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Starro in a Longshot-fueled Army deck is a win condition on turn 8. That's acceptable to me.
Likewise, Mogo's essentially a win condition for a GL deck with Sinestro and recovery cards.
If you can go to turn 8 with Grodd and Psycho-Pirate, you're likewise in pretty good shape. He's the weakest of the three, overall, but he's still able to steal an opposing Bastion or Garth pretty handily when he arrives.
Of course, the value of any of these is dependant on making it to turn 8 regularly. Starro's most likely to find himself in a deck that accomplishes this.
James, you have to understand that the JLI team revolves around having less than 4 resources, and I can guarantee that the deck work, and will be at least of tier 2 status based on current testings. Anyway, you will only use his ability when you a)kill your opponent , b)decimate your opponents board.
Also, let me put it this way, suppose he doesnt have his crime and punishment ability, and is just a 17/17 flight 7 drop, and its STILL not a crap rare. So how is a huge character with a very powerful bonus a crap rare?
Originally posted by spideysean102 the new dr light rare.
why practically reprint harvey bullock and call it a rare?!
Because now it's filled with more maybe-decent stats and RP-wasting action! Why'd I want the power of Fizzle and three extra Army characters when I can just drop a 4-drop in a swarm deck? lol I guess they decided that Dr. Light couldn't have three busted versions... I'd expect another crap version of him before they've compensated for the 3-and-6-drops. ^_^
I disagree with Teleport Tube, to be quite certain. It is a useful card. At its very, very worst, it lets you have a second try at successfully stunning a defender should your opponent outpump the DEF. That is the absolute worst-case scenario.
It also hoses some mainstream strategies. You opponent plays Heroic Sacrifice? Teleport Tube, and the opponent stuns the character used to pay the cost for HS and you get to attack the initial target again.
Or, attack down the curve on your opponent's character, watch them Nasty Surprise, Heroes in Reserve and/or Avenger's Mansion the ATK up, Teleport Tube, and the pump is wasted.
Attack down the curve against a Curve Sentinels deck, and instead, you let your opponent pump with Bastion, Teleport Tube and smash Bastion himself instead, or any other target of opportunity, now that Bastion has used up a bunch of his turn-long-pumps. Attack up the curve with turn-long ATK pumps such as Flying Kick or Mega-Blast, and if your opponent out-pumps the DEF, reinforces, or whatever else you need done, and Teleport Tube lets you get the job done right.
In fact, the latter (reinforcement) will, IMHO, end up being one of the most devastating uses for Teleport Tube. It does double-duty as Blind-Sided. You attack, your opponent reinforces, Teleport Tube and try again. Your opponent has exhausted a character for no effect, and the original target of the attack can be nailed again, sans reinforcement. Hey, if have two Teleport Tubes ready to go, you may very well force two characters to becomes exhausted for no effect. This allows you to attack into a suddenly flat-footed low drop, cause immense breakthrough without getting stunned back, and basically control the board on your initiative.
This is before taking into account any other effects that target an "attacker" that you can effectively negate. You can pump your ATK to high hell and back without fear of a System Overload (Teleport Tube, your character isn't an attacker anymore, and thus an illegal target). As more and more playable cards and effects are made that target an opposing "attacker" or "attacking character", Teleport Tube has more and more uses.
I think Teleport Tube is going to be a sleeper. Keep an eye out for this one, folks. It's one of those subtle, but potent and sweeping effects.
Originally posted by canamrock Likewise, Mogo's essentially a win condition for a GL deck with Sinestro and recovery cards.
Mogo is so incredible for Curve GL it is scary. Screw any other 8-drop for the GLs, Mogo is the right man...err...planet for the job. With Guy Gardner now being the best 7-drop for Curve GL (by quite a bit, I might add), Mogo is a ridiculous 18/30 version of the Blob. With Sinestro, he also stuns back everyone who manages to gang up to stun him. With the GL recovery tricks, once you do manage to stun him, he is right back again as the ludicrous planet-sized wall.
Assuming you still have Guy Gardner out, with Oa, Mogo is a 27/21 attacker to boot. Guy also, incidentally, made sure that Sinestro was a 12/19 on turn seven, making the GL of Korugar vastly less attractive to attack first (if you are even able to).
GLs are able to defend well enough and with enough DEF-pumps, endurance gain, and recovery tricks, that such a deck is far more likely to make it to turn 8, where Mogo is an absolutely terrifying monster of a character. I am absolutely adoring the additions DJL gave my GL deck.
Card Text:
Play Teleport Tube only if you control a JLA attacker.
Remove all attackers you control from this attack and ready them.
If JLA cannot out-pump their opponent, they are more likely to lose. They have all the ally trigger effect, they have the 'fizzle' like Batman. They have Hawkman, they have Magnificent 7, they have plenty of things that can help them. I reckon Teleport Tube to have little or no place in an ally build. (Reminder, most pumps last for the attack, removing the characters means losing the pump. Unless you make it this turn)