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5 Fixes for Spiral
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Related: We Need To Talk About Spiral
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5 Fixes for SpiralFIX #5: BAN HAMMER

The easiest thing to do with Spiral is to simply ban it. Banning is a very legitimate rule that is used in many collectible games (most notably Magic the Gathering). This would allow Spiral to keep her comic accurate trait, while preventing it from showing up at every convention (let's face it, most teams at official WK tournaments look pretty much the same because they're all power players looking for an advantage).

While there are some that resist the idea of a ban, consider this: local judges and venues are already allowed to ban, and most do! Local judges are given tremendous power at venues and bans are always used for the sheer sake of balance. I know of one venue that recently removed all their bans -- the power players stepped in and their weekly player base dropped by 50 percent!

(Vet Icon Superman with early Hypersonic Speed was a commonly banned figure back in my day)

Keep in mind that WK doesn't need to ban Spiral completely, but there's no reason why they couldn't (and shouldn't) ban her from Modern games. Banning this character is also appealing since it won't require a new errata and character card.

Make no mistake, banning is legitimate idea that used in many places... and for good reason.

Got a better way to fix Spiral? Post it below!

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Your Comments:
You missed the most obvious solution:
Make the portal 2 ways for everyone. Yes you get nailed on the first round, but you send some back through and kill Spiral, problem solved.

Posted by: John white on 9/25/2013 2:30:53 PM
Don't Ban or change it, I get my a** kicked by it and its all good. Makes me develop a better team to try next time.

You need to develop a team in place to win.. people complain about how the ability aren't like the character in the comics, now you have one you want to ban it. I own the figure never used it and it has kicked my a** twice... I need to be more creative with my team building.

Posted by: Spudbog on 9/24/2013 9:49:34 PM
Spiral does seem to be an issue. Its not her, but the combinations of things she allows. The other day, that portal let FI:Kurth come through and attempt to hit my tentpole piece for 7 damage. I could see it coming and there was nowhere on the map I could go and avoid it. Only a missed dice roll by my opponent saved me. I'd like to see pieces modified instead of banned. The portal itself is very comic like. Maybe it needs a variable, a randomness (dice roll), or limitation (within range, within line of sight), open the portal as the last action for your turn, something.

Posted by: superfriend on 9/24/2013 7:26:33 AM
It's like the people who make the clixs don't understand how the game is played. 1) putting Malstorm and Quasar in the Cap set.. in draft play you can't beat them. 2) Nightcrawler.. was not even fair, and everyone hides behind him 3) Countless other pieces made that make no sense.. 300 pt Iron Man? say waht? I understand Superman at 300 points but we don't even have a 300 point Hulk yet. Or Thor. They are just cranking out pieces to keep you buying. Screwing the rules and the game.

Posted by: WTF on 9/24/2013 6:31:12 AM
I like the idea of a ban list. maybe if they had one they could do away with retiring sets. it sucks after you finally get a character to only lose them in modern for Spiral well she is really comic accurate so I dunno about changing her and like its been said before in a 300 pt game its not gonna be that hard to stop her.

Posted by: Ajora on 9/24/2013 12:20:01 AM
First off I wanna say that for the majority of players that have a problem with spiral's power should consider that it allows the team shes with to be placed very close to their opposition as part of a alpha strike team. This is not a viable strategy since you team is now easily in range of your opponents and your opponent can shoot or charge into her team without any problems. There is nothing wrong with Spiral, Its up to the players on how to use their figures in a game.

Posted by: Batros940 on 9/23/2013 2:03:40 PM
I think she's pretty good the way she is, I like the TK ability the other one's seem to week for a 106 point character, and with the portal ability as a double power action that's pushing damage, she good for a 400 point or less battle, she really good for a 600 or more battle, she fine the way she is, she like one of those characters good for high point battle's bad for low point battle's

Posted by: Mr J on 9/23/2013 11:33:05 AM
its a double power action, and with two action tokens, pushing damege. So if you use the power it makes her weaker.

Posted by: The Amazing Jakester on 9/23/2013 10:01:16 AM
@neondragon: That would not solve the alpha-Strike problem, because typically you're going to do the alpha-Strike on the same turn that you open the portal -- especially in larger point games.

Posted by: The Le on 9/23/2013 9:34:47 AM
So open ur portal then you have another player TK/carry one or more of your team threw the portal.. Cough Mags... and then you can whoop on them big time next turn. Unless the person you are up against plays the roach defense. As in scatter all over the board.

Posted by: Bliss on 9/23/2013 9:19:45 AM
Of all of these, I like option 2 the most.

Posted by: superfriend on 9/23/2013 6:45:35 AM
i would simply allow both friendly or apposing characters to use the portal. this way it's not broken, both party's con use the portal it makes you think before you place it.

Posted by: neondragon on 9/23/2013 3:14:27 AM
I would make her 150pts. Make it once per game. Placement of portal is within 10 or 12. The combined pt total of characters that pass through portal per turn must be < or = to Spirals. Makes her still playable but not to abusive.

Posted by: ratdogsnakefish on 9/22/2013 2:32:47 PM
Pretty sensible to me.

Posted by: Crazypool on 9/22/2013 1:24:21 PM