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Can someone explain how it works in the other game? Will Galactus be a 30/30 or something? Does he come into play at the beginning of the game? Why is it so hard to beat a raid deck?
Yeah, I'm thinking Galactus would act as a Vanguard-type card with a set endurance total. The deck would contain a bunch of effects that can only be used if you have the Galactus Vanguard.
Maybe Galactus could attack (Onyxia can), but he'd basically be permanently concealed.
I've seen this concept before...its been discussed here before. Talk of multiple teams teaming up to fight against uber powerful villians such as Galactus...i have to catch a plane in the morning though...so I will search for the thread tomorrow...unless someone else would be so kind.
A raid group of 3 to 5 players would team up to bring the Dragon to the ground.
Onyxia has a much bigger hand size than her opponents. In addition, every turn she flips an event card that acts as her resource. The event could be anything from All players KO a character to character gain X endurance.
Onyxia has 3 stages. Stage 1 had 20 endurance and the option to eliminate an opponent if she wishes to use X resource points (I think it's 10). Ergo the opponent must start attacking her before she reaces X resources or one member of the team will be destroyed
Stage 2 has 30 Endurance and Onyxia now features Dragon Whelps (Think of Galactus launching Destroyers)
Stage 3 has 50 Endurance and now Onyxia threatens to destroy all opponents if she reaches 20 resources.
Damage does not carry over from stage to stage. It's a tough task with 4, managable with 5 dn REALLY hard with 3 team members.
Onyxia's Plot tiwsts include marking he attacks more powerful, adding more whelps into play, destroying allies, weapons and equipment and Negating other effects. She's one mean cookie.
Can someone explain how it works in the other game? Will Galactus be a 30/30 or something? Does he come into play at the beginning of the game? Why is it so hard to beat a raid deck?
In the other game it basically worked as so.
The other game a players deck has a character that represents the player. Getting that character to zero health kills the character.
The huge opponent gets three 'stages' of character ... so you have to kill him three times.
There are special rules based on what stage they are on, the character gets progressively more life, more 'built in' attack [those character don't have actual attack values normally, and the boss can't get equipment to change that, so it is given an inherent attack bonuses]. They each have their own flip effect which includes powerful effects like ... if they get enough resources, they can instantly kill a player [or all players]. A built in 'time limit' for the opponent to beat them.
One thing Stu would especially like is that it has a 'token' engine ... the big dragon gets a bunch of 1/1 little hatchlings as the only other characters in the deck [allies in that game]. Various effects cause hatchlings to come out.
A number of effects are based on the stage [including cards that can only be played during certain stages] and other effects are dependent on the number of oppoenents.
The only cards the "boss" can pack are the ones from the set itself ... but you can get multiple raid decks to put certain cards up to 4 of.
There are two decks, one deck are 'actions' that are parid for with resource points and basically allow for the boss to deal with opposing allies, deal damage, destroy equipment and stuff like that. The other deck is where the resources come from ... and the have 'events' that can help all players, help the boss, or help the challengers.
Turning it to a Vs. concept would involve changing many of the elements.
Giving the Galactus Player the equivalent of 50 endurance for EACH opponent would work ... they'd also need to have some kind of swarming ability to be able to soak damage from the opponents. One big thing ... giving the "Boss" player initiative EVERY TURN could be a big thing, as the opposing players could easily use an initiative turn to clear the board and then use a ton of direct attacks to put a major hurting on the Galactus player.
I could see many of the elements of the Heralds team for stalling being used ... but more powerful. The ability to bounce characters, gain endurance and force exhaustions on a large scale would be good.
It will be interesting to see what they have for restrictions on card pool, as likely there would be an alternate win condition for the Boss deck if it survives long enough ... and thus some of the win condition [and 'cannot lose'] effects might not be allowed. Also what something like 9-drop Galactus would do, etc.
One thing Stu would especially like is that it has a 'token' engine ... the big dragon gets a bunch of 1/1 little hatchlings as the only other characters in the deck [allies in that game]. Various effects cause hatchlings to come out.
Master Mold likes the sound of that. Now I'm excited.
here's a question - in the Onyxia Raid deck, are all the ... I guess "Onyxia" cards ... Raid only, or are some of them also legal in standard constructed play?
this is very exciting news. I love finding new ways to play this game. Constructed, sealed, multiplayer, and now GIANT-SIZED. this is DEFINETLY what the game needed to help get casual going stronger.