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Originally posted by maiden351 I did have a judge rule that you could mastermind earthquake though, which was neat.
Well that's because you can.
Mastermind moves Damage that is Dealt.
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MASTERMIND (optional): Each time this character would be dealt damage, you may instead choose to have this damage be dealt to an adjacent friendly character with a lower point value than this character.
Earthquake Deals Damage
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At the beginning of each player's turn, that player rolls two six-sided dice. If the combined result is 2-3, remove this Earthquake from the game: Characters without the wing speed symbol are each dealt 3 damage.
so where is the problem?
The BEST Earthquake I've ever seen was a 400 point game where one person played Crosswinds and had 8 Con-Artist(7-R and 1-E) and the other guy played Earthquake and had 1 Vet and 1 Exp Paramedic and 1 Exp DEO Agent. The guy with the EQ card was going first and rolled a 3. The field was quickly cut down and the guy with 8 Con-Artists lost, big surprise huh? The best was when the Vet Paramedic started off by healing the E Paramedic and even the DEO Agent was on Support. It was a sight to behold.
That's weird, because when I messaged him to bring the fortitude to the tourney a couple of weeks ago, I used Magneto103, and we've conversed on several threads with him using that name.
For a long time I used the Handle Magneto103...Because I was unable to register TechGOD. It kept saying that name was alreday in use. So I took someones suggestion and went with TechG0D, replacing the "O" with a "0"(zero). That worked out well. So I've drop the other in favor of one that is more recopgnizable accross the two Boards (here and WizKids).