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First Post Lists The First 25 Cards! The Symbiote Character's!!!
Edit: Added 10 Plot Twists + 3 Locations + 1 Equipment for Symbiote Character's!!!
Edit: Broken Combo Thanks To Tim W/ Grounded S. + Wild S.
Some New Effects: Burial - Negate target card effect or attack, used only once per match. Over-Run - Target opponents character is under your control until the recovery phase in which the card targeted is returned to the opponents side of the field stunned and the character which used Over-Run is KO'd
KARANOMDOJU - Ultimate Symbiote Warrior
Symbiotes
Cost: 6
Range
ATK: 20
DEF: 10
Burial
As an additional cost to summon Karanomdoju lose 25 Endurance.
Activate -- KO Karanomdoju and KO all cards in play and in each player's hand.
(Rare)
THUNDER-RUN - The Lightning Wielder
Symbiotes
Range
Flight
Cost: 1
ATK: 6
DEF: 6
While Thunder-Run is in play your cards do not and cannot Ready during the recovery phase
(Rare)
XENOPHOTAN - Symbiote King
Range
Flight
Symbiotes
Cost: 10
ATK: 27
DEF: 20
Recruit Xenophotan only if you control 3 of more Symbiotes.
Activate -- KO all Symbiotes on your side of the field and gain endurance equal to there combined attack power.
(Rare)
XENOPHATON - Symbiote Queen
Symbiotes
Flight
Cost: 10
ATK: 35
DEF: 35
Recruit Xenophaton only if you control Kari Judo.
If you do not win by the end of the turn, you lose the game.
(Rare)
KARI JUDO - Symbiote Prince
Range
Symbiotes
Cost: 5
ATK: 0
DEF: 0
Burial
Recruit Kari Judo only if you control Xenophotan or Xenophaton.
When Kari Judo comes into play you may discard your hand. If you do gain the X ATK and X DEF where X represents the costs of all character's discarded.
(Rare)
TRAINED SYMBIOTE - Army
Range
Symbiotes
Cost: 2
ATK: 5
DEF: 4
Burial
When Trained Symbiote come into play lose 3 Endurance.
(Uncommon)
BIO SYMBIOTE - Army
Flight
Symbiotes
Cost: 3
ATK: 5
DEF: 5
Burial
When Bio Symbiote come into play lose 5 Endurance.
As an addtion to recruit Bio Symbiote discard a card from your hand.
Activate -- All characters with the Symbiote Team Affiliation get +2 ATK / +2 DEF for this attack.
(Uncommon)
CRAZED SYMBIOTE - The Underground Experiment
Symbiotes
Cost: 1
ATK: 5
DEF: 5
Burial
When Crazed Symbiote comes into play stun 2 characters you control and KO target opponents character with cost of 2 or less.
(Uncommon)
SYRON - Symbiote General
Range
Symbiotes
Cost: 4
ATK: 7
DEF: 7
Activate -- Your Army Symbiote characters get +3 ATK for this attack
Activate -- Your Army Symbiote characters get +3 DEF for this attack
(Uncommon)
RED SYMBIOTE - Battered Blood
Symbiotes
Cost: 6
ATK: 12
DEF: 7
Whenever Red Symbiote stuns a defender KO that defender unless that player can discard his hand in which Red Symbiote will become KO'd.
(Uncommon)
GREEN SYMBIOTE - Live Giver
Symbiotes
Cost: 8
ATK: 10
DEF: 15
Activate -- Pay 5 Endurance recover target stunned character, use this power only during the recovery phase.
Activate -- Pay 5 Endurance recover target KO'd charater in your KO'd Pile, use this power only during the recovery phase.
(Uncommon)
BLUE SYMBIOTE - Symbiote Sorcerer
Symbiotes
Cost: 7
ATK: 12
DEF: 16
Activate -- Stunned character's connot be recovered during the reovery phase. Use this power only durning the build phase.
(Uncommon)
TRI SYMBIOTE - Symbiote Experiment Gone Wrong
Symbiotes
Cost: 4
ATK: 11
DEF: 7
When Tri Symbiote comes into play KO all character's on your side of the field and destroy 2 resources you control
(Common)
SYMBIOTE ICE-FIRE - Pyro Tech Ocean Dwelling Symbiote
Symbiotes
Cost: 5
ATK: 9
DEF: 9
When Symbiote Ice-Fire is played choose one of the following and activate it.
- Exhaust 2 Symbiote Characters with cost of 5 or more and gain control of the initiative. Your character can't attack this turn.
- Exhaust all Symbiote Characters you control and gain X endurance where X is the costs of the character's you exhausted.
(Common)
WILD SYMBIOTE - Army
Range
Symbiotes
Cost: 1
ATK: 2
DEF: 1
When Wild Symbiote comes into play lose 1 endurance
(Common)
NAMZIKARU - Symbiote Peacekeeper
Symbiotes
Cost: 2
ATK: 2
DEF: 2
When
At the beginning of every turn put 1 peacecounter on Namzikaru. When there are 2 peace counters on Namzikaru remove them and draw 2 cards.
Activate -- Exhaust target Symbiote character and draw a card.
When ever you draw a card outside of the draw phase gain 2 Endurance for each card drawn.
(Common)
KARI - Symbiotes Young
Symbiotes
Cost: 1
ATK: 0
DEF: 3
When Kari comes into play you may KO him and search your deck for an Army Symbiote character.
(Common)
RED SYMBIOTE - The Devil-In-Waiting
Symbiotes
Cost: 3
ATK: 4
DEF: 4
Burial
Discard 1 Symbiotes character from your hand -- Red Symbiote gets +1 ATK / +1 DEF counter.
(Common)
DEKIXION - Symbiote Scientist
Symbiotes
Cost: 1
ATK: 1
DEF: 1
Activate -- All Symbiote characters you control gian +5 ATK / +5 DEF for this attack. At the end of the turn KO all Symbiotes in play.
(Common)
ALIEN SYMBIOTE - Enbodyment of Evil
Flight
Range
Symbiotes
Cost: 6
ATK: 13
DEF: 13
Burial
When Alien Symbiote comes into play KO 3 resources you control.
When Alien Symbiote becomes stunned you may put the top card of your deck into your resoruce row.
(Common)
GROUNDED SYMBIOTE - The Underground Resistance
Flight
Range
Symbiotes
Cost: 1
ATK: 1
DEF: 1
Burial
When Grounded Symbiote comes into play all characters with Symbiote Team Affiliation cost you 2 less to recruit this turn you recruited Grounded Symbiote.
(Common)
AKERAI - Symbiote Exorcist
Flight
Range
Symbiotes
Cost: 1
ATK: 1
DEF: 1
Burial
When a Symbiotes character you control would become KO'd you may pay 5 Endurance and discard 2 cards instead. If you do recover target character and move him to the support row exhuasted.
(Common)
YARAZKUYI - Symbiote Overlord
Symbiotes
Cost: 1
ATK: 1
DEF: 1
Over-Run
When Yarazkuyi is played you may discard a card from your hand if you do put Yarazkuyi to the bottom of your deck at the end of your turn.
(Common)
TYARI-DUAWKII - Race Hunter
Flight
Range
Symbiotes
Cost: 5
ATK: 11
DEF: 11
When Tyari-Duawkii comes into play you may immediately KO him if you do target opponenets character with cost of 4 or less and KO it.
(Common)
SLIME DECOY BOT - Symbiote Decoy Plan A/B-Code D
Range
Symbiotes
Cost: 2
ATK: 3
DEF: 5
KO Slime Decoy Bot and ready target Symbiote character with cost of 5 or less.
(Common)
SYMBIOTE'S TRANFERING TECHNIQUE
Cost: 3
Plot Twist
Play only from the resource row and if you recruited an Army Symbiote character this turn. KO Army Symbiote Character and search your deck for a Symbiotes character with a cost of 5 or more and add it to the field exhuasted.
(Rare)
CARELESS ADVICE
Cost: 5
Plot Twist
Ongoing: Whenever you summon a Symbiotes chracter you may search your deck for a Symbiotes card of the same name. Lose endurance equal to the cost of the Symbiotes Character you put into your hand.
(Rare)
SYMBIOTE PRIDE
Cost: 2
Plot Twist
Whenever a Symbiotes character would becomed KO'd you may KO target opponents exhuasted caracter. Use this power only during the recovery phase.
(Rare)
ROYAL BLOOD LINE
Cost: 1
Plot Twist
When ever an Army Symbiotes character would become stunned pay 1 endurance, move him to the support row and ready target character.
Ongoing: Discard a Symbiotes Character from your hand and this card face down.
(Uncommon)
SYMBIOTE POWER OVERLOAD
Cost: 4
Plot Twist
Target Symbiotes character gains double it's printed attack. At the end of the turn KO target character.
(Uncommon)
SYMBIOTE SACRIFICE
Cost: 2
Plot Twist
Play only from your hand and only during the recovery phase. KO target Symbiotes character you control, Stun target character your opponent controls. That card does not recover during the recovery phase.
(Uncommon)
REGENERATION
Cost: 0
Plot Twist
Ongoing: Gain 1 endrance for each non-stunned Symbiotes character you control.
(Common)
POWER DEFENSE
Cost: 1
Plot Twist
Symbiotes characters you control have reinforcement this turn. At the end of the turn discard 3 cards from your hand.
POWER STRIKE
Cost: 1
Plot Twist
Target opponents character's do not and cannot be reinforced this turn. At the end phase lose 10 endurance.
(Common)
GROUND CONTROL
Cost: 3
Plot Twist
Symbiotes characters you control gain BURIAL on this defense.
(Common)
SYMBIOTE'S INPENITRABLE FORTRESS
Cost: 2
Location
You are considered to control 3 Symbiote Army Character.
Symbiotes Charater's you control have reinforcement.
Symbiotes Charater's you control gian +3 Defence.
You may KO target Symbiotes Charater's and KO target opponents charcter with same cost.
(Rare)
SYMBIOTE'S POWERCORE
Cost: 3
Location
Activate -- Symbiotes Charater you control have +3 ATK
(Uncommon)
RAZYU, THE FORBIDDEN LAND
Cost: 2
Location
Whenever target Symbiotes Charater's you control become stunned return them to your deck for 5 endurance.
(Uncommon)
SYMBIOTE'S EXPERIMENTAL SLIME
Cost: 4
Equipment
Equip only to Symbiotes Charater. Symbiotes Charater has +5 attack and has
Activate -- Target Symbiotes Charater you control has Burial this turn.
(Rare)
SECOND POST Now added New addition to set. ELEMENTAL GODS, 30 Characters -- Will add 7 more Commons
Some New Effects: Obsorbtion - If you control a GODS character in your hand you may KO all your characters in play. For each Elemental Gods Character you KO'd the character with GODS in it's name costs you 1 less to recruit.
GOD OF PHLOGISTON, Fire God
Elemental Gods
Flight
Range
Cost: 15
ATK: 25
DEF: 25
Obsorbtion
When God of Phlogiston comes into play KO all resoruces in play.
(Rare)
GOD OF TRANSFUSION, Water God
Elemental Gods
Flight
Range
Cost: 15
ATK: 17
DEF: 17
Obsorbtion
When God of Transfusing comes into play you may permently take control of target opponents monster until it is KO'd.
(Rare)
GOD OF CREATION, Earth God
Elemental Gods
Flight
Range
Cost: 15
ATK: 25
DEF: 25
Obsorbtion
When God of Creation comes into play you may pay 10 endurance. If you do add 3 cards to your resource row from the top of your deck.
(Rare)
GOD OF MISTRAL, Wind God
Elemental Gods
Flight
Range
Cost: 15
ATK: 25
DEF: 25
Obsorbtion
When God of Mistral comes into play you may Stun all cards with cost of 5 or less on target opponents side of the field.
(Rare)
GOD OF EXPLOSION, Lightning and Thunder God
Elemental Gods
Flight
Range
Cost: 15
ATK: 30
DEF: 30
Obsorbtion
When God of Explosion comes into play you may discard your hand and pay 40 endurance, if you do KO all cards on your opponents side of the field.
(Rare)
SERVENT OF LORDS, Rasu-Dui-Chi
Elemental Gods
Cost: 2
ATK: 0
DEF: 3
As long as Servents of Lords, Rasu-Dui-Chi is in play target characters with GOD in there name may not be the target of Plot Twists.
(Uncommon)
SERVENT OF LORDS, Dui-Rasu-Chi
Elemental Gods
Cost: 2
ATK: 3
DEF: 0
As long as Servents of Lords, Dui-Rasu-Chi is in play target characters with GOD in there name may not be the target of Locations.
(Uncommon)
DARAKU, Father To Loyalists.
Elemental Gods
Cost: 5
ATK: 7
DEF: 12
When Daraku comes into play you may search your deck for a card named Servent of Lords and add it to your support row exhuasted.
(Uncommon)
SHUJENKKO, Lord Summoner
Elemental Gods
Cost: 2
ATK: 1
DEF: 1
When Shujenkko comes into play you may search your deck for a card with GOD in it's name. Add it to your hand then discard all cards except for the cards with GOD in there name.
(Uncommon)
MASTER SOLDIER, Army
Elemental Gods
Range
Cost: 3
ATK: 1
DEF: 1
Activate -- Target opponets character with cost of 3 of less and KO it.
(Uncommon)
MASTER WARRIOR, Army
Elemental Gods
Range
Cost: 2
ATK: 5
DEF: 5
When Master Warrior comes into play KO a character you control or pay 5 endurance.
(Uncommon)
MASTER SORCERER, Slave of Lords
Elemental Gods
Range
Cost: 4
ATK: 8
DEF: 8
Activate -- Target onging plot twist or location and KO it. Then you KO 1 resource you control unless you pay 20 endurance.
(Uncommon)
EXTERNAL FLAME, Slave of Phlogiston
Elemental Gods
Range
Flight
Cost: 1
ATK: 2
DEF: 2
Burial
Recruit External Flame only if you control God Of Phlogiston. KO External Flame and target opponent KO's 1 resource he controls.
(Common)
LIQUID FORMATION, Slave of Transfusing
Elemental Gods
Range
Flight
Cost: 1
ATK: 2
DEF: 2
Burial
Recruit Liquid Formation only if you control God Of Transfusing. KO Liquid Formation and gain control of target opponent character for 3 turns at the end of the 3 turns if the card is still in play KO it.
(Common)
PLANT COILS, Slave of Creation
Elemental Gods
Range
Flight
Cost: 1
ATK: 2
DEF: 2
Burial
Recruit Plant Coils only if you control God Of Creation. KO Plant Coils and add 1 card from the top of your deck to your resource row.
(Common)
TORNADO, Slave of Mistral
Elemental Gods
Range
Flight
Cost: 1
ATK: 2
DEF: 2
Burial
Recruit Plant Coils only if you control God Of Mistral. KO Tornado -- Stun target character and KO target character(Common)
STRIKE, Slave of Explosion
Elemental Gods
Range
Flight
Cost: 1
ATK: 2
DEF: 2
Burial
Recruit Strike only if you control God Of Explosion. KO Strike -- Target opponent must KO 2 resources and 1 character he controls unless he can pay 20 endurance.
(Common)
ANGEL FIGHTER, Army
Elemental Gods
Flight
Cost: 1
ATK: 1
DEF: 1
When Angel Fighter comes into play it gets +1 ATK / +1 DEF for each Elemental Gods character you control.
(Common)
ASTRAL FIGHTER, Water Form
Elemental Gods
Cost: 4
ATK: 8
DEF: 10
When Astral Fighter attacks or is attack you you activate on of the following effects:
Discard a card from your hand -- Astral Fighter get +3 DEF / +3 ATK for this attack
Discard a card from your hand -- Astral Fighter cannot be stunned.
(Common)
CLOUD MAN, Rain, Snow and Hail
Elemental Gods
Cost: 3
ATK: 4
DEF: 6
Once per turn you may Stun Cloud Man, if you do choose one of the following effects and activate it.
- Gain 5 Endurance
- Draw a Card
- Target opponent discards a card from his hand
(Common)
MYSTERY TRAVELLER, Un-Sabur
Elemental Gods
Cost: 5
ATK: 10
DEF: 10
When Mystery Traveller comes into play lose 5 endurance -- Turn a resource you control facedown.
(Common)
STRIDEFUL WARRIOR, Essence of Lord
Elemental Gods
Cost: 6
ATK: 12
DEF: 12
If Strideful Warrior would become stunned discard your hand -- Move Strideful Warrior to your support row and he is ready.
(Common)
[quote:]Cool post. I didn't realize there were so many symbiotes outside the original costume, venom and carnage. [/quote]
In the entire universe, there are only 3 official symbiotes. 4 if you count Peter Parker's temporary symbiote costume.
1. Venom
2. Carnage
3. Toxin
Toxin appears in the SpiderMan/Venom/Carnage arc, where Venom and Carnage spawns Toxin, a symbiote that takes the image of SpiderMan, and rivals both Venom and Carnage in power. He doesn't take Peter has a host, I think, since I was reading it for free in the card store :p.
Assuming you mulligan into Grounded Symbiote, I can't really see how this deck ever fails to win on Turn 1. I was going to make a cleverer combo deck here, but that one seems to do the trick. I would suggest a second look at Grounded Symbiote, as he seems absolutely off the charts good.
Flame Trap would do nothing, as you couldn't play it on turn 1. With its current wording, the Grounded combo still works. You recruit Grounded Symbiote, then recruit as many Wild Symbiotes as necessary to attack for 50, drawing into more with each one recruited. I would suggest one of the following tweaks to make things a little more balanced.
Make Wild Symbiote not an army character - not the best solution, but I think that its still ok.
Make it so that when Grounded Symbiote comes into play, you gain 2 resource points. This allows some small amount of swarming on the turn you play it and is similar to the sort of accelleration you have already, but less easy to abuse. I would venture to suggest that any resource acceleration (at all) is very very dangerous, and that it might be an idea to keep it to a minimum.
I think that Grounded Symbiote is potentially the real problem here, but there are a few other *really* strong combo enablers in this set that might want toning down also.
Royal Blood Line can set up a fairly straightforward turn 4 win
Turn 1
Recruit some army character
Turn 2
Recruit 2 army characters
Turn 3
Recruit Dagger
Turn 4
Recruit 4 army characters
Enter attack step, play Royal Blood Line, play Flame Trap, and if your opponent has 7 cards in hand you can burn them for 49, with the other point coming from a random attack somewhere.
Things get even easier when you factor in our old friend Grounded Symbiote who can let you recruit a huge amount more characters so you could go off earlier or if your opponent has less cards in hand. With pretty much all activated abilities it becomes pretty nuts. Seems like a very easy way of readying Alfred for example.
Please don't feel that I'm ragging on your set at all. All I am doing is trying to make it competitive without being broken.
Originally posted by TimsWheelbarrow Flame Trap would do nothing, as you couldn't play it on turn 1. With its current wording, the Grounded combo still works. You recruit Grounded Symbiote, then recruit as many Wild Symbiotes as necessary to attack for 50, drawing into more with each one recruited. I would suggest one of the following tweaks to make things a little more balanced.
Make Wild Symbiote not an army character - not the best solution, but I think that its still ok.
Make it so that when Grounded Symbiote comes into play, you gain 2 resource points. This allows some small amount of swarming on the turn you play it and is similar to the sort of accelleration you have already, but less easy to abuse. I would venture to suggest that any resource acceleration (at all) is very very dangerous, and that it might be an idea to keep it to a minimum.
I think that Grounded Symbiote is potentially the real problem here, but there are a few other *really* strong combo enablers in this set that might want toning down also.
Royal Blood Line can set up a fairly straightforward turn 4 win
Turn 1
Recruit some army character
Turn 2
Recruit 2 army characters
Turn 3
Recruit Dagger
Turn 4
Recruit 4 army characters
Enter attack step, play Royal Blood Line, play Flame Trap, and if your opponent has 7 cards in hand you can burn them for 49, with the other point coming from a random attack somewhere.
Things get even easier when you factor in our old friend Grounded Symbiote who can let you recruit a huge amount more characters so you could go off earlier or if your opponent has less cards in hand. With pretty much all activated abilities it becomes pretty nuts. Seems like a very easy way of readying Alfred for example.
Please don't feel that I'm ragging on your set at all. All I am doing is trying to make it competitive without being broken.
TW
Stop pwning my set! I am going to make alterations to it now.