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I'll agree w/ some of your picks, but how you can possibly leave Roscoe Sweeney off a list like this I'll never know. He's the 1 card I've seen so far that if I open in pack #1 I'm taking regardless and drafting that team.
Another great card is Punisher's Armory, not quite as universal as Dracula's Castle, but in some ways more useful. MK is a good team to draft anyway, and this card will never disappoint you. I'm not sold on Advanced Recon, it's not bad, but I'd never make it a 1st pick. I'd rather a pump card like Crime and Punishment or Hell's Fury over it.
I think some of you guys missed the part where I said that I haven't played with every card, and these were based on my experience...ah well, can't expect people to read the ARTICLE, eh? Just expect em to see who's on the list, not why ;)
And it's a Top 10, not a Top 50...
Cyke: I didn't do much flavour for this set - and they cut some of it (like Elektra Natchios) to make room for extra text.
in the end, I think only four of these cards have my final flavour on them...
Wow, this list was far from mine. BTW, at Comic connection, our flights had 8 people each, and first place in each flight got a shirt. Lovin my Ghost rider. =)
Anyways, I found dracula and hounds an extremely effective combo. Headshot was an awesome offensive pump as well. Brother voodoo was also good as a drawing engine but i doubt he'll change much. Both the dracula's were godsends....isn't that an oxymoron?
I placed 5th at my Pre Release, coming just one tie breaker point behind 4th place (and my 2nd and 3rd TBs were higher). I had fun, though personally I was thoroughly unimpressed by Concealed. There were more than one game that I won because my opponent dragged my 14/9 Concealed character into the visible area. Ulimtately I don't think that any Concealed character over a 3 drop is worth playing unless you have a way of moving them into the visible area (unless you really, really have to).
My "card of the set" is Face the Master for limited. That card broke open a lot of games for a lot of players. Quick Kill and War Wagon also severely changed the face of the game, with KOing never being easier. Being only a seven turn game, VS is extremely unforgiving, so KOing a top drop while keeping yours is almost a guaranteed win.
I do appreciate the "too random" comment though. With 110 commons, and about half of them being filler and a quarter of them total bombs, there is going to be a lot of sealed decks that are far better than others. I suspect that MK will be a much better drafting set, as you can then focus your team strategy to better use many of the mechanics of the set.
One note though - there was a ruling at our prerelease that you COULD play equipment on hidden characters even though the FAQ says you can't. Apparently this came up at another Pre-Release. So what's the deal? Can you or can't you?
The problem was the FAQ doesnt say anything about equiping hidden players, but the rules do.
So if your TO just read the FAQ and didnt check to see if the rules were updated then yeah they would have no reason to believe you couldnt equip hiddens.
I think it's a flaw in the FAQ unless there is some hidden section we missed.
I think I'm the one who used Advance Recon on you, Kergy. Brought me from about 15 endurance to 30-something, IIRC. Nasty card, indeed.
Anyways, this whole top 10 debate really dpends on what you played. I was focusing on mainly on CL (played CL/MK in the sealed and pure CL in the draft) and I'd have to say that cards like Uprising, Marked for Death, Roscoe Sweeny and Mr. Fear (surprisingly effective) would make my list.
BTW, Kergy seems to be repressing a little event that happened while I had a bye. Bought a Spidey holiday tin and pulled Signal Flare and foil Savage Beatdown in my two Origins packs! Not MK related, but still rather memorable. :)
Originally posted by JoFo Bought a Spidey holiday tin and pulled Signal Flare and foil Savage Beatdown in my two Origins packs! Not MK related, but still rather memorable. :)
Sweet stuff. That's the part I wanted to hear.
Interesting take, the thoughts about more randomness in Sealed Pack. I agree... but it thrills me. I like even playing fields, this gives scrubs like me a good shot in the PCQs. At the preview I got real lucky with 2 Morbius and 1 Charms, I like getting real lucky.
We didn't get Ghost Rider shirts, just Spider-Man. 1st place got one (I came 3rd) and 5 were given away randomly. 14 players and I didn't get one.
It didn't worry me too much, the shirts were big XXLs, and I am a small - medium. It would have been nice to get a tent though.
Picks for the set? Cobra/Mr Hyde are awesome in limited. Like Hawk and Dove but better. Crime and Punishment is effectively a Savage Beatdown, team-stamped, in the common slot. Moon Knight was as big a beating as it looked.
Seriously, when multiple games go 'Cobra, tutor for Mr Hyde, Mr Hyde, Moon Knight' with even initiatives, you don't need to do that much thinking about things.
Nothing that I actually put in my deck underwhelmed, even the Moving Targets that I was unsure of initially. Two copies of Marvel Team-up (although no Midknight Sons, no Lacuna, no Dagger, and no Made Men to go with two copies of The Rose, so not as team-up-heavy as some I saw) helped with that. (Oh, and the Crime Lords plot twist that you can pick as being Nasty Surprise or Spider Senses. So, so strong.
The one thing that -did- scare me was the fact that I had distinctly average 6-drops and no 7-drops. However, I managed to kill everyone on turn 6, with as much as a 60-point endurance differential, so I can say with some surety that 7-drops are not as big as they have been in previous formats.
I'm not a big fan of advance recon myself, or of hypnotic charms. I'd rather stun my opponents board than send my 7 into their 2 drop, and with hypnotic charms i only had one team in the discard pile early, and late i was sticking them all back in the deck with underworld cards. This set is a lot different from earlier sets due to double the amount of commons. That makes the commons rarer than they used to be. It also seems like there are far too few generic plot twists. You really have to dig to find something moderately useful for you in a pack heh. I too found war wagon to be insanely good. THink about how good phantom zone projector, then add desaad's ability to it, oh and then allow it to be used any time. Way too good. Roscoe sweeney is also awesome. I had one draft where there were just no 3 drops, i drafted one, but i had cobra, mr hyde, and 2 roscoes. I never missed my 3 drop, in fact i had him in hand on turn 2 almost every game heh. Roscoe is great. Unfortunately I found most crime lords to have abysmmal stats. Jigsaw and mr fear were barely tolerable for me, with their abilities struggling to make up for their stats. Nuke was pretty, pretty bad, and that 11/13 fake punisher guy wasn't any better. I don't know how i won with those chumpy characters. Marvel knights however are awesome, they have lots of great characters. As far as concealed, I too think that anything concealed at a high cost is a huge liability, and you should only play them if 1) you ahve to and/or 2) you have cards to pull them out. Its a weird set, i look forward to playing with it more.