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The only thing that comes to mind is its a way to blow the pumps that your opponent may have played. Kind of gives you a second chance if you were going to get nailed.
OK I know the card now. It's great against Rush decks that use Plot Twists to pump and try to smash into a character. Because it doesn't stop the attack most of the time there character will become stunned.
when the characters are brought back are will they return ready or exhausted? That is my only question. My thinking is that they will return ready because there is nothing in the text that says that they don't ready. Just curious.
It's great against Rush decks that use Plot Twists to pump and try to smash into a character. Because it doesn't stop the attack most of the time there character will become stunned.
When the attackers leave play, they lose the attacker characteristic so the attack is effectively stopped (they can attack again). They also lose all counters, though a cosmic character will get a counter upon being returned to play. +1/+1 counters do not come back. Doom Patrol hates Flying High.
Furthermore, Flying High removes the character from play and brings them back, effectively making them a new character. So any cards that effected them for the turn (Flying Kick, for example) no longer apply.
Furthermore, Flying High removes the character from play and brings them back, effectively making them a new character. So any cards that effected them for the turn (Flying Kick, for example) no longer apply.