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10. Unimpressive art. Outside of maybe, "Kill Or Be Killed," I find the art very lacking in MXM. Sure, it had to follow DJL(with renderings form fan faves like George Perez and Alex Ross), which was probably the set with the best art. But the art in MXM is so... uninspired(I'm talking to you Dan and Sanford)! Even the featured card, "SNIKT!" looks boring and a bit gaudy.
9. Unimpressive powers. Who is the Black Panther of MXM? Or the Katar Hol of MXM? The one character that really defines the new mechanic of the set. Though, the set is still new, I don't find a single character(or plot twist, location, etc)that makes a deck built around the mutant trait worth playing in golden age.
8. Unimpressive teams. If you're going to introduce only 2 new teams, they both better be amazing. Unfortunately, I finding them under-designed. I think either the Morlocks or the HC should have been cut in favor of a more recognized team like X-Force, X-Factor, or something along those lines.
7. Character and team-based deisgns that leaves me scratching my head. Magneto, a reservist? A 1-drop archangel? Sure, Magneto has to support the brotherhood reservist theme, and 1 drop archangel makes searching out those X-corps on the first turn nice. But it's also nice when the the UDE guys do a good job of translating the comics into the VS universe. What happened guys?
6. The rich get richer and the poor just continue sucking. Why Namor and Dr. Druid for Avengers, but not something nice for Underworld or Crime Lords? I know Namor and the Dr. are nice addtions to REVengers, but they didn't really need them. They were already competitive. Can you say the same for our Beloved Crime Lords?
5. MXM fails in sealed play(and presumably draft as well?). The traits are horrendous in sealed play. EVERY good plot-twist seems to be trait-stamped. and not everyone will open a, "District X." They seem to hurt the playability of the set because none of the characters can crossover traits themselves(or have dual traits). That would've helped.
4. Recycled mechanic. Mutant trait is nothing more than willpower for Marvel Characters.
3. Recycled themes. The new teams' strategies seem nothing more than an amalgamation of existing themes:
2. Where are the dual-affiliation characters? Or Ally for that matter? I believe this is the first set that does NOT incoporate any mechanics that were introduced in the previous set. UDE was clever enough to squeeze willpower and contstruct into the MAV set. Ally and Dual-Affiliation seems so natural for alot of the characters in MXM. I see ALLY as a team-based mechanic for powerful teams with repeated characters(um, X-men?), and dual affilation fits for a lot of the mutant characters. Yet, they were inexplicably missing. Not enough room on the card is SUUUCH a cop-out!
1. Lack of focus for the "revisited," teams. Instead of focusing on more specific themes, UDE comes up with a new theme(traits) that further divide the older cards from the new ones. Who is going to splash the old x-men cards with the new ones(or vice versa) when they lack the traits? Instead of refreshing older teams, they've effectively phased them out. It would've been better to introduce 2 NEW teams, than revising X-Men and Brotherhood with the new trait.
Oh no. Not again. Is your middle name really "Negativity"? If not, why do you focus on the worst angles possible? Are you trying to teach R&D where they went wrong so they can get better in the future, or just trying to start conversation?
I'll tell you what, if you can write ten well thought-out reasons why this set is good... I'll give you a dollar.
Originally posted by stubarnes Oh no. Not again. Is your middle name really "Negativity"? If not, why do you focus on the worst angles possible? Are you trying to teach R&D where they went wrong so they can get better in the future, or just trying to start conversation?
I'll tell you what, if you can write ten well thought-out reasons why this set is good... I'll give you a dollar.
Let the flames begin.
Pm me and i can give you my PayPal where you can send that dollar. i dunno stu... if you cant complain about trivial things like TCGs on the internet, then where? maybe MXM will grow on me, maybe not. But these are my initial impressions of the set.
10. White and Black queens - very impressive art fingers are most finately crossed for a side stacker!!! (but yes Mag 6 is damm ugly)
9. I think you are far wrong here Spoor, Marrow, Shinobi, are all pretty nuts characters. You may need to work a bit harder to break tham but they are all very strong characters!
8. Personally an additional 2 X teams in this set would bore the sh*t out of me I find Morlocks and HC pretty interesting
7. The game cannot follow the comic book universe to utter prescion get over it
6. Can't argue here but some teams need much more than 1-2 cards to help them.
5. This is an incredibly naive statement! Team-ups are more necessary in sealed but the X-men set is an incredibly deep set for draft. Its probably up there with Avengers and MKnights. The only bad thing about X-men draft is that 1st pick.
4. Will power and traits seem similair at 1st but they actually play very differently.
3. This shows a lack of any real testing of the set B'hood plays very different from Avengers. Morlocks must be identical to Sf because they are a heavily evasion team. Play them a bit they are unique teams.
2. this has already been addressed there was a templating issue that stopped ude from printing trait characters with Dual affiliations, Dual is pretty new afterall. Ude said this has been resolved so we will be seeing a whoel host more DA in the future
1. This was in some way intentional as by continuing to support an old theme there is a danger of overpowering it. this leads on to my single rant about x-men so far
1. Nevermind not supporting old themes X-men never had one to begin with. This should have been an opportunity for a fresh start but ude dropped the ball by not giving them a theme again! When will X-men get a coherent theme? 2008?
10) That's subjective. *shrug* I disagree with you there, though. I enjoy the art in this set.
9) This set reminds me a lot of the Green Lantern set. The individual characters don't stand out as much as their synergy. That said, Hump, Storm, and Marrow basically form a trinity of reasons to go Morlocks Physical / evasion.
8) If you know X-Factor, you're pretty much going to know the Hellfire Club and Morlocks as well. Given the X-Factor and X-Force both have a good amount of overlap with the X-Men, they're better for another set with the potential to dualie them back to the X-Men, should it be useful.
7) Mag's reservist status can be taken one of two ways. Mechanically, it's so the Brotherhood has a searchable 8-drop. Plot-wise, the flavor text makes it sound like he's busting out of hiding to end a conflict. As for Archangel, his version explains it all. In the beginning, he was a pretty boy with a wallet and wings. His power represents his pre-AoA ability to help fund Xavier's dream.
6) Doctor Sun and Witch Woman are both very interesting additions to their respective teams. The former solves one of the problems that can occur when using Hired Hit and things go south. Likewise, Witch Woman has a power that makes use of the team's theme and helps to make fights more fair for them. Unfortunately, it seems some teams don't get as much direct help as we'd all like. Effort seems to go into making teams synergize with other team's themes, which is what I'd expect will be the strategy used to improve those teams still wallowing in obscurity.
5) The set in sealed is a hit-or-miss, admittedly, but the traits really just end up working like a second affiliation at times. It's an extra layer of things to track, and it makes drafting the set very interesting and challenging. It might be an acquired taste.
4) It's similar to Willpower, sure, but there's a lot of difference as well. To look at it from one angle, almost every sort of effect is covered at some very diluted level in the DGL set. Anyone with Willpower can get on these themes at a basic level. Conversely, the traits work with effects that are more refined than the general cards for their respective themes. Mental PT negation and stunbackery is at least on par with the Gotham Knights, and the Physical cards combine the beats of the Fantastic Four and Avengers.
3) On the surface, yes. What I've noticed is that the teams of this set each have a large range of themes they reach into. The HC and Morlocks have a solid central core theme, and severl venues they reach out towards as well. The HC works remarkably well with the X-Statix, and enjoys the company of several concealed-heavy teams. The Morlocks can roll with Evasion, Physical beats, concealed control, and make a swarm deck with the Spider-Friends or X-Men.
2) There was Willpower on 1 character in the Avengers set, and two Construct cards, only one of which was readily useful for the DGL teams. Ally isn't a good fit with either the X-Men or Brotherhood, mainly for balance reasons. Force and BBH pretty much form a basis for why power-up limited effects aren't quite as limited for the X-Men or Brotherhood. Besides, haven't you noticed that DC keywords tend to stay with the DC teams more often than not? ;)
1) The Brotherhood designers had to develop for four deck themes... the BBH and TNB builds of old, as well as the newer Reservist and BEL themes. Since this team isn't nearly as focused on the traits, you have a LOT of mixing and testing to do with the older decktypes, given the new additions. With the X-Men, it is a bit rougher, since one of their big themes for the set IS focusing on their traits. However, they've also been given a lot of support for other themes as well. Their curve now has specific rewards for recovery effects at almost every drop, which hails back all the way to the Origins set. Further, their rush support is almost enough to make a viable X-Rush deck, and I can't begin to mention the beats potential in a team-up with the Teen Titans.
Metagamer get a grip. Im sure you have found all of the supposed shortcomings in the new set already.
Firstly the Morlocks and the Hellfire club are there becasue the entire set is based around the 1980's X-men Story lines.
4. As for mutation being a recyled willpower not really, The mutant traits are not in the text box which means you have to rethink some of your gaming options. and Marvel doesnt have willpower, except for Dr. Spectrum who is a ripoff anyhow, so Marvel will have the Mutants and DC will have the willpower. Thats called Balance.
5. Sealed play, it takes a little more skill to build your deck now and know what cards interact with each other well. If you cant figure out how to do that with the addition of the mutations then maybe you have to look at your own game and not blame the set.
2. Ude already spoke on that matter.
10. Beauty is in the eye of the beerholder, or beholder, I for one enjoy all of the art in the new X-Men set.
9. Unimpressive powers?, Have you looked at the set, or just glanced at a few cards. If you cant see how good some of the cards are then i pity your upcoming tournamnet season.
8. THey are both good teams, you just fail to see their power because your bias has blinded you. I am also pretty sure that Morlocks and Hellfire club are on the same well known level as X-factor and force. Plus how can you have a set of 3x good guy teams.
7. What can archangel do?? Really he just has wings and flys that would equate him to a 1 drop in my book. The 1st was a 2 drop is there really that much difference. Whats wrong with Magneto being a reservist. He wasnt always leading the acolytes all the time, Fabian Cortez stood in for him. Reservist = Ok.
6. Crime Lords Suck get over it. In what universe could they stand up to any of the big name teams.
3. Not even touching this one.
1. Look harder. There are decks there.
In short let me paraphrase your first post.
"Wine Wine This new set sucks It is just like all of the old sets, with no good chracters for my favorite seldom heard of team, and all those plot twists and locations, just like every other set. UDE is bad because they try new things, and I hate everyone, and I hate the X-men so I will bad mouth the set."
Maybe your are just Racist against Mutants and you Hate them so you automatically hate the New X-men set.
My advice to you would be to get that chip off of your shoulder and go back and read the cards again. Because there is vast potential there.
Originally posted by Metagamer 10. Unimpressive art.
9. Unimpressive powers.
8. Unimpressive teams.
7. Character and team-based deisgns that leaves me scratching my head.
6. The rich get richer and the poor just continue sucking.
5. MXM fails in sealed play(and presumably draft as well?).
4. Recycled mechanic. Mutant trait is nothing more than willpower for Marvel Characters.
3. Recycled themes. The new teams' strategies seem nothing more than an amalgamation of existing themes:
2. Where are the dual-affiliation characters?
1. Lack of focus for the "revisited," teams.
10. I have to disagree. MXM has gems like Sabretooth and all the Astonishing artwork. I'm not a fan of Ross. The only variation I can see in his characters is that Superman is a linebacker and WonderWoman is a Tight End. Everyone looks so ultra-masculine and muscle bound. They'd have serious flexibility problems. ;)
9. This set seems to me to be alot like DGL. The whole set locks together in a way that makes everything stronger. The powers are laced throughout the cardpool, not piled on to one or two cards.
8. These teams have just as much potential as any others. It's just that the design team didn't build our decks for us this time. We've got alot of options. It really is a very well designed set.
7. Scratching your head is a good thing. Friction strips electrons from atoms. Those atoms seek to replace those electrons and take the electrons from nearby atoms, forcing them to do the same. Eventually the reaction reaches your brain and your neurons spark. Thus an idea is born.
6. Legacy content can't fix every problem. There's only so much that they can do in 1 or 2 cards. Sure, the last few dominant decks got more cards, but those decks were from the last set. These are the first cards that have been added to those teams. Just have some patience. It'll work out. Enough with the Evil Capitalism references. Save those for stuff that actually matters. ;)
5. Every set has quirks in sealed. There's no one right answer here. At least there are more than 2 possible decks (I'm looking at you, MSM).
4. If Mutant really is a rip-off of Willpower, they've made some serious design changes. It's outside the Text-Box. It has Categories. It isn't graduated, there is only one "level" of Mutant. There are also 3 different kinds. They spent alot more development time on this, at least it seems to me.
3. I'm not sure if you understand this, so let me lay it out for you: Every team that has been printed since MOR can be analysed in this same way. Comparing them to past teams and showing how they haven't changed. GK is Doom without Doom. Squadron is TNB, only it doesn't need the Ongoings. The more things change...
2. My guess: The DC and Marvel development teams have strange schedules and while MXM was in Design, DJL was in Development. Dual Affiliations didn't really exist yet. Calm down. You'll get your Dual X-Men/Avengers Wolvie. :confused:
1. The "revisited teams" don't lack focus. They just have a focus WITHIN the set. In the larger sense they are somewhat unweildly in Golden, but they will be solid in Silver and Modern.
Just remember kids, the Acolytes don't want to be the Avengers. Their deck plays completely differently, with alot more throat crushing. :)
Sealed is fun with this set. You aren't restricted to just teams you can have a good multi-team deck. This set really is good, but at first glance it sucks. Its much better than JLA Mr. Superman avatar.