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My big gripe with MVL limited is that there's only one generic team-up. I'm not sure how it's distrubted - as there's like three versions of it. But the inability to team-up kinda makes MVL a format where you draft F4/X - don't need reinforce if your guys are fat as #### - if you can't peel your appropriate crossovers.
I guess the prestamped team-ups work too.. but it doesn't allow you the flexibility in reading the signals that the generics do, especially since they are uncs.
Hitting a team-up hasn't been a problem with MVL draft. Out of an 8 man draft you will probably see 8-12 generic and 8-10 team stamped for the entire card pool. If you want them you just need to pick them a turn or two earlier than you usually would. I may grab my first one around pick 5-7. Doing this I end up with 2-3 good team-ups. Plus theres always a chance a team stamped one you can use cycles back to you. I actually perfer using them because of the card draw.
Hitting a team-up hasn't been a problem with MVL draft. Out of an 8 man draft you will probably see 8-12 generic and 8-10 team stamped for the entire card pool. If you want them you just need to pick them a turn or two earlier than you usually would. I may grab my first one around pick 5-7. Doing this I end up with 2-3 good team-ups. Plus theres always a chance a team stamped one you can use cycles back to you. I actually perfer using them because of the card draw.
In sealed MVL, I generally get 1 generic team-up and 1-3 team-stamped ones. The team-stamped ones are useless to me half the time, as I rarely get enough of both teams to make it worth running.
Draft is slightly better...some of the time. But since team-ups in MVL are almost first picks, especially generic ones, you have an extremely tiny chance of seeing them.
If they keep Legends, they need to create the Legend-stamped as dual purpose cards.
Instead of just having an effect that targets a Legend, it should just target either a team-stamped or generic and then give a bonus for the Legend... this way the cards aren't totally useless in both Sealed or Constructed environments.
The same goes for Insanity cards.
I hope someone at R&D gets this down as fact.
I mean just imagine if you could discard your hand and draw 2 with Certifiable if you weren't playing insanity. Or maybe one flip per turn with Beside Myself. Or twice per turn on the Joker. You could easily use those cards without the insanity tag. I would prefer a longer worded card over a functionaly useless card anyday.
In response to WK
My main gripe with large sets is I just don't build and play incomplete decks. I don't see the point. If a deck requires 4x of 4 different rares and I have 12 of those 16 rares. I just don't build the deck. Because of the rare density in Legends I haven't even tried to build a single deck using cards from Legends because I don't see the point in doing so sloppily. Even after trading and drafting over the course since the sets release I haven't got the cards to build much of anything rare wise. So to me it would decrease my desire to even purchase packs in the first place since the chances of me ever playing constructed with the cards is even less.
:ermm: See, I don't mind the insanity cards the way they are now.
I really rather have a card that flat out encourages or forces a deck construction than a half-assed plot twist that I can reach into a random pile of commons and pull out a playset.
Not to mention the whole rarity issue with MVL generally helps to avoid most problems with getting a Char. Specifc PT, and getting none of that Char.
Plus, Proxies are where its at if you don't have anything right now. I'd rather play and learn a good deck right away, then be stunted and be behind the meta.
I prefer less sets with more cards, im really falling behind on the sets already out and dcl is coming up. Ive only played in the wednesday draft at gencon and 1 sealed for mvl but it seemed to work fine as a limited set to me. Hopefully we'll get some sealed/draft cc's es's and mega weekends for dcl.
My big gripe with MVL limited is that there's only one generic team-up. I'm not sure how it's distrubted - as there's like three versions of it. But the inability to team-up kinda makes MVL a format where you draft F4/X - don't need reinforce if your guys are fat as #### - if you can't peel your appropriate crossovers.
I guess the prestamped team-ups work too.. but it doesn't allow you the flexibility in reading the signals that the generics do, especially since they are uncs.
Marvel Crossover is 3 times more common than any other common. There are only 108 commons "listed" however, they do list MVL 256 as having versions a, b, c and d [the last being the alternate flavortext foil]. So, they have 3 common slots filled by each of the Marvel Crossovers making the set actually have 110 commons, 55 uncommons, 110 rares. So that is the equivalent of having another set with 3 generic team-ups in the common slot.