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What round isn't much of an issue it is so bi-deck dependant as it should be.
Time well I like it short and sweet cause I'm a smoker and need 2 extra minutes between rounds, but as long as you don't drag that first game in top 8 past 30 I'll try not to B!tch.
As for decks that can win on 3, I guess your idea of nuts draw and mine are different if you only see 1 deck that can do this with nuts, maybe God draw is what I'm thinking, it must be the next step up because I've seen.
TNB win on 3
AGL ...
HiV...
Squad...(TexMex)
Silver Bullet...
How long do you feel the average game should last in terms of turns, and in terms of time?
I think the average game should go to turn 7...and last about 25 minutes. I'm very okay with games going 30+. I actually enjoy games that are a bit more involved. I think the length of a player's turn really only seems long because it is compared against a 30 minute time-limit. If that time limit were relaxed to 45 minutes, I think people wouldn't be as annoyed with lengthy turns. They'd still be annoyed, though.
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How many turns should it take for the nut draw of an aggro deck kill you? How okay are you with the possibility of getting killed on turn three or four? What's the earliest kill an aggro deck should be able to pull that would make you feel involved in the game?
This is an odd question...err, set of question. Not because I feel that the question is hard to answer; but rather because it's dependent on the available defenses. For example, if Flame Trap were a card of cost 3, I'd be perfectly fine with the possibility of losing on turn 3. Why? Because I would have the ability to stop it. However, at the moment, all of our best options (e.g., Flame Trap, Reign of Terror, Spectral Slaughter, etc.) are cost-stamped 4. That means that rush decks "should" be able to kill you on a nut-draw by turn 4. After all, they've got to be able to beat the stall decks, too. Rush decks should be able to consistently beat you by turn 5. Turn 3 wins should NOT be plausible from a design situation, because there's no way to defend against it. Mikado and Mosha, the best early-game rush defense, is legal only in Golden AND is incomplete.
On this front, I'd like to see a weaker...BUT earlier rush stopper. Perhaps along the lines of Swan Dive (with cost 3). Stun a ready character you control. Stun any number of target characters with combined cost less than the character you stunned. Play this card only during the combat phase. Maybe this needs an additional discard. Anyway, the point is that something like this would go a long way to making faster rush decks more acceptable.
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Which is funner for you to play against: A deck that rushes you down quickly, or one that stalls out the board repeatedly?
This is a trick question. Both of these decks are fine to play against assuming that they are defensible. For preference, I prefer playing against a deck that rushes you down quickly, because they tend to be easier to defend against. There are fewer stall defenses.
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Do you enjoy playing engine decks? If so, what about it is appealing to you? Do your opponent/play group's viewpoints on engine decks - and maybe even stall decks - affect your opinion?
I love playing engine decks. I really became an avid card-gamer playing Decipher's Star Wars. That game is all about deck manipulation. So I really enjoy knowing that I have complete control over my game. That way, whether I win or lose, I know that it was me that won or lost. Not some statistical improbability that only occurs in 1 game out of 10. I like knowing that I am only a card or two away from having an answer to my opponent's offense.
I don't really think that my opponent's opinions affect my viewpoint. I know plenty of players that don't like when I play one of my engine decks. However, there are many of them that like to watch what I can do when I'm playing one of my good decks. It's a pretty even split.
To all of this, I have to ask, which would you prefer: To be beaten by a better player with a better deck; or to lose to a worse player because you had an unlucky draw?
When the Crime Lords beat the JLA by having Typhoid Mary burn the Watchtower to the ground... VS is fun.
When the Manhunters Swarm like mad on turn 6 only to miss victory by 2 endurance and then get hammered by Wolverine: Feral Rage on 7... VS is fun.
When you play a murder Doom deck against Checkmate and have to deal with Threat Neutralized... VS is fun.
When you miss your 1, 2, and 3 drops and so does your opponent in a JLI Vs. Teen Titans match-up ... VS is fun.
When Hellboy wins the game on 7 by getting the 4 Ranga Rok Doomsday counters all by himself... You'd better believe that VS. is fun!
________ video review
I like building decks with my favorite teams from the comics. I think the thing that drew me to this game was how well they translated the characters from the comics into cards. Sure, I have more fun when I'm winning games and doing well at events (especially when it's a rogue deck that I'm playing with) but honestly I just like playing the game in general and hanging out with the (mostly) cool people who also play. So VS. is usually always fun for me.
Mikado and Mosha, the best early-game rush defense, is legal only in Golden AND is incomplete.
You mean Golden and Silver, at least through Australia.
"One of the sidekick's most important jobs is to keep the superhero in touch with reality; because in this business, reality can be pretty hard to come by."
I have the most fun playing when I'm drafting. I like to play curve strategies and hate playing any game where I'm up by 35 endurance and two characters one turn and lose two turns after with no way to prevent it. I hate going up against any deck where I clear the board and the next turn they have twice as many guys as me. I dislike swingy games. Ironically, I also dislike games where missing a drop on turn 3 foreordains you're going to lose on turn 6/7. I don't know how to reconcile those two dislikes.
I think games should be able to make it to turn 8 to justify those rare cards that always wheel around to be picked up as a 12th, 13th or 14th pick. I also think games should take 20-30 minutes to finish.
I hate playing against rush decks or stall decks when there's nothing that can be done against them. Never feeling like you're in the game is pretty much the definition of a negative play experience. The benefit of a rush deck is at least the game's over quickly.
I have the most fun doing Sealed and Solomon Drafts. But I also really enjoy when everyone is playing rogue-builds at our Hobby League. Getting beat by Darseid Resource Row Burn, and Spider-Friends, and Revenge Squad/Inhumans is a blast!!!!