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Young Indiana Jones and the Crystal Questions of Doom!!!
Okay so...
Now..Mr Spock...Energize;
q1.) Energize is a triggered power that triggers when the character with the power becomes a defender. The reminder text for the keyword is: Energize (When "this" defends, ready it.).
So my question is this, when does a character become a defender? Is it when you select it as an attack target, when you exhaust an attacker to attack? When?
q2.) Cyclops, Mutant Messiah reads; Activate -> Exhaust target character. Its controller loses enurance equal to its cost.
Can you activate this power in response to your opponent declaring an attack? I'd assume we can. But, if so would the effect of energize fail to kick in? As the attacker would be exhausted and Cyke would no longer be a defender. Or would it somehow chain and Cyke would ready? Or what? Please help me to help you. And by you I mean me.
...Shift...can you did it?
q3.) The keyword Shift means:
"Pay 1 or more resource points >>> Remove this card from the game shifted with that many shift counters. Use only if this card is in your hand."
Cards have two additional powers while shifted:
"Pay 1 resource point >>> Put a shift counter on this card."
"Remove X shift counters >>> Put this card into play if you control X or more resources, where X is its cost. Use only during your recruit step."
So here's what I want to know, what kind of power/effect is shift (payment e.t.c.) when you first use it? And also what kind of powers are the two additional powers granted when a card is shifted?
q4.) Can you negate any of the effects of shift? Can you negate it when it is first used to remove the card from the game? Or when the cards are removed from play and get counters? Or when the counter are removed to bring the cards back into play?
Iaaahhh amaahhh theaahh gameahh
q5.) Hunter;
"When this card enters play, choose an opposing character. That character becomes hunted by you."
Becoming hunted doesn't do anything by itself, but other cards refer to it.
Each player may only have one hunted character that is hunted by them at any one time. If another character becomes hunted by you, all other characters stop being hunted by you.
So, question is, if the card that enters play loses the hunter keyword, does that stop all hunter effects for all hunter cards?
1. The "attacker" and "defender" characteristics are gained when the attacker exhausts.
2. Yep. He declares, you respond. You resolve, you both pass, and then the attack's legal. In your specific example: no, you'll never become a defender, so you won't Energize and ready.
3. Shift is a payment power. Shifted cards gain two more payment powers, regardless of whether they have Shift themselves. You can always tell a payment power because of the arrow. Cost --> Effect
4. You can negate any of the effects if you have an effect that negates payment powers-- Utility Belt and Dr. Strange 4-drop leap immediately to mind.
5. No, losing the Hunter keyword doesn't affect the Hunted in any way. You can be Hunting a character without any Hunters on the board.
Shift is a keyword that represents three powers, each of which is italicized below:
Pay 1 or more resource points >>> Remove this card from the game shifted with that many shift counters. Use only if this card is in your hand.
o You must pay at least 1 resource point to use this power.
o A card is “shifted” if it was removed from the game this way (or by any other modifier that explicitly removed it from the game shifted) and has since remained in that RFG zone.
o A shifted card remains shifted even if it doesn't have any shift counters.
o Modifiers that explicitly remove a card from the game shifted can do so whether or not that card has the shift keyword. Such a modifier can remove an opposing card unless otherwise specified, but will remove it to its owner's RFG zone.
o While shifted, a card gains the shift keyword if it doesn't already have it.
Pay 1 resource point >>> Put a shift counter on this card. Use only if this card is shifted.
o Resource points that can be spent “only to recruit” something can't be used to pay for either of the above powers (because they’re not recruiting anything).
o Resource points that can be spent “only to pay the cost of a payment power” can't be used to pay for either of the above powers because references to “payment powers” no longer refer to “hidden” powers underlying keywords (see below).
Remove X shift counters >>> Put this card into play if you control X or more resources, where X is its cost. Use only during your recruit step.
• All three of the above payment effects can't be negated by players.
• A shifted card can't have shift counters in excess of its cost. A non-shifted card can't have any shift counters at all.
• Shifting a card into play (by any means) invokes the uniqueness rule (like substitute).
• References to “payment powers” no longer refer to “hidden” powers underlying keywords (like evasion and shift). For example, neither Batman, Cape and Cowl (Opponents can't use a payment power if it has already been used this turn) nor Scrambler (Opponents who control a stunned character can't use character payment powers.) have any impact on any of the above powers.