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No it's not whatever you want it to be. In normal decks with one tutor, theres a certian number of characters at every drop, any less would mean you can't hit it consitantly enough and any more means you're wasting cards. If you add another tutor (crisis decks for example going from enemy to enemy and mobilize) and you're still running the same number of characters as before, than putting in that extra tutor is useless. I'm trying to figure out if using so many tutors (4 enemies + 4 mobilizes) is overkill or not.
No it's not whatever you want it to be. In normal decks with one tutor, theres a certian number of characters at every drop, any less would mean you can't hit it consitantly enough and any more means you're wasting cards. If you add another tutor (crisis decks for example going from enemy to enemy and mobilize) and you're still running the same number of characters as before, than putting in that extra tutor is useless. I'm trying to figure out if using so many tutors (4 enemies + 4 mobilizes) is overkill or not.
This is presuming you're taking a pre-existing deck and a crowbar, and trying to squeeze those bad boys in. That seems like a VERY ineffecient way to use EOME and Mobilize, since the vast majority of existing decks that rely on Enemy probably have little use for Mobilize... at least compared to the potential of what the card could be if you'd built for it.
Isn't it more sensible, if one plans to use EOME and Mobilize, to build an entirely new deck around the engine? There's no argument at all, then, about "adding" or "removing" x number of cards, because the deck is intended to have all these cards from the very start. I am certain the deck is out there, waiting to be made. The question becomes which is better: toolbox with EOME, mono-team with Mobilize, or hybrid with both?
No it's not whatever you want it to be. In normal decks with one tutor, theres a certian number of characters at every drop, any less would mean you can't hit it consitantly enough and any more means you're wasting cards. If you add another tutor (crisis decks for example going from enemy to enemy and mobilize) and you're still running the same number of characters as before, than putting in that extra tutor is useless. I'm trying to figure out if using so many tutors (4 enemies + 4 mobilizes) is overkill or not.
When you don't specify what kind of deck you want to use them in (as was the case with your first post), then yes, the curve is whatever you want it to be. If you mean to ask how to find room in an old standard curve build for the tutor cards, that's another story. Running both allows you to cut your character count down some, but without cards which make that character count rise again without requiring other characters like emoe and mobilize do (see wildride, the great refuge etc.) you may still run into trouble on occasion. I'd aim for 30 characters for a basic curve build with just mobilize in it. if you're also running emoe and/or other character tutors then you may be able to afford another few slots. Again, it depends on the deck.
When you don't specify what kind of deck you want to use them in (as was the case with your first post), then yes, the curve is whatever you want it to be. If you mean to ask how to find room in an old standard curve build for the tutor cards, that's another story. Running both allows you to cut your character count down some, but without cards which make that character count rise again without requiring other characters like emoe and mobilize do (see wildride, the great refuge etc.) you may still run into trouble on occasion. I'd aim for 30 characters for a basic curve build with just mobilize in it. if you're also running emoe and/or other character tutors then you may be able to afford another few slots. Again, it depends on the deck.
I prefer 30 - 32 character cards depending on the deck im building really agro is more 30 then 32... and id have maybe 25 or so pumps just to liven it up a bit
You still need to hit the earlier character curve, but after that point, you can search as long as you hit Mobilize and any other card.
Enemy, on the other hand, you still have to draw into characters to use it ... Mobilize you only need to control characters.
So basically there are cards like Enemy/Brother I/Signal Flare, etc ... that can get you cards if you've drawn into a character already.
Or there are cards like Mobilize/Bat-Signal/Secret Files/etc which require you control certain characters before you can use them.
The former are more useful at hitting the earlier curve as you haven't used the resources in your hand yet, etc.
The latter helpd a bit later, as you have to have gotten a 'bit' of board presence before you get to use it. However, the benefit is that you don't have to have the right cards 'in hand' to use it.
There a few other tutor types. Ones like Weapon of Choice and Secret Files are restricted to specific costs. They are too limited for most people. In some cases [Great Refuge] they are open enough, and give enough choice, and are cost effective enough to be used.
Ultimately, the 'best' tutor is still Wild Ride. It has no requirement, it searches for any character on the team, and the only cost is endurance.
Obviously it will fit perfectly in decks like Big brotherhood, Doom, Teen Titans and Avengers. A lot of the weaker teams lacking tutors like Xmen, Arkham, Manhunter, Syndicate, Spiderfriends, etc may still need more then just a tutor to make them good.
I wouldn't count on mobilze single handedly bringing old decks to top tier but it is definitely a step in the right direction.
Yeah, anytime you can "fix" your curve or get a character of choice, then decks are going to get better. It also helps to find the tech characters which means the deck can win matchups it otherwise shouldn't.
The X-men for example, can run a single Sunfire/Gambit to tech for weenies and such. Brotherhood can run a single Scarlet Witch 5 if it's not running her already.
Tech is where Mobilize is really going to shine for mono decks. You just have to find it "in-house".
Turn 1: Play Mendel Stromm
Turn 2: Play Chameleon (Sinister Syndicate). Pay one endurance, and choose the affiliation of whatever character you'd like to pull. Once Chameleon's effect resolves, KO Mendel, and now you can use Mobilize to get the dude from the affiliation you just picked!!!
Turn 3: Profit.
Conversely, run on-team low drops, or just use EoME instead. I just really like going to all that effort, honestly.
Turn 1: Play Mendel Stromm
Turn 2: Play Chameleon (Sinister Syndicate). Pay one endurance, and choose the affiliation of whatever character you'd like to pull. Once Chameleon's effect resolves, KO Mendel, and now you can use Mobilize to get the dude from the affiliation you just picked!!!
Turn 3: Profit.
Conversely, run on-team low drops, or just use EoME instead. I just really like going to all that effort, honestly.
This is cool, but the easiest way (as was said earlier) would be running "The sinister six" team-up, then you can use both emoe (provided you're tool boxing) and mobilize.
This is cool, but the easiest way (as was said earlier) would be running "The sinister six" team-up, then you can use both emoe (provided you're tool boxing) and mobilize.
Yeah, but does that way give you a +1/+1 counter on the Chameleon? I think not!
I think the team to beat will soon emerge as X-Men as they have some of everything on their team and thus can easily toolbox around.
Different Things X-Men can do:
Recover-
Bash-
Control PTS and Locations:
Predict next cards-
Get Equipment
Stun 3 drops of init
Return characters to hand-
take other 8 drops
copy activated powers-
draw cards-
stun characters in revoery phase
become 5/5 against range characters
stun 3 drops on init and swing
have 13/13 bodies and keep fighters exhausted
exhaust 5 drops adn burn
ko characters
take multiple copies of characters and add them to your army(would hurt Mobilize though)
swing on little drops and ready
stun front and support row characters in 1 attack
stop flight and range
walking bamfs
exhaust support row characters
reuse resources
replace resources
burn
team attack
there are a lot of possibilities. I think the X-Men are possibly the deepest team in vs and are waiting to be broken.
Turn 1: Play Mendel Stromm
Turn 2: Play Chameleon (Sinister Syndicate). Pay one endurance, and choose the affiliation of whatever character you'd like to pull. Once Chameleon's effect resolves, KO Mendel, and now you can use Mobilize to get the dude from the affiliation you just picked!!!
Turn 3: Profit.
Conversely, run on-team low drops, or just use EoME instead. I just really like going to all that effort, honestly.
You forgot the part where you flip Latveria to make Mobilize cost 2...