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My friend hated that this card was rare, and I agree that in constructed it's a rather generic pump. However in sealed this is an amazing pump and a can't miss is you're going with an Inhumans team. Many people forget that although casual play is mostly preconstructed, half of sanctioned play is sealed which makes this card a nice rare, just crap in the ol' trade binder...
The original poster was just inquiring what it was the UDE did to determine that this card warranted being given a rare slot.
Looking at all the posts I see that the Flight seems to be an improtant factor in the rarity of the card. THe only senario I can see the 'for the turn' comming in is with Quicksilver 2 drop. I dont see any other Inhumans that can take advantage of the benefit for multiple attacks. Also dont seem to have many attack negation effects in this set.
Looking at all the posts I see that the Flight seems to be an improtant factor in the rarity of the card. THe only senario I can see the 'for the turn' comming in is with Quicksilver 2 drop. I dont see any other Inhumans that can take advantage of the benefit for multiple attacks. Also dont seem to have many attack negation effects in this set.
Neuro
The inhumans have Exploiting the Flaw which allows for a character to attack a second time.
Also, there are a number of KO effects for Doom and bounce effects for Kree which would remove the defender of an attack from play.
Black Magic springs immediately to mind. I'm sure there have been others. (Not to mention the straightforward curve jumpers like Crime & Punishment and Head Shot.)
I was never the biggest fan of Black Magic due to it's 'first attack this turn' clause but it is a fair comparison to Royal Guard. As for Crime and Punishement and Head Shot, I would have taken Flying Kick (or the Royal Guard) over either of them. Crime and Punishment was not team stamped (it could be used by any team as long as it was the last attack you wanted to make and was picked highly by most drafters, no matter what teams they had picked up to this point) and Head Shot was average, and situationally terrible because of the aggresiveness of the format. It does get points as an offensive and defensive trick though. I was a big fan of Head Shot, but the life loss was always relevent to how useable it was.
well, if you want checkmate to get a +2+2 pump you wait till turn 4. If you want hellfire club to pump for +2+2 you have to wait till four. If you want herald to get +2 and draw a card, you wait till turn 4. If you want inhumans to pump for +2+2 you play it on turn... oh my. And flight too. I dont see the issue with it being rare. +2+2 for the entire turn, as well as flight. We're just spoiled.
flying kick should have been a rare. and megablast? lol oh those crazy old "origin" days.
well, if you want checkmate to get a +2+2 pump you wait till turn 4. If you want hellfire club to pump for +2+2 you have to wait till four. If you want herald to get +2 and draw a card, you wait till turn 4. If you want inhumans to pump for +2+2 you play it on turn... oh my. And flight too. I dont see the issue with it being rare. +2+2 for the entire turn, as well as flight. We're just spoiled.
flying kick should have been a rare. and megablast? lol oh those crazy old "origin" days.
Well, keep in mind cards like EomE would *crush* in multiples in sealed play. I have yet to find a card that's a rare in the more recent sets that I disagree with being rare based on Limited play (though tossing EomE into Hobby Leagues would be a nice maneuver).
There are cards similar to EomE that have been uncommon(The Ring Has Chosen, Kindred Spirit, etc), most limited deck doesn't need more than one character search card anyways. As far as rares that should've been commons, Boot to the Head should've been a common, since Killed or be Killed is a common that does the same exact thing!
If you want to compare rarities, look at it in terms of Sealed or Draft. In those two formats, Royal Guard is very good. There are not a ton of attack pumps in this format to begin with, so this card can be quite nuts. It's ok to have it something other than common. Rare may be a bit too much though, but then again, there's that one Morlocks uncommon +4/+4 which was just stupidly good. That's an example of a card that should possibly have been rare.
In Sealed, It's Slobberin Time is almost always only a +3 DEF. In Draft, you should be able to pull off the +3 ATK part of it as well, but it's not quite a guarantee.
So, in either Sealed or Draft, Royal Guard is superior.
In Constructed, of course, you can build your deck to make It's Slobberin Time a +3/+3 almost all the time. That's where Royal Guard loses its value.
Realize that some rares are rare because they would make Limited formats pretty unbalanced if they weren't rare.
The reason many cards are made rare is because it improves the draft/sealed back format. UDE is very smart in doing this.
How would you feel if your opponent drafted 2-3 The Royal Guards in his Inhumans deck, along with Blue Area of the Moon, Its Slobberin Time, and Power Struggle?
On a semi-related note, I am extremely happy that Tyrrant (the 8 drop Heralds character) is uncommon. Its little things like this that make Limited that much enjoyable.
It's not a bad rare. Giving somebody Flight is pretty big for beatdown decks. This card takes the place of Flying Kick and Army of One. Now Inhumans don't have to worry about deciding between It's Slobberin' Time with Flying Kick or No Man Escapes because they have one card that gives flight and they can now play something that let's them attack the hidden area. It's not defensive but so what...