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Looking at some of the "Hulk/Warbound" cards, I have a couple questions in regards to the length a power has when it doesnt specify, and I apologize in advance if this has already been discussed...
1)Elloe Kaifi reads "Whenever Eloe Kaffi becomes stunned, you may remove her from the game. If you do, characters you control named Hulk get +1/+1." Does this mean just that turn,attack or does it act as some sort of counter that stays on him?
2) 3 drop Hiroim reads the same with the exception that "Characters named Hulk have invulnerability." Does Hulk get invulnerability for the rest of the game?
3)Lastly, the plot twist named Righteous Anger reads "Stun target Hulk you control. If you do, recover and ready him. That Hulk cant be the target of effects this turn."
Now I understand that when there is no defender the attacker readies, (like when using evasion) but does the fact that he gets stunned break the chain of events even though he recovers and readies afterwards?
1) and 2) The warbound "I get stunned, remove me, get my effect" people are permanent. There's currently no way to shut these effects down once they've been fired.
3) If you play Righteous Anger while Hulk is defending, the attacker readies.
The Elektra Situation should work for awhile with that.
and dont only the effects with the quotes like characters named Hulk get "Whenever Hulk does etc" go away from blanking, while things like Hulk gets +1/+1 or Hulk gets invulnerabilty doesnt?
On a similar note, I used Global Domination: (Negate target location effect.
Ongoing: While you control a Brotherhood character, locations your opponents control do not ready during the recovery phase.)
the other day to negate my opponents Danger Room, first of all, is Danger Room's stat building an effect? Secondly, how long does the "negate" happen? Just that attack?
By the way, thanks for the answer to my previous question.
An Effect is a "timed" object created by (usually) a plot twist, payment, or trigger. Its costs are paid, and then it goes on the chain, waits its turn, and resolves in chain order. Examples of effects: Green Scar triggering off his stun to stun lowbies, Savage Beatdown giving a character a pump, and Savage Land activating to do the same.
A Continuous Modifier is "timeless". It exists "passively" and is simply switched on all the time-- modifiers are effects that have an "in the background" effect on the game, and do not use the chain. Examples of modifiers: Danger Room pumping your whole board, and Dr. Doom - Diabolic Genius shutting down plot twists.
This is a very important distinction. Modifiers can't be "negated", because they don't exist on the chain-- they can only be shut down by removing or deactivating the modifier's source* (ie, replace Danger Room, or stun Dr. Doom). Effects, on the other hand, can be negated, either by directly negating them (GlobDom for locations, Fizzle for plots, etc) or by invalidating their targets (Opponent plays Finishing Move ("target stunned character"), and you respond by recovering the character, so that the conditions on Finishing Move's target aren't there anymore-- the guy he targeted is no longer stunned, so the target is invalid, and the effect is negated).
Now, this does get a bit messy, because effects can create modifiers, and modifiers can interfere with effects. For example: I play Flying Kick on my character. This creates an Effect, which goes on the chain, and is "available" to be negated. If nobody negates it, Flying Kick resolves-- and creates a fixed-length modifier that gives my character Kick's bonus for the turn. Once Flying Kick has resolved, it's no longer an effect, and can't be negated with Fizzle.
Similarly, let's look at Threat Neutralized. This looks like it's an effect, but it's not-- it interferes with the resolution of other effects. If I Finishing Move your guy, Threat steps in and alters what happens, RFGing the character instead of KOing it. Threat itself never puts anything on the chain, but instead interferes with other chained items.
*important note: Some modifiers exist without a source. For example, Flying Kick's post-resolution modifier no longer pays any attention to its source once it's done resolving; it's no longer dependant on it. Whereas the modifiers created by Danger Room and Doom are dependant on their source, so once the source goes away, so does the power.