You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Weaken (At the start of the recover, you may reveal this card if you control a higher cost character with the same name. If you reveal this, then KO target higher cost character with the same name, and put this reveal card into your front row exhausted.)
As a battle progresses, some comic book characters become weaker. This card represent the character becoming weaker. This keyword resembles Look-Alike Squad ability.
I think this is similar to the new Substitute Keyword coming out... except it is for anyone not just the character with that same Identity... but still.. I'm not knocking the Idea.. I think it woud be great to have a Crisis deck with this keyword... because you can do it at anytime...
Attack... stun... KO bring new card into play... with an awesome "come into play effect, or even activate effect. Use the chain before he "exhausts. Cool.
As for the evaision keyword earlier... it would be cool. but they would have to call it something else... like Dodge... or something.. I dunno.. I'm not very creative... I try to be.. but then I get made fun of. lol
Oh and I'm still trying to figure out exactly what to do with
Heroic
and
Villainous
I was considering come in to play / leaves play effects. I just really like the sound of them, and it could give us good guys (not the deck) and bad guys kinda thing.
Here is my take on these two keywords:
Heroic (At the start of the recover phase, if all characters you control are not stunned, then you gain 5 endurance.)
Good guys try to protect society. This keyword can represent the success of protecting everyone (if all characters you control are not stunned), and protecting their values (you gain 5 endurance).
Villainous (At the start of the recover phase, if all characters your opponent control are stunned, then your opponent loses 3 endurance.)
Villains try to destroy society. This keyword can represent the success of eliminating the opposition (if all characters your opponent control are stunned), and destroying society (your opponent loses 3 endurance).
I like the Idea of Heroic and Villainous, but if those abilities were to stack, and you've got a field of Heroes/Villains, that could get ugly very quickly.
I like the Idea of Heroic and Villainous, but if those abilities were to stack, and you've got a field of Heroes/Villains, that could get ugly very quickly.
Totally agree. There should not be a whole team devoted to either of these keywords. Heroic should just be given to the really good guys, and villainous should be given to the really evil villains. You could also increase or decrease the amount of endurance to balance out any problems. Here is another keyword based off Heroic and Villainous.
Neutrality (During the combat phase while this character is not stunned, you may not lose endurance outside of stunned cost and breakthrough and your opponent may not gain endurance.)
This keyword can represent characters that try to maintain the balance or characters that only fight honorably.
Celestial: This character cannot attack, be attacked or be stunned. If you control no non-stunned, non-celestial characters, opponents may attack you directly.
Keyword for uber-powerful beings that, while providing benefits, take no actual part in battle.
Swap Take a target in your resource row into your hand, place a card from your hand into the resource row.
This keyword would be much like Replace. You might have abilities that tell you to Swap target face-down resource...or possibly target non team-up resource. It would definitely be a nice addition to the game. Of course, it would be intended to target face-down resources, but it wouldn't need to be limited to that.
Drain X The opposite of Boost. You would take a larger character, subtract its Drain cost and take some kind of stiff (and probably permanent) penalty for bringing that character out early.
Decay A template for some condition that causes a character to become less and less powerful (but obviously would start off as VERY powerful). Think Shape and Joystick here. It could also be a trigger that happens at the beginning of the Build Phase.
Swap Take a target in your resource row into your hand, place a card from your hand into the resource row.
This keyword would be much like Replace. You might have abilities that tell you to Swap target face-down resource...or possibly target non team-up resource. It would definitely be a nice addition to the game. Of course, it would be intended to target face-down resources, but it wouldn't need to be limited to that.
Quote
Terraform locations have the following payment power:
Reveal this card >>> You may return a face-down resource you control to its owner's hand. If you do, put this card face down into your resource row. Use this power only if this card is in your hand and only during your recruit step.
While terraform cards are swap, swap could also be put on characters and plot twist. This could help make themes like all face-up ongoing plot twist (Revenge Squad) or all face-down characters (Avengers Reservists, Brotherhood Reservists) more viable. Here are some other ideals I thought of:
Genius (When this character is targeted by a plot twist) Wealth (When you flip-up a location)
These two keywords are similar to the ally keyword. Genius represents characters being able to analyze an event and use it to their advantage like Mr. Fantastic and Dr. Doom. Wealth represents character with enormous assets like Lex Luther and Ra's Al Ghul. Dr. Ebenezer Darrk last sentence in the text box shows what Wealth could be like.
Counter-attack: When this character defends for the first time this turn you may exhaust this character, if you do then select a non-stunned non-attacking opponent character. This character becomes an attacker, then ready and remove all other attackers.
This keyword represents characters that knows how to fight multiple opponents. An example is a character sees multiple opponents. The character runs into a narrow single person alley. The multiple opponents now have to fight that character one-on-one.
How about Taunt: Target character an opponent controls must attack this character this turn if able.
This represents the annoying characters out there like Impulse and the Joker who insult and provoke their opponents into attacking them.
Taunt:Characters opponents' control must attack this character if able. If you control more than one character with Taunt, your opponents may choose which character with Taunt to attack.
Die Fledermaus
Cost 3
Hero of the City
3/4
Taunt
Whenever Die Fledermaus becomes an attacker, or defender you may return him to your hand, if you do you may place a character with a cost less than Die Fledermaus from your hand into the same position, this character becomes the new attacker, or defender.