops at those levels that they tend to ignore all of the others.
Would it be fair to say that Wolverine-James Howlett is as good a five-drop as Garth? Probably not. But let's be fair - is there a five-drop in ANY team as good as Garth? MAYBE from a pure power pespective, Thing-Heavy Hitter. But I would argue that there would be times that you'd prefer to have a card like Wolverine as opposed to Garth.
I agree with Cyke that it's meaningless to wish for cards to make the X-Men better. If we're going to wish for things, I think I'd rather save my wish for Heidi Klum in a bikini holding a stack of Savage Beatdowns! ;)
so i was looking at outback stronghold, cuz i really that card to work, even though it looks to be a little too janky and comborific.
anyway, so it works with COTA cuz that is the only x-men recovery card that works during the combat phase. but and i can't believe i forgot about it, but so does rise from the grave.
with two cards that can interact with outback stronghold, it may make it less of a hard combo to get off. and you can use it more often
but once again the main thing is where to find room, i don't think there is any in the total anarchy deck, every card needs to be there to handle titans. but maybe if you don't need total anarchy if you can get more than one attack from your biggest guy.
the only problem with rise from the grave, is that it moves your guy to the soppurt row, so that guy either needs range, or use a combat reflexes, which you allready have in the deck.
hmm, i think i will be proxying some cards for this saturday's hobby league and see how it goes, will be kinda of sad to take out total anarchy, but it happens.
[quote]Originally posted by cyke anyway, so it works with COTA cuz that is the only x-men recovery card that works during the combat phase. [quote]
Ok, has anybody been listening to me? There's still Siege Perilous. I just looked over the card today and I found that it can get a counter from anything, at any time. The only thing I don't know is if it gets a counter from itself.
This means that with Children of the Atom, Rise from the Grave, Outback Stronghold, and the usual recovery during the recovery phase, you'll be able to use Siege Perilous once every one or two turns if you need it.
And in case you didn't know, it also says that it can only be activated during the combat phase.
and yes it does get a counter when it recover's someone, it gets a counter anytime someone is recovered, regardless of how it happens.
and vcws, what part do you not understand?
look at this rule from the comprehensive rules.
602.2 A character loses the attacker and/or team attacker characteristic if it changes zones, changes controllers, loses the type character, or gains the stunned characteristic. Modifiers that remove an attacker from an attack also cause the object to lose the attacker and/or team attacker characteristic.
so an overloaded wolverine, will be stunned, thus losing the attacker charachteristic. he would be recovered by COTA, but would no longer be an attacker.
COTA x4
rise from the gravex3
mega-blasts x3
flying kick x3
combat reflexes x3
now about the charachters, somethings may look off. no nightcrawler on turn 2, the reason is cuz i want my guys to get stunned, and also i want the 4 drop kurt, for his great synergy with rise from the grave. and the abilty he has to help his team disrupt formations. i would make him my primary drop at 4, but proudstar is just so huge.
the 5 drop is tricky, james howleet,scott summers, and archangel, both don't want to die-bastards-. so it is tricky, although arachangle is a little easier to kill becuase of the huge amounts of range flying around, and his low attack, plus he has a good attack, so he is a given. but do i use someone like chuck or sunfire, just so they can be stunned? but they attack is way too low.
so i decided to increase the numbers of my 4 drops, and not use any other 5 drops but warren,proudstar can be a 5 drop if i need him to be, and as i said nightcrawler is very good.
all 12 of the pumps, last for the enitre turn, so they can keep hitting the next victim as hard as the last.
mega-blast goes great with combat relfexes, if the person you want to use is in the front, just move him to the back, giving him a +3, and then use mega-blast for an additional +4.
and don't worry about overload, cuz your guy can just come right back and hit again, without losing a beat.
so this deck looks like it has some great beatdown potential, but it has nothing like metagame tricks to handle some of the trickeir teams, but if it can start with solid baord control, then it might have a shot.
i will test it out and see how it goes, but at the least it will be fun. i mean what can be more fun than attacking with a 20-something collossus-twice.
hell, you can even flip up extra outbacks, ko'ing the old ones and end the game right then and there.
Does Xmen Swarm (playing all 2 cost guys) Have any potential cause I was thinking that with underworld (and Nekra to get more cards) That is might be better than you would think.