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Originally posted by magog29 Pretty risky move playing that card. Sounds fun though.
It's meant to be a finisher on turn 6. It means you have to have enough gas in that final shot to win....if you don't, then you lose. The only thing that can screw it up are defensive pumps from your opponent as that is the only outlet they have to protect themselves. It goes right, you win, it goes wrong, you lose. I particularly like the name for this card idea.
Hope ude makes this to help the clones in the x-men set:
Spider-man
mutated
4
Spider-friends/X-men
When Spider-man is recruited, do not KO any other copies of spider-man in play. Ally : whenever a character you control becomes powered up, you may choose to either:
discard 3 cards --> recover target character you control
or
discard a card, draw a card
6/8
range
the card IS powerful I'll give it that. But Turn 6(based on the 'very least' nature of it) won't really be TOO strong if you think about it.
Here's the MOST it will get:
1+2/3+4+7+9= 23/24
That's from each drop before it, assuming that nothing was KO'd previously. And then you have to figure that your opponent will not be running SpiderFriends either. Because if they just use Evasion and a couple of "Pinned!" or just use Julia Carpenter, you're card isn't going to be too great.
It DOES have potential, but I just think the costs of it are too great. Let me try to help, tell me if you disagree on this idea:
*Make it an Ongoing effect:
Play this card only during the Buildphase and only if you recruited only one character this turn. You may not recruit any more characters this turn.
Ongoing: Target character you recruited this turn has "KO a character you control>> This character gets +X Atk and +YDef, where X is the attack of the KO'd character and Y is the Defense of the KO'd character. KO this character at the start of the recovery phase."
To Orange Soda man:
With a version of "mutated", I'd expect for a more Wild or powerful effect.
Spiderman was the manspider when he teamed up with the Xmen. How about something like this?
Spiderman, Word-Slinger
4-Drop
Team: Spider-friends/Xmen
Flight/No
Range/Yes
6/8
Effect: When Spiderman comes into play, Characters named Spiderman are not unique this turn.
Ally: Whenever an Xmen character you control becomes Powered up, You may discard 2 cards from your hand. If you do, recover target Stunned character.
Leader: Whenever a character adjacent to Spiderman becomes Powered up while Defending, you may exhaust it. If you do, Draw a card.
^^^
that sounds cool, but I don't think spidey should be a leader, since he was merely "allied" with the x-men. The only x-men character, as far as I know, that he's been a leader to is Storm, and possibly wolvie (secret wars).
As far as the first ability (uniqueness), there will be gramatical confusion. It should be worded "Characters named Spiderman are not unique the turn Spiderman comes into play. Also --> the idea behind the 3 card discard was to make sure that it would only be used in drastic times. Ideally, (in my version) you would choose the seccond for some hand filtering/swamp/avalon. In an evasion build your version would be sick. (exhaust, evade, pinned).
However better your version is (and it is), I'm afraid ude would have to decide which is more realistic if either were considered.
When Morbius comes into play, search your deck for a character named Blade, or a character named Black Cat, reveal that card, put that card in your hand, then discard a card. Shuffle your deck.
Morbius gets +2 Atk while you control a character named Blade.
Morbius gets +2 Def while you control a character named Black Cat.
Blade
Enemy of the Darkness
Cost 7
Marvel Knights/Underworld
Atk: 17
Def: 16
Concealed-Optional
Blade gets +2 atk while equipped.
Leader: Characters adjacent to Blade get +2 atk while equipped.
Vorpal Blade
Equipment
Cost 1
Equipped character gets +3 atk.
Pay 3 endurance--> Equipped characters may change zones without equipment being Ko'd.
Black Cat
Stealthy Lady
Cost 6
Spider-Friends/Underworld
Atk:11
Def: 13
Evasion
Ko an equipment you control--> target character has evasion and invulnerability this turn. Use this power once per turn.
Whistler
Mentor
Cost 2
Marvel Knights/Underworld
Atk: 2
Def: 3
Concealed
While Whistler is in play, equipment costs 1 less to equip to characters named Blade.
Activate, discard a card--> Search your deck for a character named Blade or an equipment card.
Deacon Frost
Transformed
Cost 8
Non-Affilliated
Atk: 19
Def: 18
Ko a character with the Underworld affilliation--> Deacon Frost gets +X Atk and +X Def this turn where X is the cost of the Character you ko'd in this way. Use this power once per turn. If you use this power this turn, ko an additional character at the start of recovery.
Whistler's Lab
Location
Cost 4
Pay 5 Endurance--> Equipment you control can move between the visible and non-visible area this turn.
I like it. Black Cat is a 6 with evasion? A lot of life to save a character. Yowza.
Blade is MONSTROUS. But I love it.
Vorpal Blade should only be able to be equipped to a hidden character. That would make it more balanced.
With all due respect to Dan Ketch, I want to see a better version of him as Ghost Rider. Here's my shot at it:
7 Dan Ketch <> Ghost Rider
Spirit of Vengeance
Marvel Knights
Flight: No Range: Yes
16/15 Loyalty
Ally: Whenever a Marvel Knights character you control becomes powered up, you may discard two cards and pay 5 endurance. If you do, KO target character with cost less than or equal to the powered-up character.
You may only power-up characters you control by discarding characters with the same name and only twice each turn.