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Ahh, and i have read Magnetic Force: as an additional cost to play, exhaust an ENERGY character you control. Hmmmm.....which is harder, having a card in you hand, or having a playable energy character on the field.....I wonder.........
In my energy deck it works just fine.
People keep going on and on about Oa. I don't get it. It does awful in my mono X-Men deck. And Wild Ride! I can't ever seem to get it to work in my mono-Teen Titans deck. I never seem to have GK characters to discard for Fizzle when playing Avengers, either...
POINT BEING: The card is suited for ENERGY mutant builds. There's quite a few good energy characters who are playable, so I say this card rocks, even if only half your deck is energy characters.
Originally posted by Drakn plus energy characters are splashable i mean comn how many people are going to be playin cyclops (5) or to give a mental character piper (6)
also you dont have to exhaust a character for magnetic force it says you may so guess what if someone fizzles it no exhausted character.
im not sure if you are trying to say cyclops and piper are good or not :(. cus they arnt =[.
Why does Cyclops, or any other character of reasonable power, need to be a high drop to be good ? I think that his 2-drop MOR version actually fits his persona quite nicely while the new 5-drop is a fairly decent representation of his powers. Isn't that what really counts when a character is represented in card form ? Just my 2 cents.
You know what I want to see ? A 2-drop Batman. That's right ! 2-drop ! What now, huh ?
I don't think it's a good idea to mock Cyke's zeal
But on topic, as someone mentioned earlier, Mutant is just like willpower in that it creates a few mini teams that would otherwise not be posible, and gives options to use plot twist that would otherwise not be possible.
My main problem with DGL was that everything was willpower stamped, it made it seem like no sets before it existed.
But unlike willpower, it is easier to shift Mutants into a non mutant deck and make them stay relavent.
The point that they did this so well is a true testament to R&D's abilities. The set is well balanced and has some cards that have made a ton of decks now possible, that's all I ask for in a set.
Originally posted by Icymatt My thoughts on the lack of dual affiliation:
It really didn't matter, because there weren't a whole lot of characters who could have been dual-affiliated anyway.
Even though I think dual affiliation would have been nice, let me retract a little on my previous statements and say that I have to agree with you on this point. I see dual affiliation as a better way to handle Legacy content, and in a set where half of the teams are legacy, it really isn't al that important. Still, an acknowledgement of Ally would have been nice - DJL had leader and reservist, and MAV had Willpower and Construct. At least 1 card could have had Ally in my opinion :ermm: .
Still, a dual-affiliated Emma Frost would have been good (X-men and Hellfire) as she was on both teams at once (the new issue of Astonishing X-Men shows that in fact, she has been in cahoots with the Hellfire club for a long time ).
I don't think it's a good idea to mock Cyke's zeal
But on topic, as someone mentioned earlier, Mutant is just like willpower in that it creates a few mini teams that would otherwise not be posible, and gives options to use plot twist that would otherwise not be possible.
My main problem with DGL was that everything was willpower stamped, it made it seem like no sets before it existed.
But unlike willpower, it is easier to shift Mutants into a non mutant deck and make them stay relavent.
The point that they did this so well is a true testament to R&D's abilities. The set is well balanced and has some cards that have made a ton of decks now possible, that's all I ask for in a set.
The mutant traits might be the most frustrating thing about MXM. They serve NO purpose! And as far as I'm concern, it was a major letdown by the R&D guys. It is not as good as willpower, since willpower is quantative and serves as an ADDITIONAL stat for characters, as well as a reference point for search effects and such. Mutant traits, at their best, give characters another psuedo-team affiliation based on their trait. But it even fails in that sense, since there is no trait-based team attacking or trait-based reinforcing. WHICH SUCKS BECAUSE A TRAIT-BASED TEAM WOULD OBVIOUSLY INCLUDE THE BEST TRAIT-STAMPED CHARACTERS FROM DIFFERENT TEAMS!
For the traits to be relevant, they should provide GAME-BASED bonuses for mutant vs. non-mutant matchups, OR mutant vs. mutant matchups. Kinda like paper/rocks/scissors or something. i dunno... maybe if you're MENTAL and attack a PHYSICAL, you have invulnerability... if you're PHYSICAL and attack an ENERGY you get +1/+1 or something... something along those lines would've made it worthwhile to further divide the teams by their trait characteristic. As it stands now, traits DO NOTHING outside of utiilizing a few good plot twists.
It really didn't matter, because there weren't a whole lot of characters who could have been dual-affiliated anyway.
Emma Frost
Iceman
Rogue
Sage
Wolverine
Artie
Leech
Caliban
Feral
Thornn
Julia Carpenter
Polaris
Firestar
James Proudstar
Magneto
Mastermind
Roberto Da Costa
Viper
Kristoff Von Doom
Man-Bull
Black Panther
Sub-Mariner
Wolverine
His Avengers version will be an Avenger first, an X-Man second.
Artie
Leech
Problem...no X-Factor or Generation X.
Caliban
Feral
Thornn
Julia Carpenter
Polaris
Firestar
James Proudstar
Magneto
Mastermind
Roberto Da Costa
All arguable.
Viper
Wait...with what? They haven't made HYDRA yet.
Kristoff Von Doom
Not this version.
Man-Bull
I still haven't figured out why he's a Syndicate in the first place.
Black Panther
Another arguable.
Sub-Mariner
Again..with what? It's not like he was chummy with Doom while he was an Avenger.
You see, the problem with most of these is that they only work as dual-affiliated if you think it to be a lot more general than it actually is, and if you completely disregard flavor.
I'll give you Sage (albeit, she did get two versions, which sorta solves that.) And I also add Morlocks Storm, because she seemed like a Luthor-esque 'Team-Up' character.
Originally posted by Metagamer The mutant traits might be the most frustrating thing about MXM. They serve NO purpose! And as far as I'm concern, it was a major letdown by the R&D guys. It is not as good as willpower, since willpower is quantative and serves as an ADDITIONAL stat for characters, as well as a reference point for search effects and such. Mutant traits, at their best, give characters another psuedo-team affiliation based on their trait. But it even fails in that sense, since there is no trait-based team attacking or trait-based reinforcing. WHICH SUCKS BECAUSE A TRAIT-BASED TEAM WOULD OBVIOUSLY INCLUDE THE BEST TRAIT-STAMPED CHARACTERS FROM DIFFERENT TEAMS!
For the traits to be relevant, they should provide GAME-BASED bonuses for mutant vs. non-mutant matchups, OR mutant vs. mutant matchups. Kinda like paper/rocks/scissors or something. i dunno... maybe if you're MENTAL and attack a PHYSICAL, you have invulnerability... if you're PHYSICAL and attack an ENERGY you get +1/+1 or something... something along those lines would've made it worthwhile to further divide the teams by their trait characteristic. As it stands now, traits DO NOTHING outside of utiilizing a few good plot twists.
A true testament to R&D's abilities? Hardly...
uhhhmmmm, you could be one of the cool kids and team up.