That’s true. But also the list would be much less scary in turn 1. Part of the strength of the list is the threat of 2 6-threat models putting their full clip into anything that dares touch the midline. Also this list is a compromise to wanting 6-threat namor into wide scenario teams.
I don't really see the benefit of using the time gem on anything but a spender attack or a last ditch defense. You have more experience with it than I do but it seems like a big price to pay for a turn one gimmick. Personally I would use gamma launch with hulk to send nick junior to the midline
@@wookiemart it’s hard to explain how the time gem changes namor. It essentially lets him start playing the game a turn earlier. It’s an extra stagger over the course of the game. It also lets him threaten any safe grab. Like if they play cat and the spider namor can walk charge black cat. As far as the actual active on the time gem I most often use it to save a whiffed charge so I get the stagger. There are also fun corner cases into the No reroll characters. But the big thing is that it gives namor an emergency button and he almost always has the power for it.
Sir I assumed that the gem was a different power gain from the regular power you gain, but I guess assumptions kill and I am wrong. Someone please confirm. Also I run Namor in Steve1 which is absurd :D and I save myself a point in the gem :D
Thanks :) Seeing all the different gaming maps is super :)
Great game. Can't believe no mystic Ward for the defenders player. It's such a good card
I think he predicted that the game wouldn’t come down to points.
Great game and commentary!
Would you play this shield 15 into the red skull 3/thanos 15 or would you go wider?
Pretty much the same thing. Maybe commandos over Parker.
If you went without the time gem. You could fit Nick Jr , Spiderwoman, or agent venom instead.
That’s true. But also the list would be much less scary in turn 1. Part of the strength of the list is the threat of 2 6-threat models putting their full clip into anything that dares touch the midline. Also this list is a compromise to wanting 6-threat namor into wide scenario teams.
I don't really see the benefit of using the time gem on anything but a spender attack or a last ditch defense. You have more experience with it than I do but it seems like a big price to pay for a turn one gimmick. Personally I would use gamma launch with hulk to send nick junior to the midline
@@wookiemart it’s hard to explain how the time gem changes namor. It essentially lets him start playing the game a turn earlier. It’s an extra stagger over the course of the game. It also lets him threaten any safe grab. Like if they play cat and the spider namor can walk charge black cat. As far as the actual active on the time gem I most often use it to save a whiffed charge so I get the stagger. There are also fun corner cases into the No reroll characters. But the big thing is that it gives namor an emergency button and he almost always has the power for it.
So you can throw someone into an illegal landing spot, and they still take the collison, but they go back to their last legal spot?
Correct.
Sir I assumed that the gem was a different power gain from the regular power you gain, but I guess assumptions kill and I am wrong. Someone please confirm. Also I run Namor in Steve1 which is absurd :D and I save myself a point in the gem :D