31:13 I don't think you can put damage on an ally from a treachery unless it's indirect or it says something like "damage a friendly character". This card specifies your hero.
I started playing this past summer and Black Panther is one of my favorite heroes out of the 15-20 that I have so far. Great overview of his kit and I need to try him in different aspects than his precon and simple card swaps in that. Love this series you are doing. Would love to see what are the best strategies in your opinion to play these heroes in and certain cards that go with that strategy. Also, what product they come in is super helpful for me to decide what kits or boxes to buy next. Thanks!
@@mikehall9240 Happy to hear that the series can inspire and provide value. I do think a series highlighting good fits with pack specific references is needed, I will take that into consideration as I plan for the future!
29:04 Usurp the Throne has a hazard icon, the worst type of icon; if you leave it you are playing on heroic 1. It is easy to remove though compared say to Nightcrawler's version. 30:40 Damage dealt to your hero from Ritual Combat cannot be dealt to allies. (Indirect damage can be spread how you like but even then you cannot give someone more damage than they have HP, even if they have tough. RR1.6 p22.) I like Golden Throne the best as it's a lot of cards that you can often usefully use the turn that you flip down. I started playing him in Justice late last year & it really unlocked him. I feel Vibranium is overrated. It's a bit better than "the Power of..." but not so much better that you get massive value from adding both so it's undercut slightly and if you do use both you can end up with too many resources in your deck late game. The flexibility is great for removing attachments and it's certainly good, just not Energy Absorption good. I find Tactical Genius more useful than Energy Daggers. If you are not playing Justice it can help a lot with threat removal which is otherwise only so so as you point out. Claws are the best in Justice. The chip heal from the suit greatly improves survivability to the extent that you want to get hit in the endgame. The chip thwarting also means threat is not a problem at that point either while that's not unusual it does make One Way or Another great late game.
@@jonathanpickles2946 Oh my! Love the in-depth breakdown here. I suppose I should expect that the core set heroes are likely going to invite more of this, which is great, since they have gotten a lot more play in than the recent waves.
31:13 I don't think you can put damage on an ally from a treachery unless it's indirect or it says something like "damage a friendly character". This card specifies your hero.
I started playing this past summer and Black Panther is one of my favorite heroes out of the 15-20 that I have so far. Great overview of his kit and I need to try him in different aspects than his precon and simple card swaps in that. Love this series you are doing. Would love to see what are the best strategies in your opinion to play these heroes in and certain cards that go with that strategy. Also, what product they come in is super helpful for me to decide what kits or boxes to buy next. Thanks!
@@mikehall9240 Happy to hear that the series can inspire and provide value. I do think a series highlighting good fits with pack specific references is needed, I will take that into consideration as I plan for the future!
29:04 Usurp the Throne has a hazard icon, the worst type of icon; if you leave it you are playing on heroic 1. It is easy to remove though compared say to Nightcrawler's version. 30:40 Damage dealt to your hero from Ritual Combat cannot be dealt to allies. (Indirect damage can be spread how you like but even then you cannot give someone more damage than they have HP, even if they have tough. RR1.6 p22.)
I like Golden Throne the best as it's a lot of cards that you can often usefully use the turn that you flip down. I started playing him in Justice late last year & it really unlocked him. I feel Vibranium is overrated. It's a bit better than "the Power of..." but not so much better that you get massive value from adding both so it's undercut slightly and if you do use both you can end up with too many resources in your deck late game. The flexibility is great for removing attachments and it's certainly good, just not Energy Absorption good. I find Tactical Genius more useful than Energy Daggers. If you are not playing Justice it can help a lot with threat removal which is otherwise only so so as you point out. Claws are the best in Justice. The chip heal from the suit greatly improves survivability to the extent that you want to get hit in the endgame. The chip thwarting also means threat is not a problem at that point either while that's not unusual it does make One Way or Another great late game.
@@jonathanpickles2946 Oh my! Love the in-depth breakdown here. I suppose I should expect that the core set heroes are likely going to invite more of this, which is great, since they have gotten a lot more play in than the recent waves.
The red list runs 3 weapons that don't need tapping. I think it could use some mean swings.
Where does Black Panther rank among the Core Set heroes for you?
2nd or 3rd. He is rich after all.
2 after Cap M