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I like the card, but it seems a little bit limiting. You aren't known to talk about many cards that are so specific of a strategy. Not a very flexible card if we are talking about draft.
I like the card, but it seems a little bit limiting. You aren't known to talk about many cards that are so specific of a strategy. Not a very flexible card if we are talking about draft.
Ha, I suppose you are right in that regard. However, it is a card that I could safely build a draft deck around given the amount of inspire cards available. The main problem is timing... if I get a chance to get this card in the first booster, I could certainly build a solid deck out of it. If I get it in the second or third booster though, it is getting exponentially harder to get enough inspire cards to be worth it.
You pretty much either need to get it early, or happen to be building an inspire deck and draft it later by luck (which isn't totally impossible because any non-inspire deck will probably pass on it in later boosters).
True, if it will be in the first booster I can see how it may be a good choise.
Inspire is common in common cards, so you will probebly be able to build a good deck around it.
For not drafts, awsome card, will defently build a deck around it
Problem is you want to play it turn 3 but you also want to keep dropping inspire dudes turn 3. And the 2 threshold is annoying.
You shouldn't be playing this card on turn 3. It benefits from your troops being dead, so there is no rush to put it on the field. It's only such a low cost because it allows you to play it in addition to a troop once you get more resources in play.
Also, unless you are going to be building four color decks, you should have the two threshold requirement by turn 4 (5 if you are having real bad luck)