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The fact that you can put any plot twist into your resource row and still have it work negates the arguement that it's drawing a card. Since you can put any other plot twist into your resource row, and the act of doing that makes you lose a card, you're still just replacing the Bat Signal you took from your hand and put face down. You're not gaining card advantage so it isn't a draw card. It just seems that way. You've gotta think of the resource row as your second hand. To see how many cards you lose or gain from that card, you have to try using that card from your hand as it's the same thing as using it from your resource row.
Back on topic, yes I agree that draw power is strong, but then again it's only as strong as the cards in your deck. If your deck put in a couple metagame cards and you're playing against a deck that goes against the metagame, then it's more like all that draw power just gave you blank cards.
Now sure, one can argue that you thinned your deck, but that arguement is also used for searching which I also have to say is better than card draw.
Card draw is very powerful, but only when you draw more than just two cards (Genosha) or if you're deck is filled with the types of cards you need, like say a deck with cards focused on it's theme while having a lack of metagame cards, then sure, drawing extra cards can leave you with another threat or a block to a threat against an opponent.
And then as for inconsistency, that is usually blocked with searcher cards. Card Draw can help, but not fix an inconsistent deck. Card Draw also can't save even an average deck, because there will always be moments where you get horrible draws, and you weren't going to see a card that could help you for the next 15 or so cards. In that case, unless you have massive card draw, you won't be getting to those cards anytime soon.
fact is, you place a card in your resource row every turn. If the card is a savage beatdown, fine. If it is bat-signal, you get a card in your hand. if you have more cards in your hand than your opponent after this is done, how can you not say that this card does not give you card advantage? that is a simple math issue.
however, in this game, card draw does not always win you the game, but in a lot of decks it means a whole lot. and that is the case in a lot of decks for that matter, in almost every CCG. Even bargain decks (MTG) scooped if they didn't see the exact card they needed after doing their tricks. Same thing for yugioh and FTK scientist decks. In this game, if the draw is inconsistent and you get a bunch of stuff that you don't need at the time, you lose, plain and simple.
But drawing the crud also means that the next few draws come closer to being golden, if not hitting the jackpot itself. Everyone wondered why Roy St.clair chained Alfred to his draw during the NJ $10k. maybe because he wants to get more cops during his draw instead of plot twists, especially since he can get the specific PT that he needs.
So card draw really does help an inconsistent deck become consistent, due to the fact that what makes a deck become consistent is specific cards you need at a specific time. if you continually draw cards, you should get to the cards you need to make the deck work.
How does it not give you card advantage? Easy, because you lost a card to put it in your resource row. So it's more like card replacement. If you consider Mist Form to be card advantage, then fine, Bat Signal is card advantage too.
The rest of your post I agree with, but still, this is a game with luck, so although increasing the chances help, you still might just draw more crud, or even draw the golden card you need when it's too late to use it.
I completely agree with Prolink here. Cards that you have to use to draw a single card replace themselves, they are not actually card advantage. Card advantage is Museum Heist when your opponent has no cards in hand; problem is, in order for that to be the case, you've probably had to waste other cards trying to achieve the same purpose, which is why it is a well and balanced card.
Think of it like this: you draw 2 cards a turn. If you use a non-discarding tutor effect like Wild Ride or Bat Signal, you net having drawn a character and a mystery card in one turn, it's just that the character also happened to count as a resource.
As for draw power of teams, it is good and all, but it is far from essential. This game is unlike other games in that it revolves much more around tutor effects than draw power. Is Big Bats good because of Big Bats or because of Alfred? Which is better in F4: Antarctic Research Base or Signal Flare? How often does Barbara Gordon make the cut when Bat Signal does not? Revenge Pact or Wild Ride? Tutor effects is where this game is at, NOT necessarily card draw.
Personally, one of my current favorite decks is My Beloved, which my build plays 13 tutor effects. It only plays 3 or 4 draw card effects. Honestly, a generic version of the team-up NOT suceptible to Foiled! almost made the cut over all of the My Beloveds.
If you're just asking is card draw better than no card draw, though, then, yes, card draw is superior to no card draw. Similarly, endurance is better than no endurance. Resources are better than no resources.
yup, Bat Signal and Wild Ride are good card searchers that net you hand advantage since you get that one additional card in hand when you play them from the resource row, and the best part is that the card you draw is the card you need. another such searcher is Faces of Doom which nets you a Dr. Doom at no card discard.
i think the best card drawer is Four Freedoms Plaza since you can essentially search for any card you need. But of course the condition is a bit stiff, having all the Fantastic 4 members on the board.
bat singal is good...but remember 2 things....its a cost of one..and u exhaust, i seen alot of players get piss that they have to exhaust, i actually heard one person say...i wish i could discard, casue he was force to exhaust his 6 drop...i do like how u can chain to mystical paralyze, spidy 7 drop, entangle, puppet master, and mental master wit the booast, exhaust as he take ur guy, simple as that, i notice team ups only use 2 singal for example, a ff/gkbeatdown, four singal flares and 2 bat-singals..notice something, not the typical 3/3....in my beloved, some use all 8 or again 6, but i see moutain stronghold being the dominant one 4-2....i think oracle evens the curve, i feel she is good in drawing, i admit i run only one of her...but its worth it...she has help me and same thing wit emma frost, she helps the x-men in drawing and the fact that they do not have a real searcher...but by turn 6...is a little late for draw power....so i guess oracle is better cause of the 2drop advantage.....
as in many games having more cards in your hand means having more options at your disposal.
and there are few times that you will find yourself truly wishing that you had fewer cards in your hand, right?
and with things like emma frost, catwoman and mystic chain to name a few, the fact that your opponent is discarding whil you are drawing is even better, as it is taking away an opponent's options and giving you more options.