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Midnight Sons hyped up? Sure. Is it still a decent card? Yes.
By now we all know Marvel Knights is meant to be teamed up. Just that it is paired better with some teams rather than others.
I can't see putting 4x Dagger, 4x Midnight Sons, and 4x <insert really good team stamped card here> just because you want to abuse those few locations or plot twists. It seems like a waste.
Darn it Bubs...Dont forget to touch bases with me when u want to work on that deck...b.c let me tell you...well i just want to tell you so PM me when u get this
Since only charecter cards have affiliation(as in, rules text quantify'n that part of the design space) the only cards it can affect are charecter cards, even if it doesnt explicity say the word "charecter" cards
Playing 4 Dagger and 4 Midnight Sons eats up a massive eight slots from your deck. These cards do virtually nothing aside from enabling a team-up. Whatever you get to add to your deck for the cost of those eight slots, I hope it brings more than what it has cost you, otherwise you are effectively making your deck weaker.
In any case, if I were to venture a guess, I would reckon 2 Dagger and 4 Midnight Sons would be the optimal number.
Pure speculation, really, if your splashing into a team with a tutor that your playing you could play 1 dagger, but givin that you want to be able to play a 2nd in case of HAB/foiled, and that you dont want to waste Wild Ride, then you need 4 daggers.
dagger thins the deck and gets you marvel sons so i don't see what you people are complaining about... i would play 2 or 3 of her. wild ride gets her for 1 endurance if you need her that bad to get midnight sons
Midnight Sons will be better used as just a regular team-up with the added benefit of not requiring the 2nd affiliation to be present. If you are going to use another teams PT's I can imagine you can find a reason to add characters from that team into the curve so that you don't always encounter the situation of having, and you know with some peoples' luck this would happen, 3 Bamf's in your hand but no Midnight Sons. I consider this card to be a hyper-effective team-up and nothing more.
Originally posted by AllAboutControl Midnight Sons will be better used as just a regular team-up with the added benefit of not requiring the 2nd affiliation to be present. If you are going to use another teams PT's I can imagine you can find a reason to add characters from that team into the curve so that you don't always encounter the situation of having, and you know with some peoples' luck this would happen, 3 Bamf's in your hand but no Midnight Sons. I consider this card to be a hyper-effective team-up and nothing more.
Not only a hyper effective team up [in that you'd be able to team up earlier than you'd otherwise do] but also effective in that it doesn't force you into a certain 'curve'. Loyalty issues on certain teams force you to play some low drops that aren't necessarilly good just so you can team up earlier and/or recruit the better low drop characters earlier. This team up can smooth out that process a little by letting you pack more to your liking.
Also, the loyalty splash thing was already there with Clone Saga and Sinister Six ... but adding Wild Ride to the mix is gravy for the Marvel Knights [plus of course allowing earlier access to the other sides team stamped PTs]. Not to mention they have Stick and Iron Fist that are all well suited for team up decks that may run into problems.
midnight sons=really, really good but doesn't=broken
as noted by bub's second post that he was not serious about it being broken, i think the card has plenty of uses.
ironically the most frequently mentioned portions of this card are all looking at it in the trying to abuse the card instead of use the card.
don't forget you can use the card in an actual deck where you are planning to team up 2 different teams, not just where you want to play with another teams toys while they are not home ;)
also, the hype is well mentioned, as i see a lot of posts that immediately light in to the negatives, which is of value in evaluating a cards uses.
but don't forget that since there are so many ways to get this card in to play ( you could draw it, you could use one of many different searchers to go get it, you get the idea) that it means less team up cards you have to play in the first place. so all of these dead cards don't really have to be dead cards.
since you don't have to play 6 teamups just to get a team up, you can have a 1 drop that once you are done with her she can go get the team up for you.
in a spider friends build, you can use madam web and then just replay dagger a few times on any subsequent turn to gain a bunch of endurance back ( one of my new favorite tricks ;) not practical at all times, but i feel better knowing that i could do it if i had to.)
as for using your search card to go get your team up, well, that may not be the best card effecieincy, but it sure as hell beats not getting it at all, right?
again, this does not have to be the plan, but knowing it is an option if needed, it definitely offers up a lot of better options than have existed previously.
and to use dagger for your team up all you need is her in your hand.
alfred ($8-12.00) needs anothe gk character in play.
boris($8-12.00) needs you to control doom to use him.
while dagger is more limited on what she can go get, she doesn't suffer the same draw backs as they do either.