You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
turn 4, recruit Rama
KO to Devil's Due
play Hard Sound Construct from hand
bring Rama into play
put Hard Sound Construct into hand
repeat
If I read the errata correctly, Rama only checks that he has been recruited during this turn, not each instance.
Doesn't quite work that way. The effect is unique to each instance of Rama-Tut coming into play. The word "him" refers to the copy of Rama-Tut that is currently active. In essence, the game views each separate recruit/bring into play as a different card coming into play.
This is akin to the Spider-Man/Superman arguments that many people have when multiple copies are on the field. The correct interpretation of each character's effect basically means that the reference to said character on the card refers ONLY to that single copy of the character in play.
For example, Superman, Red does not give all copies of Superman +4 ATK when attacking from the back row. If this were the case, UDE would've given Red the wording, "Characters named Superman get +4 ATK while attacking from the front row."
In this case, for your argument to be valid, Rama-Tut would have to read:
"When Rama-Tut comes into play, if you recruited a character named Rama-Tut this turn and you control Dr. Doom, you may return target plot twist card from your KO'd pile to your hand."
This also helps explain why Witching Hour is not infinitely chainable, since a character card targeted by Witching Hour is not considered to be the same card after it is recruited via Witching Hour, then KO'd via Devil's Due.
Originally posted by spideysean102 And to NTZ-All you need is the init to beat it, since you could chain.
Unfortunately, you can only play Witching Hour during the Recruit Step, since the Recruit Step is the only time that a player has resource points, and Witching Hour has a cost of two resource points.
Null Time Zone, on the other hand, can be played at ANY TIME during the build phase Note that the build phase encompasses both players, so it can be played while your opponent is building. As such, a savvy player will chain to your playing a resource in the Resource Step. In this situation, you can't chain Witching Hour, because you do not have the resource points to pay its cost.
In the best case scenario, if your opponent is off his game and doesn't play Null Time Zone until your recruit step, you will still only get one activation of Witching Hour off. Since recruits can only occur on an empty chain, you can't play Witching Hour, then recruit a bunch of characters in response before Null Time Zone resolves. In addition, playing multiple copies of Witching Hour is useless because they will all target the same set of cards. Once you recruit those cards, the effect of every Witching Hour you played is removed.
Stupid Null Time Zone! It puts a HUGE hurt on combo decks. I hope UDE hurries up and bans it.
i realized my mistake on the Rama-Tut ruling once I was finally able to find the new text.
if I'm playing against someone who is playing NTZ then i would probably try to play curve since i always include some of them in there. 6drop Dracula is one of my favorites, then 7drop Nightmare or Varnae work for me.
or if I'm doing the combo then Sub-Mariner and 6drop Dr. Doom. Infernal Gateway can really be a godsend if you need something bad enough.