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In a deck where most characters exhaust in order to use their power...Burn Rubber is there to get your back! This card has gotten me out of a few pickles.
that electro he gives so much control early on in the game can make all the difference, he single handedly can continulously hose TNB and in almost all other decks provides a distinct advantage turn 2 and 3, simply amazing.
Originally posted by i3ullseye Too add to my choice, that being Press the Attack, lets look at a card in the new Spidey set.
Madame Web. This card is insane. And can you believe she is a common? With press the attack you will gain 4 endurance and force a 4 card discared on your opponent. Hvae all 4 Press the Attacks? Enough characters to trigger it? How does 10 endurance gain and a 10 card discard sound during your build phase? Again, this is only if yuo can exhaust yuour characters during your build to trigger it, but add to that some Cosmic Radiation if she is X-Men teamed... or Xaviers School if she is X-Men teamed (also add Rogue for another use), etc....
meh, if I was lucky enough to draw all 4 of my PtAs, I'd rather end the game with tons of attacks :)
After drawing 10 cards... you are 10 End up... and have 10 more cards to make your other character buff as all get out. That could be all your Savage beatdowns, all your Flying Kicks, etc..... I think the odds are better to go for the cards and then attack. You are trading each press for 2 more cards PLUS endurance. thats a 2 for 1 card advantage, plus the endurance.
IF you see the flying kicks after 1 or 2 press the attack, you have the option to move into an attack instead and use them for that, since it is one of the only ways for your attack buff to last the whole turn.
Either way, apples or oranges, it is Press the Attack that gives you the option to make a choice between both these impressive routes.
I'd have to agree with Kamiza, even though right now Marvel Team-up probably isn't the best card. I think in the future it will be. If they don't print any new cards to do generic team-ups, this card will be the most valuable and sought after card in the game. There's no way there will be a card to specificly team up (for example) Spider-friends with Doom, so if you want to do that you need MTU. Still there will probably sometime be more cards that do exactly the same thing, so it won't be needed as much. I can't imagine 5 years from now still needing MTU to mix teams.
DC will probably do something similar...they have Brave and the Bold, World's Finest, and DC Comics Presents to give more team-up choices...but for now, MTU is way cewl!
I love it for the simple fact that many people told me not to use it because it was too expensive. But with brotherhood decks running rampant, it has saved me many times. Usually brotherhood tries to end the game by turn 5. At turn 5, I have Mr. fantastic and entangle to stop your feral rage. On my inits I will stun you before you can do damage. It is a great and very underused card.