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RULES CHANGE
Cosmic counters - You can now have as many cosmic counters on a character as you want.
ERRATA
Cir-El 5 drop (to prevent abuse from the rule change) - 'Cosmic: Cir-El gets +1 ATK for each character with cosmic that has a cosmic counter you control.'
KEYWORDS
Basic Rules:
Adapt X - You can either add up to X to your DEF and subtract the same amount from your ATK, or add up to X to your ATK and subtract the same amount from your DEF. (For example, the 2 drop Tim Drake has an Adapt 2 and ATK2/DEF3. (Either, 2/3 +2/-2 = 4/1, or 2/3 -2/+2 = 0/5).
Expansion - You can play any location with no additional costs above or below a location with the keyword Expansion if that location has an open slot. These attached locations do not count as resources, are KO'd along with the location they are attached to, and cannot be replaced.
DETAILED RULEBOOK EXPLANATIONS
Adapt X - Represents a character's ability to adapt to changes during an ongoing fight (using different fighting styles, for example).
1. X equals the total value of Adapt minus however much you have used of that value so far this turn.
(For example, if your character has an Adapt of 3, and you use 2 of it for an attack, X would then equal 1 [3 - 2 = 1], allowing you to use Adapt 1 during another attack this turn.)
2. To use Adapt, during an attack declare an action, specify how much of X you want to use and either add that amount to your ATK, then subtract that amount from your DEF, or add that amount to your DEF and subtract that amount from your ATK.
3. You can only use Adapt once per attack.
4. ATK/DEF changes made because of Adapt last for the turn, but then revert back to what they were once the turn ends.
Location (introduced in Midnight Sons, refined in AOA)
Expansion Rules:
1. This location (The Base Location) can hold this many locations (played above or below the base location). The locations played this way are called Expansion locations (any location played above or below a Base Location).
2. You cannot play a location as an Expansion Location if that location has any additional costs.
3. Locations can be played as Expansion Locations at any time and when they are played, are put face-down and immediately flipped face-up (because of this, a location played as an Expansion location must meet the threshold cost first).
4. Expansion locations are KO'd if the base location they are attached to is KO'd or replaced.
5. Expansion locations cannot be replaced.
6. Expansion locations cannot be KO'd by an effect that causes its controller to put anymore cards into their resource row.
7. Expansion locations do not count as a resource, but otherwise are treated as normal locations.
seems like you really want to change VS. The Adapt is very much like the new Pay X keyword so im ok with that. the Expansion i dont like at all. i just think it would get to confusing if someone is playing say a LoA local deck. The no limit of cosmic counters is just crazy, that makes chars way to powerful.
im guessing with the way you made those cards you LOVE the Knightfall arc. If so awsome becuase that was a great arc.
the Plot Twists and the Equipment seem way over powered. give them a bit of a draw back and then i think it will be fine.
seems like you really want to change VS. The Adapt is very much like the new Pay X keyword so im ok with that. the Expansion i dont like at all. i just think it would get to confusing if someone is playing say a LoA local deck. The no limit of cosmic counters is just crazy, that makes chars way to powerful.
im guessing with the way you made those cards you LOVE the Knightfall arc. If so awsome becuase that was a great arc.
the Plot Twists and the Equipment seem way over powered. give them a bit of a draw back and then i think it will be fine.
And yeah, I really enjoyed Knightfall (that's where the majority of my Batman comics come from, as I collected mainly during that period).
Expansion isn't actually that difficult and wouldn't be difficult in the game (nor confusing), but those are the very literal Rulebook rules, which spell it out in detail along with getting around the potential problems. They would pose problems in certain cases, but a little common sense is what the rules are mainly about. (For example: Obviously, if an Expansion location is KO'd, you shouldn't be able to use an effect that puts anymore cards into your resource row,).
The basic rules are actually very simple (You can play any location with no additional costs above or below a location with the keyword Expansion if that location has an open slot. It's that simple. The other rules are just to clarify common sense problems that occur as a result of this).
I came up with Adapt before I learned of the whole Pay X keyword, but yeah, they do share a similiar root.
The no limit to cosmic counters, how is that crazy? Having more than one cosmic counter on a character doesn't do anything in any other case other than for this set. I've gone through a big chunk, if not most or all of the other cosmic characters already in the game and I found an extra cosmic counter means nothing. The only case that might even come close is the 7 drop Silver Surfer that removes 3 cosmic counters for an effect or other removal capability, but I hardly see how they'd be imbalanced regardless.
And what do you mean my equipment/plot twists are overpowered? Please give an example, as I don't see how they are. The stronger plot twists are team specific, but even in those cases, I don't see any of them that would be overpowered.
Thanks for the feedback, but I would appreciate if you could give some examples and elaborate more on some of your problems with the set.
Also, NEW version of Superman, 8 drop, which removes the big restrictions and just makes it better with the specific teams.
You called me out and it was a very fair thing to ask. as for the many cosmic counters on things. here are a just a few of cards that would make deck really crazy.
cir-el <> supergirl
Cosmic: Cir-El gets +1 ATK for each cosmic counter on characters you control. Boost 1: When Cir-El comes into play, put a cosmic counter on each character with cosmic you control. Flight/Range. ( her in a Legione deck would make her the biggest 5[right 5drop?] in the game)
Metron
Time Traveler
Loyalty. Cosmic: Remove a cosmic counter from Metron -> Negate target non-ongoing plot twist effect. Boost 2: When Metron comes into play, your opponents may not play plot twists this turn. Flight/Range. (play this right and your opp will not be able to play PTs, makes him like a Doom)
Cosmic Boy
Rokk Krinn
Loyalty Cosmic: Remove a cosmic counter from Cosmic Boy >>> Put a cosmic counter on each other cosmic character you control. Use this power only once per turn. Flight/Range. (endless loop with the right cards, like....)
Mother Box
Remove a cosmic counter from a character you control -> Gain 3 endurance. Pay 3 endurance -> Put a cosmic counter on target character with cosmic you control. Use this power only once per turn. (this will make games go on almost forever)
Legion Headquarters
Legion Headquarters is not unique. Activate, remove a cosmic counter from a character you control >>> Put an energy counter on Legion Headquarters. Activate, remove an energy counter from a location you control >>> Put a cosmic counter on a cosmic Legionnaires character you control. ( a mother box thats made of land?)
and for my fav one......
Terror Incognita
As an additional cost to play Terror Incognita, remove three cosmic counters from Legionnaires characters you control. Target player loses 5 endurance. Then, if that player has 0 or less endurance, he loses the game.
as for the other stuff you will have to wait. i want to make sure i make some good points. im not doing this to be an A-hole just to help out.
No, I understand you're not doing this to be an A hole or anything, so don't worry about that. I appreciate the points.
Cir-El I don't think is any worse than a couple other characters like.. Tasmanian Devil
5 drop
JLI
7/7
Tasmanian Devil gets +1 ATK for each resource your opponents control. (on average putting him around 12/7 on turn 5).
Sentinel Mark IV
4 cost
5/6
gets +1 ATK for each other non-stunned Sentinel character you control. (I've seen 2-3 of these out with a power of 11-12+ on turn 4.)
I think Cir-El would be broken with the rule change if she were a +1/+1, but not with just a +1 ATK.
Metron and Cosmic Boy both have loyalty, which I think ultimately limits their potential. I'd like to see an example of the endless loop for Cosmic Boy, since his action is once per turn.
Mother Box could be annoying if you did it just right, and so could Terror Incognita (but terror at least is a one card action), but I haven't made up my mind if they constitute broken with the rule alteration. Green Lantern decks gain endurance like there's no tomorrow...
How about this. Do you have OCTGN? If so, I can send over a file with my cards in it (image and text), and I'd like to see a deck that takes full advantage of the rule alteration, and I'd like to play against it.
If anything, I might consider restricting the rule alteration for only this set and I'll think on it. Please feel free to keep pointing these things out.
ok you have me on Cosmic Boy, i failed to see the once per turn thing. now i feel like a fool on that one. so im going to retract my endless loop statement for him.
i do have octgn but i dont like taking files from people i dont know but i do like the challenge. let me think on that.
It's always good to be cautious, but considering I want to show off my cards and get them playtested by other people (I've playtested them myself, but I'm human, and won't see all the ins and outs), I would be a fool and ruin all my credibility/good will if I sent you something bad.
On top of that, all I'd be sending were images and 1 text file (the text file is what you load up into OCTGN), zipped up, and as far as I know, those are pretty safe. Or, I could just send you the text file, and you could play without images. Whatever sounds good to you.
I can also send over my Midnight Sons and AOA sets. Since Midnight Sons, which I first inputted into OCTGN, I keep all my sets updated in OCTGN.
UPDATED: Code of Superheroes (this alters the secondary part of the effect to only target a support row character, which was done with the 4 drop Superman).
The first two Team Superman based drops featuring the theme I'm playing with. Code of Superheroes had to be slightly altered to account for the new 4 drop Superman (as originally worded, Code allowed it so you could basically use it and the 4 drop to prevent all your characters from being attacked, but the change fixed that).
The 4 drop also features the keyword Download, which replaces 'search your deck, take said card, reveal it, and put it into your hand, then shuffle your deck.' Costs and restrictions are italicised in parenthesis and target to download is at the end along with any additional instructions (if any). By streamlining these, it makes search cards much less cumbersome to look at and gets right to the point (and will be featured on all future cards by me).
I think giving the Gotham Knights a "One visible character" theme fits, and is a fairly solid idea. Many of the cards have minor wording issues, like "-6 breakthrough", which I believe should read "6 less breakthrough". A few more cards have issues like that, which aren't major, but for the sake of rule-reading continuity, should probably be changed a little.
The Adapt keyword isn't bad, though it could easily get unweildy and hard to manage if a character ever had more than Adapt 3, and that should only be on the higher drops. Adapt 2 should be the limit except on rares who have nothing EXCEPT Adapt 3. Consider how potent Acrobatic Dodge is considered, and Adapt is basically an Acrobatic Dodge that every character has, and also functions as an attack pump on your off initiative. It's a great idea, but it needs to be scaling down.
6-drop Batman seems pretty darn good. On turn 7, you could recruit 2 7 drops at the cost of KO'ing your 6-drop due to cards like Unfair Advantage. On the other hand, that does not necessarily mean that the card is broken - just that there is an ability there that you may definitely want to take a second look at.
The cosmic thing could definitely cause problems. The thing is, Tasmanian Devil is balanced because he has an extremely limited use - you cannot add a multitude of resources to make him broken, except in a multiplayer game. Cir-El, however, is already ridiculous - Legionairres, on turn 6 or 7, can easily have out 7 characters already, each with a counter. That would give Cir-El +7 ATK...making her, as the rules read now, equal to Tasmanian Devil on 7 in the attack boost. However, if her coming into play would give each one another counter, that would be +14. Then imagine, the first attack, you team attack with all 7 characters (except Cir-El) into their 7 drop. Saturn Girl gives you another counter (+21), and then, if you have a We Are Legion, there's another 7 (+28). Add another 7 attack for each We Are Legion you have, and that's a problem right there. Counting Cir-El herself, and if one character gets stunned in that team attack, that's still +25 ATK on a character with flight and range without playing any actual attack pumps.
You are also forgetting Captain Marvel: "Cosmic: Captain Marvel gets +13/+13 and has flight." This is balanced right now, as he is just a 14/14 on 6...big, but not unwieldy. The shenanigans possible by giving him multiple counters, though...?
Alfred is interesting, but why not just say "gets -6 ATK this turn"? Otherwise, he's perfectly fine - that's just a wording question.
The wording on Gordon is interesting, but the cosmic ability probably needs rewording for a few reasons. First, besides allowing him to KO equipment - a potent enough ability, judging by the price of things like Meltdown - you also allow his cosmic ability to bypass targetting, so he gets around the Fate Artifacts. I think you have to go with one or the other; either he blows them up, or he bypasses them. Both makes it a little too much. Also, the cosmic ability needs rewording just from a bulk standpoint. Maybe: "Target character's controller moves that character to his hidden or visible area if that character has DEF less than the ATK of your Batman", or something along those lines. (by the way, that's a great thematic ability for Gordon)
Tim Drake 2 is good, though I think he should only have Adapt 1. A 1/4 is fair for a 2 drop, as is a 3/2, which is what he's be if I'm reading Adapt right. However, a 2/5 or 4/3 or 3/4 with no drawback is not very balanced.
Azrael 3 seems fine.
Batman 3 is pretty good, though I'd knock it down to 3 endurance.
Azrael 5 needs work. First off, I believe he stuns himself, as he has the identity 'Batman'. It should probably say "Move all OTHER Gotham Knights characters" and "stun all OTHER characters you control with the identity Batman or Robin." Also, the wording I think should be "Hidden Gotham Knights characters cannot be the target of effects." You do realize that that means they can't be the target of effects YOU control either, right?
6-drop Batman shouldn't have that much Adapt, but otherwise he's solid.
Superman is the only character that I can see legitimately having that much Adapt and not being broken since he's an 8-drop, and by then it doesn't matter that much. Otherwise, not bad.
As a set for you to play, it's not bad. The biggest problem with it is that you obviously made it because you love the characters, and thus, there aren't any very 'common' abilities in there. Those characters are pretty much all either rares or really good uncommons, with multiple functions and in-built attack or defense pumps. I think you need to downplay Adapt a little, and parse down on the characters that have more than 2 abilities - like one character has Substitute, Adapt, and, I think, 2 other abilities.
I'll look at the other stuff when I get more time - I'm moving on into finals week at my university, so I'll be fairly busy.
it seems that SeventhSoldier can conva(sp?) what im think better then i can. im not with him all the things he said becuase well i just havent really studied all your other cards like i said i was going to. but i will. and im really thinking about taking you up on your offer to send me over the file.
Thanks for the feedback. There are definitely some fixes that will result because of it.
Alfred, ok, 6 less breakthrough. Check. I don't want it -6 ATK, because that could affect their ability to cause a stun, which might be too much of a downside (especially since it is cumulative, and will cause 6 less, and then an additional 6 less if he uses it a second time).
You are also forgetting Captain Marvel: "Cosmic: Captain Marvel gets +13/+13 and has flight."
You misread Captain Marvel. He doesn't say he gets that per counter on him, only that he gets that with a counter on him. Big difference. An extra counter wouldn't do anything for him.
Tim Drake 2 is good, though I think he should only have Adapt 1. A 1/4 is fair for a 2 drop, as is a 3/2, which is what he's be if I'm reading Adapt right. However, a 2/5 or 4/3 or 3/4 with no drawback is not very balanced.
He'd be either a 0/5 or a 4/1, (2/3 +2/-2 = 4/1, or 2/3 -2/+2 = 0/5), but the Adapt 2 was one of the big reasons he has loyalty. I think I'm going to make a section for basic explanation of the rules and then include a more detailed 'rulebook' version at the end. (As an aside, Tim Drake has a different version, but I guess I forgot to update that, since there is already a Sidekick No More version Robin, now finally updated).
I actually gave Tim Adapt 2 because of his fight against Azrael (shortly after he took over the Batcave), where Tim was managing to keep pace with Azrael and put in a couple good blows before finally being put down (the 3 drop Azrael is a 5/5, so Tim uses his adapt to put him at 0/5 with maybe something else to get him one higher, holding Azrael off until Azrael Adapts to 6/4 and stuns him, so to speak). Anyway, that's how I was seeing it.
Azrael 5 needs work. First off, I believe he stuns himself, as he has the identity 'Batman'. It should probably say "Move all OTHER Gotham Knights characters" and "stun all OTHER characters you control with the identity Batman or Robin." Also, the wording I think should be "Hidden Gotham Knights characters cannot be the target of effects." You do realize that that means they can't be the target of effects YOU control either, right?
When he stunned those characters, it originally said 'name', but then I realized it didn't stun Robin at all because he only has the identity Robin. I guess it slipped my mind that it stunned himself as well, so thanks for pointing that out. As for targeting, yes, I realize that. The idea was to make it so only your visible character was targetable, as he is the target, even by yourself (which is kind of the downside of full protection). Villians usually only go after the sideline characters to get the attention of the main characters, and then they have to deal with those mains before they can do much else. Anyway, I will definitely get to work fixing Azrael.
6-drop Batman, yeah, I realized about the resource gain for Masters of Evil, and allowed for that possability (but it does require set up to do properly) and you do have to keep him nonstunned or get the counter back on him for turn 7. The intention was also to be able to play him on turn 7 and then immediately pull out the 7 drop Batman/Azrael to replace him.
Cir-El does pose a big problem, I see that now. I think the only way to fix that is to alter her text to 'Cir-El gets +1 ATK for each character with cosmic you control.' Which essentually knocks her back to what she was before the Cosmic rule change of this set. Since as far as I can see, she is the only character that poses such a problem, I think that's the best course to take.
Commissioner Gordon, the idea behind the anti-equipment text was to fit in with his other versions and allow for him a way to get his cosmic counter back if he lost it. As for the Cosmic ability, it was just a way for him to 'inform' Batman of the latest on someone, point Batman in the right direction and bring a suspect out of hiding (or expose them).
I'll keep the Adapt limitation in mind.
I see the cards I make as the central cards that fill up the main line of this set. It is rather pointless to make filler (which are what many, if not most commons are, which is for draft as well), since these are all parts of existing teams (and thus, already have enough dead weight) and it would be a waste of time and energy to make cards that would never be used (like a good 40-50% of most VS sets).
Thanks again for the feedback (I will make the changes as soon as possible), and I look forward to your thoughts on the new Clark Kent.
Also new, Wayne Manor (not that satisfied with the picture, but it was the only one I could find out of over 20 Batman comics. Plenty of interiors, but no exteriors, and online searches yielded only the live action versions from the various movies).
The new Steel, John Henry Irons, went through a couple versions before I found text that worked. The previous version had much fuller text (longer), but it was a bit too similiar to existing cards after a quick OCTGN search. It basically had an activate backup ability like the 4 drop Superman, but automatically powered up your defenders for the turn. It was meant to be for defense counter to the offensive 5 drop Eradicator (coming soon). After putting together the 2 drop (also coming soon), the ideas seemed to gel and I came up with this new 5 drop.
Feedback is of course welcome and appreciated. Thanks and enjoy.
(Coming, most likely tomorrow, new fixes and corrections to Alfred, Batman 6 drop, Gordon, the 5 drop Azrael, and maybe more. The biggest fix will be Azrael, as his text requires a bit more extensive rewriting to work.)
Some minor updates and one major one with Azrael's Mask; The exhaustion protection line has been rewritten to make it more clear as to what it was meant to do and prevent it from possibly being broken as I think it may have been before.
Several Updates
MAJOR: Azrael 5 drop (fixed so that he doesn't stun himself with his effect and his Adapt lowered by 1) and Commissioner Gordon (changed first part).
MINOR: Remodification (first part now team stamped)