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The initiative doesn't just describe whose steps come first this turn; it is something which is passed to another player each recovery phase. When you ask if King Takes Knight does the initiative for just the turn, it's hard to answer that---by changing which player has control of the initiative on this one turn, you have likely changed who will have it on each coming turn.
You have an opponent gain control of the initiative; assuming no other effects muck with it, he will still have the initiative at the end of the turn, which means he passes it clockwise during the wrap-up in the recovery phase.
if this card does what you say "swich the inish" then it can have some real potential. if you played this when they just did thare formation assuming that its your inish then you can scew them for the nex two terns!
Getting your preferred initiative is good, but the cost is letting your opponent attack first two turns in a row. You need to make sure your deck can handle that for it to be viable.
The Crime Lords are the best team to try it though.
They have a ton of reinforcement effects, and character and plot twist effects that work in conjunction with reinforcement (of course, this is only possible on defense).
The true strength of the card is not getting the initiative you want, it's psyching out the opponent into getting careless with their attacks and not realizing all the defensive tricks you have.
It's an awesome stall card... I think Crime Lords plus Spider Friends could be strong. Play a defensive game on 6, drop The Amazing Spidey on 7, give them the inititave and exhaust their whole board make a few nice and safe attacks. Turn 8 drop Apoc or your big guy of choice and go to work.