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I always put Fizzle down as a resource when I get them. I know it still has the same effect but at least if I drop one on turn four and don't have to flip it until turn 7 then I only lose one card for the situation instead of two.
I had a 7 drop bats and overload debacle the otherday. Luckily, out of the 9 cards I ended up having, alot were GK characters who I ditched to Batgirl.
I do however love the 7drop Bats ability. Shows if he has the resources avaiable to him he can take you down.
compared to the 5 drop batman he's pretty awful i think...no way he should be a 7/7 to get him to average you need at least 9 cards in your hand and if you have 7 cards in your hand he is a nice target for overload...would love him at 9/9 or 10/10 but I just can't see putting him a deck...i'd rather drop the 7 drop magneto in a GK deck his ability is MUCH better not to mention flight/range...
I think what sets him apart is the card drawing potential. A friend fo mine is playing a ff gk deck and the cosmic radiation and marvel teamup just makes him a draw generator. I saw him draw like close to 15 cards one turn. The overload thing is easily solved as stated above by a few not so fasts and fizzle (which I agree the discard aspect with the batman 7 drop is a booger).
i agree card drawing is nice, but on turn 7? I guess I don't see it...card drawing is great don't get me wrong, but if you have to wait till turn 7 to really get it going seems like a long wait and there a lot of decks that can put you in some trouble long before turn 7...I'm sure I'm missing something and somebody will really get sometime with a 7 drop batman, but until then he isn't getting a slot in my GK deck
you should be drawing cards throughout the game with GK if you're playing 7-drop Batman. Catwoman, Oracle, and Nightwing all draw cards for you, and with Spoiler you gain crazy life. You can't just go half-assed on the drawing aspect and expect to kick ass with 7-drop Bats, that's not how the team was designed.
With the other gk abilities, I have seen people have a 20 drop bats on turn 7. Like the last post said, Gk is all about drawing cards and if you are playing your deck right, when bats hits the table your opponent should say something along the lines of "Oh Sh**t."
And screw overload. What are the chances you have a not so fast in the 15 or twenty cards you have managed to acquire into your hand?