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1) If you look at the 4 drops for GK and TItans, they both don't fit very well with teamups, or the characters aren't great.
Terra is hard to use because you need locations
Batgirl is hard because she has Loyaltly
Catwoman is so-so
Nightwing is average and could be replaced turn 6
Kid Flash is heavily dependant on Titans and not GK, so no teamup, no dice.
Catwoman is so-so
Redstar doesn't fit either really, so I don't know what decks would use him that much.
2) People run Optitron sometimes in BnB so they think they don't need Batsignal, or the deck usually runs smoothly enough with less than 4. I personally think 4 is choice, but that's me.
3) C'mon, she goes back to your hand, forget that.
4) I love Hawk and Dove, especially in BnB, 2 copies of each is great for it.
1) red star is because of an ugly trick where if you team attack with him and anybody else, and then power him up, he cannot be stunned per his effect. if you control tim drake robin (tt) then when your opponent tries to stun one of your characters, you can choose who to 'try ' to stun instead. you choose red star, and none of your characters can be stunned.
annoying as all creation, as the titans already have plenty of worrisome tricks for team attacking, now ya get to deal with this one as well (or play with it if ya run the kids)
2) it is unlikely to actually draw all 4 batsignals in the course of any game, and though it may happen, you probably wouldn't need them all even if you did draw all of them. so by playing 1 less, you make room for one more card that if need be you can send alfred in for.
3)the fact that she goes back to your hand generally scares people away from her, as she really is 1 pump away from going back to your hand( though i personally love her lots), and the titans don't generally want to rtisk field position.
4) hawk and dove are great characters, but i think their demise waas partially attached to the metagame choice to play flame trap, and partially due to the timing choice of what most players would rather play on turn 3 hawk and dove or roy harper?
Originally posted by TheDerangedBear I just have some questions about Brave and Bold.
1) Why do people run Red Star?
2) Why do people run less then 4 Bat Signals?
3) Why don't people run Donna Troy <> Troia?
4) What is Hawk and Dove not gettin' any love any more?
That's about it! Thanks to all in advance.
1.) People like Garth in B&B decks. He has loyalty. You'll want a TT character on the board to play Garth. If you play Terra, you need a 3 drop TT and probably a 2 drop TT because she has loyalty. If you are playing TT from 2 drop to 5 drop, just play a Titans deck.
2.) Lots of ways to build a B&B deck. Some people like Optitron, but I always run 4 Bat Signals.
3.) Turn 6 is where I often "go off". That is the Dynamic Duo, TT Go, GCPD turn. I will be team attacking a lot that turn. Donna's extra damage is not as good as Dick Grayson's card drawing or Batman's double stun. Also, I use Connor as my back up incase I see some fantasticars. As a defensive drop, Donna will just go back to your hand.
4.) Hawk and Dove gets the lovin in my build, 3 of each.
Originally posted by TheDerangedBear I just have some questions about Brave and Bold.
1) Why do people run Red Star?
Red Star is backup. Ideally in B&B most people want Terra on 4 because Titans run a fair amount of locations and it gives you options. But with loyalty on Terra you need a backup. Also, if you're running a long game on turn 8 you drop Red Star, burn for 5 AND drop Roy or Boost Hawk/Dove. He's great for dealing with a deck that might have some way or locking you down. Deuling Ravens in the mirror match for example.
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Originally posted by TheDerangedBear 2) Why do people run less then 4 Bat Signals?
Between Opitron and Alfred you don't need 4, but it's a judgement call. Since part of the reason you run Optitron is to sac it for Terra I'd still run 3.
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Originally posted by TheDerangedBear 3) Why don't people run Donna Troy <> Troia?
It's been covered best above... Batman's double stun and Dick Grayson's drawing is too good vs. "Return to Hand." Also, of note, B&B is team attacking so much that they don't need a 6 drop with huge stats. They're gonna have that whole "Wait? Your combined attack is 29?" thing going on.
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Originally posted by TheDerangedBear 4) What is Hawk and Dove not gettin' any love any more?
Don't see that myself. Hawk and Dove are awesome. They might see more play on turn 6 with Roy though because of the all ready mentioned Flame Trap not to mention the trouble of Reign of Terror can cause by leaving Hawk a 2/2 or Dove a 1/1 stuck on the board and un-reinforcible.
Brave and the Bold is like a utility belt. It's the kind of deck where you can easily have anything you'd want for ANY situation. Batsignals and Optitron and Alfred and USS Argus/Terra allow you to fly through your deck. You can bring out Dick Grayson for those Vomit decks. You can grab Red Star for burning. This also is part of why many people don't run 4 Bat Signals, because you just don't have room with all the Utility One Of's that you might wanna run like Flame Trap, Utility Belt, High Flying Acrobat, Unmasked and the like.
I don't agree with some of the comments made by RanmaSolo. I've played BNB for quite a long time. I am aware of the Builds that load up on locations and play Terra. However, there are variations of this build that don't utilize Terra. IMO, the builds that utilize Terra face the risk of running into problems with Loyalty. Another reason no to use Terra is space is limited for a Team deck. And loading up on locations is not a desirable effect. Even though the Locations are great, I've done very well without them. I don't prefer to play with Red Star since Dynamic Duo prevents being stunned anyway. I don't value the Burn ability as much as the other key cards. Also, 1 Dick Grayson 4 drop is invaluable for army decks. Also, even if some ppl who don't think 4 bat-signals are valuable, I would argue there are plenty who play with 4. In my opinion, you don't want to waste aflred to fetch one. Alfred has plenty of cards to retrieve based on the opponents deck. It's my opinion that the card is just too damn good not to play a set, to establish board control. If anything you can cut down on big drops by utilizing bat-signal.
Anyway, I agree with Hawk and Dove. And Utility Belt is the awesome. It is also useful vs. the TT.