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Come on now--you say that like you need a 10 card combo to pull it off. Mulligan for Lost City and throw in a few extra team-ups/team-up searchers. Done.
No, I say that because Lost City replaces a power up, so why would I team up JLA and Brotherhood for it when it forces me to pick between Lost City pump and Ally effects? What's the point, again? Why don't I just team up Brotherhood with a better team, seeing as how if you remove Ally from the equation, half the JLA cards are effectively blank?
(Now, if you'd said "team up Brotherhood and JLA so you get Avalon Space Station", that would be something more of a better point.)
Could you please take World War III off the list. This is one of my favorite cards in the set. In a team that can easily get more total cost in play than its opponents, this can Wrath the board on any turn where you have intiative.
Add onto that the fact that you can take out a key drop (i.e. Bastion, Garth etc) or prevent Loyal characters from hitting play (Terra, Garth, Nimrod's counter).
Are you making sure to KO a number of characters greater than the combined cost of your victims? So, to KO Bastion you would need to KO 7 Injustice Gang characters.
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No, I say that because Lost City replaces a power up, so why would I team up JLA and Brotherhood for it when it forces me to pick between Lost City pump and Ally effects? What's the point, again?
In a JLA/Brotherhood team-up, the point could be focusing on the ways to power-up, rather than the Ally abilities. Zatanna gets a free power-up, and you also bring in cards like Disband the League to combine with Lost City and Avalon, etc.
Ok What Reform The League Lets you discard any Character to power up a Guy.
Also No effect in the GAME is as Strong as Lost City On def. Its kinda weak to compare a new Untested mechanic to the best Def tactic in the Game. its like taking a Puppy to a Dog Fight Expecting it to win. You ALso Neglect to mention What other Decks Can pitch one card to attack 2 places up the Curve and Have that card not be a Pt.
JLA does Lack Def, From What I have seen It has Next to none (which Is why I will Run a Slightly different Curve so I can use Cover Fire) But They Will most likely Get Stunbacks Unless YOur Oppnent Is very Careful about how they attack (The Same with BBH) The 2 Decks are Similar but different in Key ways.
BBH has A More Deffensive approach.
It Has Drop replacement Problems (which Is kinda bad With your Def)
Crumbles More Easly o Negation like Utility Belt and Unmasked.
JLALLY :
More Offensive but Will tend to get Stunned back while attacking far up the Curve.
No Problem With Drop Replacement, but no Recursion.
Has Disruption to Keep thier Ally Together. Allso Its Probally better agaist TT (this is Just a Geuss cause BBH is horrible Agaist TT, At least JLALLY has Aquaman and Ollie (who is Horrible other wise)
Honestly, I think Ally is an ability that's "neat" in limited, but otherwise is going to be for the casual gamer. I agree with chdb in that Lost City is stronger, but JLA doesn't need to suffer from resource hate like Lost City.
Although I think saying the JLA is bad because Ally is bad is just right out. The willpower/control build definitely has some applications, imo. Use ally a little bit (for Hero's Welcome, Batman, Firestorm, and possibly Barry), and I think you're on the right track.
Plus, Barry is pretty, pretty good, when you think about it, and the whole key of the ally deck. When chdb says his ability is sub-par, it makes me wonder what he's talking about; he's like a Quicksilver that isn't restricted to once a turn, which is a key character in his beloved Lost city deck. He's going to be a 12/10 on turn 6 that swings on every single one of their smaller characters. If you just use Monitor Womb Station to name Nasty Surprise before the combat phase, I think there's a good chance that you can stun from their 5 on down with JUST Barry (and maybe a Flying Kick), and then Barry could either take the stun back and attack their 6, or you could team your 5 and 4 into their 6 (which is a poor decision since Barry can't BT anyway, but he will be ready, so maybe any exhaust effects).
On the Ally mechanic, there are several reasons Ally effects are individually a good deal weaker than Lost City. First and foremost, getting Lost City online is a lot harder to do than getting a pair of Ally effects active. There are a handful of effects that can grab location cards from one's deck, but the JLA has two search / mill effects above and beyond the generics and willpower-based character search effects out there. Therefore, if Ally powers were even right close to Lost City, the JLA could easily become too good. Some of the effects actually are good already; they just need to be understood in their context. Barry Allen is as restricted as he is because he, honestly, can still be busted wide open. A deck that runs him with Nth Metal, Mr. Fantastic, and some ways to keep him from being stunned on the attack let him wipe an opposing board on turn 6. Katar Hol with Nth Metal is a 9/9 that gets to be an 11/9 against bigger characters. Booster Gold and Connor Hawke on 3 are a more stat-effective T-Jet. Batman's a more costly but more disruptive version of Vision. Attacking anyone on your side will require you can overcome a power-up and losing a plot twist. There are ways around this, of course, and CS doesn't likely care too much, normally. What's nice with the JLA is that you can afford to run 'techy' Allies and grab them and their power-up if and when you'll actually need them.
Barry Allen is going to be the next Roy Harper@Arsenal, you heard it from me first;) The only question now is how many ways we can find to power him up
Originally posted by Final Darkness Barry Allen is going to be the next Roy Harper@Arsenal, you heard it from me first;) The only question now is how many ways we can find to power him up
Nth Metal+Barry Allen=Infinite attacks(oops, misread the card)
And no, shipping to US costs via registered mail costs 3 dollars.
Wow, so Juggernaut can fly, can attack from the support row, can be recruited from my resource row if I draw him early and have to put him down, and readies if the game goes to turn 8?
Originally posted by MadTitanFan JLA does Lack Def, From What I have seen It has Next to none (which Is why I will Run a Slightly different Curve so I can use Cover Fire) But They Will most likely Get Stunbacks Unless YOur Oppnent Is very Careful about how they attack (The Same with BBH) The 2 Decks are Similar but different in Key ways.
Umm ... did you not see any of JLA's will based cards?
Wall of Will is up there with Power Drain in the defensive department ... and Satelite HQ is a combo of Hounds/Sinestro/MKKO hate and a reusable from the shadows.
Of course, both ARE willpower based, which for SOME of the Ally based characters won't really apply [i.e. it won't help Barry]. However, for say ... Zatanna ... it's HUGE defensively.
Tying into the Ally theme via John Stewart, the willpower based defensive pumps can come in very handy ... however, a 'pure' Ally theme won't have TOO MUCH in the way of willpower. Mostly it's Faith and John Stewart ... otherwise it's the 'support' characters [Wonder Woman (7), Martian Manhunter (8), Zatana] that enable power ups who have a good ammount of willpower.
Nth Metal does not work with Barry Allen, but that does not mean that you cannot power him up in other ways. Your opponent will usually have around 3 characters on the field on turn 6, so you will only need to power him up twice. Just like Roy Harper like to make sweet love with Press the Attack, Barry Allen will be made sick with the most efficient power-up engine someone can come up with.
Cool to look at but not very useful in constructed:
10 Drops - Meggadon most games just dont go that long and if they do any 9 or 10 drop usually wins the game
8 Drops - Dr. Fate, MMhunter, PsychoP, Mogo, Staro, Amazo -> Same as above particularly with an Unafilliated deck just aint going to turn 8. Certainly aint going to 8 if your opponent has 3 cards still on the field. And it aint going to 8 if you have 3 cards still on the field unless you are pretty awful or playing sealed.
Watchtower - a poor mans version of Cerebro with a greater risk.
Tommorrow Woman - way too hard to pulloff in a meaningful fashion.
New Era - usefull for replacing that janky watchtower to get a Field of Honor but other then that why not just reduce the card in the deck.
Dr. Light - Even the IJGang deck doesnt want him.
Deadshot - eek a 2 drop that requires 10 cards in the KO pile (that a real situational play if I ever saw one).