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Storm is for On-Initiative, and Hump is for Off, if you have a choice. Storm is free, thus a better top than Hump.
On Inish: Team attack your weenies into their 4 (It should be enough.) Storm dominates the lower drop, then evade them all for something or other (Shrap defense? Alley?)
Hump on the other hand is much nicer on Off-Inish. Comboes of Back to the Wall and a 12/10 monster really is difficult to attack through.
Callisto is searchable, Scaleface is not. Thus, Callisto is the better turn 6 simply because she's the more consistent turn 6. Turn 7 doesn't matter because you're in Xavier's Dream mode at that point.
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Originally posted by bibamofo I know, I know. I should find better analogies. But I still think Storm is better than Hump in most cases. I'd still run a Hump to search for in situatiuons where I had endurance to spare. Essentially, evading two 1 drops and a 2 drop to give Hump +2/+2 is a 4 endurance payment (although Artie should shave 1 ATK off the attacker).
I guess it's a good thing I didn't pipe up about how Callisto is better than Scaleface...
I definitely agree that Storm does more for the deck than Hump does--I just hate the 'this card = XX endurance' analogy.
Scaleface and Callisto are about even. Callisto is better off-init if you don't get your preferred init, and Callisto is tutorable. Scaleface is just a house that ends games on 6. Flip a coin. Usually it goes 1 Callisto and X Scaleface.
I prefer Hump to Storm on either initiative. With hump being as huge as he is you can run less combat pumps. This allows you to run more tricks and keep board control. Plus he is physical which allows for more tricks. Storm is a fine back up but 9 times out of 10 I'd rather see Hump.
With the alley doing damage every turn you opponent is probably loosing the life race by turn 4 making up for the endurance lost to evasion.
Callisto is a 1 of cause she is searchable. You want to hit Scaleface to end it.
What about the fact that, if you have Hump out you MUST have everyone else having Evasion otherwise he becomes a 'non-bo' especially off inish where you can't guarantee to be 'able' to stun all your other characters.
And of course, there's the whole issue of Marrow where, if you stun her before Hump you are losing an opportunity to use an additional +1/+1 to Marrow ... while if you evade Hump to Marrow than you never get that +2/+2 for Hump ...
In general, I prefer Storm so that I can have Marrow on 5 as the 'big' character and then I don't HAVE to run Callisto as my 6 to be able to continue to use Hump's ability ...
Storm isn't a physical character, and that's pretty much the MAIN reason to run Hump over her ... to protect yourself from Wonder Man via Mob Mentality. [only way to solve that particular problem is via Brave New World, in which case you need a second team to work with.]
But if you are running Hump over Storm it makes sense to also run Callisto over Scaleface since having a non-evasion character on the field = lose ability to 'use' Hump effectively.
wow thats a really horrid reason not to run hump :/. a 10/7 for 4 is good reguardless. if you can attack with marrow and not stun back against a 5 drop while evading 2-3 ppl not including hump you go ahead and do it. then if hump attacks and would get stunned and it would matter (aka 1 of your guys stunned while not evading) then go ahead and take 5 and not stun back.. it really isnt taht hard of a decision. and i like how alot of ppls "god draws" dont even win on 5 :(. its sooo easy to win on 5.
I still think a searchable 6 drop that's as good (if not better) than others in that slot is the way to go.
I also don't see how Morlock Justice can't find it's way into the deck. If nothing else it will always burn the opponent for 3+, but should always be doing more than that. I run two in my deck, and if I don't draw it, I can always break up formation such that Callisto can get through.