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After they've played Bamf on the low drops that are attacking, but before it resolves. Or It's the only way to stop that TOTALLY broken card. ;)
Or, team attacking with your OWN 2 and below drops, Bamfing them [or some other similarly broken card] and playing Flame Trap to stun the opponent's low drops, including the character you are attacking to allow you to ready all the team attackers.
I'm not going to argue nor debate with you past this singular post.
The initial conversation on the subject was concerning my then build of GK which evolved as the opposing deck/ options evolved. Wild Vomit was the only deck that you had to truly fear that could under drop and fight. GK handled most of that with overload and negation effects.
Faces was the first truly threatening rush deck of it's type where a couple of overloads just didn't make up the difference. Being banned and all.
Faces came out what? A year after that intital conversation? So, based entirely on the only relevant data at the time of that initial statement, no, most rush decks didn't need to be flame trapped on turn 4. The cost of a flame trap vs the 2 characters you might get rid of wasn't usually worth it. Overload did the job much better. Once overload left, THEN Flametrap became a bit more important.
So, for the final time on the subject, against a rush/weenie deck back then, no, I wouldn't use FlameTrap. Against a more recent Rush/weenie swarm deck, yes, yes I would.
I'm not going to argue nor debate with you past this singular post.
Why? Because you finally see how bad that post was? Man up and defend your inaccurate comment.
Quote : Originally Posted by t
The initial conversation on the subject was concerning my then build of GK which evolved as the opposing deck/ options evolved.
Sure... use that as your crutch. But you made that comment just like 2 weeks ago and did not say it was with the frame of "back then". But I'll humor you and go along with your whole time frame theory...
Quote : Originally Posted by t
Wild Vomit was the only deck that you had to truly fear that could under drop and fight.
TNB?
Titans?
Are you sure you want to challenge me on what were the prevalent rush/swarm decks "back then"?
I also hear the Flame Trapping Hounds of Ahab helped against Curve Sentinels... THE prevalent deck back then.
Quote : Originally Posted by t
GK handled most of that with overload and negation effects.
**IF** you ran Overload. You didn't have it in that GK pile because Overload had been banned. And if you did, it was probably only 1 of and still without search.
Quote : Originally Posted by t
Faces was the first truly threatening rush deck of it's type where a couple of overloads just didn't make up the difference. Being banned and all.
Please stop misleading the public. Rush archetypes were still strong even with Overload.
Quote : Originally Posted by t
Faces came out what? A year after that intital conversation? So, based entirely on the only relevant data at the time of that initial statement, no, most rush decks didn't need to be flame trapped on turn 4. The cost of a flame trap vs the 2 characters you might get rid of wasn't usually worth it. Overload did the job much better. Once overload left, THEN Flametrap became a bit more important.
Again... if you're going to use the Time Machine... use the right setting. At the time of the GK Curve deck thread... Overload had been banned. So based on your last comment... Flametrap was the card to play against rush/swarm and as early as possible... turn 4.
Quote : Originally Posted by t
So, for the final time on the subject, against a rush/weenie deck back then, no, I wouldn't use FlameTrap. Against a more recent Rush/weenie swarm deck, yes, yes I would.
So am I going to get that "admission of wrongness" you claim that you have the ability to do?
Because I think I just standing high-kicked your last post through a basketball hoop.
It's also good to play any turn you have out Ratcatcher, lots of 1 and 2 drops ["and Haywire"] and a few copies of Last Laugh. If those many 1 drops are Infernal Minions that turn into counters on Tattooed Man [and thus it's turn 5] that can turn back into Infernal Minions.
The GK curve deck thread is where, out of curiosity? I'm having some trouble finding it directly, but found another place where i explained how and when flame trap should be played. You don't agree. You are wrong, but you don't agree and that's fine.
There's another thread where you and Paul try to get aggro about the answer, and I lay the ##### smack down over in that thread too and you both vanished afterwards there.
It's ok, sugar, i'm back from UFS land most of the way, and I'm going to stick around as long as they keep a Black Panther card in the current age of tournaments. :)