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Casual VS is the same game with a completely different Metagame.
I do not see Toolbox decks.
The majority of decks I see are two team decks, with a few odd mono here and there.
The situation is the exact same here. However I really do not see how the banning of EOME would change that, people play the casual 2 team decks without the Enemies here without any problem. Yes it is slightly more inconsistent but so is the opponents deck without EOME so not much of a problem.
The situation is the exact same here. However I really do not see how the banning of EOME would change that, people play the casual 2 team decks without the Enemies here without any problem. Yes it is slightly more inconsistent but so is the opponents deck without EOME so not much of a problem.
So you're arguing that you think 2-Team decks without EomE will be adequatley consistent compared to Mono-Team decks with Mobilize?
Or are you simply saying that your play group both doesn't have any Enemies and doesn't proxy any? - which is a seperate issue.
Of course, 5 of those 6 decks you decided to leave out all contained Poison Ivy, Enemy, Frankie Raye, MM, and recursion.
Yes, I was exaggerating with regard to the point about lack of creativity*, but what you posted works against your argument that Enemy is anywhere near the level of other tutors, because you can go get those techy Mikados, Mxyzptlks, Frankies, and don't forget the Supermanhunters.
EDIT: *Which was really a minor point to begin with.
Yes, I was exaggerating with regard to the point about lack of creativity...
From the stance of the casual game, creativity is everything. I know it's why I play the game, none-the-less CCG's in general, and I know I'm not alone.
So you're arguing that you think 2-Team decks without EomE will be adequatley consistent compared to Mono-Team decks with Mobilize?
Well I did not see the effects of Mobilize yet in the equation here, but 2 (recent) teams do have access to 2 kinds of team-stamped tutors (to see if the decks strategy supports both remains the question) and Mobilize is workable in my opinion with 2 teams if you are teaming up. The 2 team-decks should be fine IMO. Do not forget that you have twice the card pool to work with compared to mono team decks so that additional power can compensate.
Also the banning of EOME would open design up for other generic tutors, which might not be so powerful or do not go in every deck 4x automatically but would still be useful.
Edit:and yes we do not proxy EOME or only to test for some big tournament where we actually need them to stay competitive. On a side note I do borrow mine if I play in a big tournament. I really need to crack some boxes open for them.
Dude! You kick ###! (or they were those really bad Movie ninjas who run at you from both sides so you can jump out of the way and have them run into each other)
Quote : Originally Posted by Nau
PPS: Access would you be fine if after EOME is banned they print a new card with the same effect but you need to discard one additional card ? I did not test it but that really puts it on the power level of the other cards and you would still have a generic tutor to use.
I could probably live with that, assuming I didn't have to wait through like 2 sets worth of time after EomE was announced as going to be banned to actually get my hands on it.
An extended time period of knowing EomE was going to be banned but not knowing about the upcoming card would still damage the casual base.
also on this, there are the "Keyword" searchers. cards like Soveregn Superior, Bloodhound, Join the Club, and New Recrutes. if you are building a deck based on those teams and Keyword, as long as you keep the majority of character cards to the main team and grab a few good other characters (half dozen or less) of another team that work well with the main team or shore up some holes, the Keyword tutors are Vastly superior to Enemy.
Am I missing the point? The point of my post was that in a multi-team setup, Enemy is always going to be better than other search cards.
And I'm aware there's an edit button, not really sure what you are referring to since I use it and reference my edit whenever necessary.
Mobilize is workable in my opinion with 2 teams if you are teaming up. The 2 team-decks should be fine IMO.
I would disagree for alot of the reasons I've already stated.
It is nowhere as crazy consistent in two teams as it is with one. It's not as simple as "just team up".
Quote : Originally Posted by Nau
Do not forget that you have twice the card pool to work with compared to mono team decks so that additional power can compensate.
Compensating for consistency is the most universally difficult thing to compensate for. The increase in card pool will rarely if ever do this, especially given how well teams (especially newer teams) work within themselves already.
Without EomE, Mono-Team WILL blow Two-Team out of the water in consistency, imo.
So you're arguing that you think 2-Team decks without EomE will be adequatley consistent compared to Mono-Team decks with Mobilize?
Or are you simply saying that your play group both doesn't have any Enemies and doesn't proxy any? - which is a seperate issue.
That is what I'm arguing. I think you're exaggerating the gap that will exist between mono- and multi-team decks once people learn to properly tweak to accommodate for Mobilize.
Of course, 5 of those 6 decks you decided to leave out all contained Poison Ivy, Enemy, Frankie Raye, MM, and recursion.
Yes, I was exaggerating with regard to the point about lack of creativity*, but what you posted works against your argument that Enemy is anywhere near the level of other tutors, because you can go get those techy Mikados, Mxyzptlks, Frankies, and don't forget the Supermanhunters.
EDIT: *Which was really a minor point to begin with.
ok, those were the top 10 decks from day 1 of PC LA III. i did not choose 10 random decks from nowhere. and i think the only deck on that list with Supermnahunter was Ryan Jones'. and i am not looking it up to be sure.
Quote : Originally Posted by JazzWitherspoon
Am I missing the point? The point of my post was that in a multi-team setup, Enemy is always going to be better than other search cards.
ok, that one is my fault. i left of "in that situation" off the end of that statement. does that clear that issue up?
Quote : Originally Posted by JazzWitherspoon
And I'm aware there's an edit button, not really sure what you are referring to since I use it and reference my edit whenever necessary
i am reffering to your quintuple posting. edit your first post to add comments in.
That is what I'm arguing. I think you're exaggerating the gap that will exist between mono- and multi-team decks once people learn to properly tweak to accommodate for Mobilize.
You are giving Mobilize far too much credit. It is a great card, but in some team-up decks the earliest you can use it to its full potential is 4 or 5 and that's ONLY if you hit your team up. So now you have to run extra team-ups or ways to find them. Wasted slots. Enemy in a two team deck is as consistent as Mobilize in a mono team deck. Mobilize in a two team deck fails to be as consistent as Mobilize in a mono team deck. Our testing has already proved this.
ok, those were the top 10 decks from day 1 of PC LA III. i did not choose 10 random decks from nowhere. and i think the only deck on that list with Supermnahunter was Ryan Jones'. and i am not looking it up to be sure.
And I'm just pointing out that of the other 8-2 decks you excluded, 5 of the 6 had those cards in them.
Quote : Originally Posted by TOGORIAN25
ok, that one is my fault. i left of "in that situation" off the end of that statement. does that clear that issue up?
I don't know how that makes a difference, even in a keyword deck, Enemy is still better than the keyword search card because you can still add extra tech characters.
Quote : Originally Posted by togorian25
i am reffering to your quintuple posting. edit your first post to add comments in.
You are giving Mobilize far too much credit. It is a great card, but in some team-up decks the earliest you can use it to its full potential is 4 or 5 and that's ONLY if you hit your team up. So now you have to run extra team-ups or ways to find them. Wasted slots. Enemy in a two team deck is as consistent as Mobilize in a mono team deck. Mobilize in a two team deck fails to be as consistent as Mobilize in a mono team deck. Our testing has already proved this.
I agree with this 99%.
The part I disagree with:
"Enemy in a two team deck is as consistent as Mobilize in a mono team deck."
Even in comparison of the two, Mobilize in Mono let's you sack anything (even non-character) for anyone in your deck.
EomE in 2-Team lets you sack one character for one character of the opposite team. Mono-Team already has the advantage in this sense.
EDIT: Which, in all honesty, strengthen's your point.