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I'm really surprised that only one person mentioned Detective Work. I play 4 Fizzle and 4 Not So Fast with Batman TDK, and this makes him even better. Completely hoses Overload against 7 drop Batman, and isn't that what people say makes him suck?
Barbara Gordon is also big for GK decks. There's no reason for GK to NOT have Utility Belts, so now you get to add fuel to the Batman TDK fire.
By the way, I liked the article. I was surprised to see how immature people can act just because they disagree....
People didn't play 10 drops before, and now they suddenly want to?
What, nuking someone's resources wasn't enough? While its more possible to surbibve by having 28 endurance chewed out of you? (and if they do, imperiex is gonna have some team attack hurtin' comin' his way :P)
Sure you could play him turn 9, But I rather do the same amount of endurance loss through Onsalught, stun, then make mince meat of their endurance.
Games *usually* end turn 7=*8* anyway, at least nowaday (Don't give me that stall-doom crap! :P!)
Prankster – too random to be amazing, but if it works, it will be nasty, nasty, NASTY! It’s best to call the number of the drop your opponent will be looking for. This card should have been Arkham!
Prankster in an Arkham / Team Superman (hey don't laugh it's even got a theme somewhere) with Daily Planet X-Ray Vision and Emperor Joker (there's the theme!) could get pretty bad if you can last to turn 8
aLPHA pROJECT: yah, I read Matt Hyra's article, too =) But keeping the recovery-phase restriction makes it very difficult to use. It's awesome in the proper scenario, but i will be hard to get to work properly.
I actually hadn't read his article until just now, but, it's along the same lines as I was thinking. He's missing a few things imho. trust me, FOA is a beast and is going to turn the metagame upside down if it catches on.
Why should you play (or what do I think the strongest cards for each affiliation is):
1) Team Superman: Super Speed
We know from previous sets that being able to ready characters so that they may attack again is really good (Quicksilver, Speed Demon and TT Go!) and I see no reason why this card should be an exception to that rule. It may be questionable whether Team Superman have strong enough characters (with cosmic) to compete with the big boys, but if they are successful on the tournament scene, this card will be one of the prominant cards in the deck.
2) New Gods: The Source
Okay, most people realise the power of this card. It is powerful, but do not expect to remove TT Go!'s from a Titans deck on a consistent basis. People will play around this, but the fact that they have to play around gives you an advantage which can be rather significant.
3) Revenge Squad: Mercy, Amazon Bodyguard
I've already been proxying up and playing a Revenge Squad deck and this gal is by far the most potent card in the deck. Being immune to stun while defending is an incredible power. Couple this gal with Cover fire in your deck (most of the good Revenge Squad character have range, including Mr. Mxyzptlk) and your have a formidable defence.
4) Darkseid Elite: Apokolips
Savage Land was good right? Well, this does it one better since it has no negative impact on the character you're boosting. It's strength is tied to something your opponent controls, as opposed to what you control, which is a weakness, but since most people will typically build a resource every turn, this shouldn't come into play very often. It's the gift that keeps on giving...