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Originally posted by WalterKovacs Speaking of Jank ... Bizzaro attacking up the curve while protected and teamed up with the Crime Lords ... becomes 7/19 until the discard makes him 19/7.
Holy ####, Batman! Walter found the Intergang tech! Drive By Bizzarro! Where's Biz #98? He's gotta hear this!
the title of thise tread should be the Top 10 Worse Turny Cards.
i see each any everyone of those cards getting played. Mystic Sigil to me seems like a really good card a perment flying kick. plus if you miss your drop thats one way of say "im not done"
Originally posted by WalterKovacs Speaking of Jank ... Bizzaro attacking up the curve while protected and teamed up with the Crime Lords ... becomes 7/19 until the discard makes him 19/7.
Then it's time for the three-man Drive-By, Press the Attack, and Team Tactics!!1!
Ugh. I can't believe I said that.
I think webslingers would have been way better if it would have said:
As an additional cost to play webslingers, exhaust X Spider-Friends characters you control.
Negate target non-ongoing plot twist effect effect an opponent controls with a cost of X.
Maybe that would have been too powerful, but at the same time it seems as though unless you are running black cat + bad press + spider vomit that you won't get this card to work very well.
There are some excellent replies to this list and I will try to reply to some of them as soon as I finish the rest of the week's articles. Five in a week even if they are just short ones is a bit of a pain.
I guess I should have clearly stated that this is about cards for tournament play. That's all I really play and that should be clear based on my pitiful 3-6 day two at SoCal. Sure, a few of these cards can be used in limited as a 7-10 plot twist but cards like Drive By Shooting are stretching it a bit mostly due to the sheer amount of plot twists available to that team already in draft. There is just so many more better cards to play for that team. I think any successful Marvel Knights draft strategy involves playing that team in some fashion.
Anyways, this was done to be fun and also to generate some discussion on the new cards. And to let you guys see some of the cards too.
See ya tomorrow. Let's see the reactions to the top ten best cards.
________ VOYEUR CAR
Originally posted by Jaxxin I am impressed that you did not name King takes Knight. But some of those cards you listed I still like more than Frogman, the Slingers, or team spirit.
I actually like King Takes Knight. It acts like a Kaboom! or Foiled in the right deck to fix the initiative for you.
Team Spirit was supposed to be the the #10 card. I am not sure how it got left off the list. That card is bad too.
________ TOYOTA KZ ENGINE
Originally posted by DDH So, good idea, but misguided attempt. Context is always of the utmost importance when evaluating cards.
Thanks for the critique Anthony. I think I have already stated that this is more about constructed worthy cards as opposed to limited. I am sure you could make a case for use for every one of these cards in some form or fashion.
________ ### Sex
Mephisto isn't that bad. There are more horrible cards. A Witching Hour can pull you a ton of characters for 2 HP and 2 RP. When you pay 26 HP for 13X two cost or one cost characters , you don't care cause on turn 8 you don't lose.
Mephisto is actually very playable - there are a million and one ways to feed him, esp, as others have mentioned, with Witching Hour and Deacon Frost.
And I'll be popping a couple of Team Spirits to join the Last Stands in my Evasion deck. It's easy to have 4+ stunned characters when you're popping your own 2- and 3-drops to avoid KOing them. Then play Team Spirit to get your top drops back, and the Evaders come back for freeeeee...
And just to note, since it was brought up earlier, Frog-Man's effect is not as horrible as it seems. Yes, on the offense, 3-drop Spider-Man would probably be better (unless the character that would be stunned has a come into play effect) . . . but what about when you are on the defense? Spider-Man can't help you there, but you can save yourself some stun damage if Frog Man's there to help you.
I will definitly use mystical sigil in my Doom deck.Idealistically,turn 4 recruit Doom.Use diplomatic immunity to move him to hidden area.Turn 6,recruit 5 drop and 1 drop mystic sigil,giving Doom much needed range to pick off back row scrubs,and keeping Doom hidden.Most people I know who play straight Doom play a second 5 drop on 6,this gives Doom a massive boost in the process and smoothes out the deck.