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As one of the oldest and best characters in the game, I think Dr Doom deserves some new tricks up his metal sleeves...
Dr. Doom
The Man Behind the Mask
Cost: 6
Team: Doom
ATK: 12
DEF: 12
Range
Willpower 3
Leader: Each of your opponents may not play plot twists with a cost less than or equal to the number of characters adjacent to Dr. Doom.
"Learn well of Doom and his lands, for the world will soon fall before them."
Robotic Duplicate
Plot Twist
You may KO a stunned, non-army character named Dr Doom you control. If you do, put a character card named Dr Doom from your hand into your support row, exhausted.
"Dr Doom knows no defeat...
...only setbacks."
Ovoid Mind Transfer
Plot Twist
As an additional cost to play Ovoid Mind Transfer exhaust your Dr Doom.
Exchange the positions of the character you exhausted and target character an opponent controls with cost equal to the character you exhausted. That character gains the name Dr Doom.
Doom's Airship
Equipment
Cost: 1
Unique. You may discard an army Doom character card instead of paying Doom's Airship's recruit cost.
You are considered to control Dr Doom.
Characters you control have flight.
Army Doom characters you control get +1 ATK and +1 DEF.
(I'm not sure about that last one. I think Doom had an airship at one point...)
Broomhandle Mauser costs 1 less to equip to Dr Doom.
Equipped character has +1 ATK and range.
KO Broomhandle Mauser -> KO target stunned character.
"Doom reserves this antique pistol for finishing off enemies he deems unworthy."
I thought this was kind of neat since it goes with his history.
But All Dr. Doom's have Range already....
Dr. Doom<>Victor Von Doom
[Latverian Dictator]
Cost: 7
ATK/16
DEF/16
Flight/Range
When Dr. Doom would become stunned while defending, you may instead stun an Army character with a cost of 3 or less with the Doom affiliation. Doom is then not stunned. Exhaust him and move him to your concealed area.
Activate, Discard a card from your hand -> Exhaust target character with a cost equal to or less than the cards cost.