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well nevermind then.
But it could work once per turn. I attack with Hush at your visible five drop, that is exhausted. I pay one endurance and use Hushs' ability. You have no response so we return to an empty chain. I then play Banished targeting your five drop and placing him in the hidden area. The attack is now illegal so Hush readies. Right?
According to the Marvel Knights rules card "A character in the hidden areais unable to be attacked (unless a card says otherwise)." So it would no longer be a legal attack since the defender is removed. And Hush would ready. Since he can only be used once per turn it is no longer as fun.
When people don't do that, it annoys me to no end.
Look, if you want, you can even look it up. Hell, I think it even came up in a Cerebro article. But in case you didn't hear what I said, I'll state it again. Moving a character doesn't remove it from the attack once the attack has been declared legal and the attacker has exhausted. The only thing that removes a defender from an attack is stunning it through some other effect, or using a card that specifically says that it removes a defender from the attack, such as Sticky Situation. That is the ruling, and your idea of using Banished to the Anti-Matter Universe will NOT work because once the attack is legal, anywhere the defender or attacker moves throughout the attack will NOT make the attack legal.
alright so back to the drawing board.
Who is the better four drop Frostbite or Owlman? Same defense, but Owlman has a boosted ability and can take out most six drops with a Cosmic Conflict. So he is more useful between the two. I know you would rather see the six drop on six but sometimes these things happen.
I say, Frostbite. That way, you can still use her as a 4 drop, and then on turn 5, when you go off with Johnny Quick and stun their 5 and 4 drops, you can use Frostbite to keep the 5 drop exhausted and have on less guy to come at you when turn 6 comes and you reset your field using St'nlli.
If you're not running a team up, Owlman is a good secondary drop to fill in for turns 4 and 6, just be sure you have Cosmic Conflict...
I personally like Fiero most at 4. She can act as nice wall for turn 4 before being moved to the hidden area with Nero Unleashed or St'nlli to burn for lots.
I like Owlman more because my deck usually misses drops and his boosted ability is very good and with any pumps or even Thunderous Onslaught he can be used very well.
in my AM build, i use both Fiero and Frostbite as my 4-drops. i use both THRC(The Ring Has Chosen) and Emerald Dawn for character tutors. to use them effectively, i loaded up on AM characters with WP.
1drop: AGL (Anti-Green Lantern)
2drop: none (thinking of Dead-Eye, nice effect)
3drop: Xallarap WP 3
4drop: Fiero WP 2, Frostbite WP 2
5drop: Johnny Quick, Element Man WP 3
6drop: Superwoman, St'nlli WP 1 (might put in AM Sinestro)
7drop: Ultraman
since the AGLs and Xallarap KO themselves when they don't stun, i'm also considering a Golden Age build using Total Anarchy. :)
Yeah, I was thinking the same thing. I can use a couple willpower cards to help my curve instead of having to rely on a team up. Great idea, plus they're great cards.
Shadow Creatures x4
Anti Green Lanterns x5
Xallarap x4
Frostbite x4
Fiero x3
Power Ring x4
Sinestro x3 (the AM version)
Superwoman x2
Nero x3
Anti Monitor x1
Q Field x3
Cosmic Conflict x4
Thunderous Onslaught x4
Banished to the AMU x4
In the hands of Quard x3
Emerald Dawn x4
Quardian Council Hall x3
Anti Matter Cannon x3
I already know Superwoman needs to be dropped, I was thinking of adding another Sinestro and one more Nero. Cosmic Conflict might be subbed out for Nero Unleashed also. I really would like to fit in some Yellow Power Rings to boost up some willpower for Nero.
Any ideas?