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The Book of Doctor Doom (Sorcerer)

Ronin

Symbiotic
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The Book of Doctor Doom (Sorcerer)

C3G MARVEL SUPER SECRET EXCLUSIVE 52
DO YOU BELIEVE IN MAGIC?


C3G_DrDoomII_comic.png

Comic PDF

C3G_DrDoomII_mini.png

Mini PDF

The figure used for this unit is a Heroclix figure from the Secret Invasion set.
Its model number and name are #040 / DOOM.

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Character Bio - After years of failing to best Reed Richards by means of science, Doctor Doom struck a bargain with a trio of demons known as the Hazareth Three and sacrificed the one woman who loved him in exchange for increased mystical abilities. Taking advantage of Reed's difficulty understanding magic, Doom tormented the Fantastic Four and even went so far as trapping Reed's son, Franklin, in Hell. Doom finally lost the upper hand when Reed tricked him into angering the Hazareth Three, who stripped Doom of the powers they had granted him and kept him prisoner in Hell.
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-Rulings and Clarifications-
  • N/A
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-Combinations and Synergies-

Incoming Synergy:
Outgoing Synergy:
  • N/A
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-Immunities, Benefits, and Weaknesses-

Immunities:Benefits:Weaknesses:_________________________________________________________________

-Strategy, Tactics and Tips-
  • Doctor Doom is a high-risk/high-reward unit. He can elevate himself to truly astonishing power levels, but be careful not to overreach.
  • Doom has few direct synergies, aside from the obvious Doombots. Doom is a bit of an OM hog, since he can only get extra Mystic Domination turns if OMs are revealed on his own card. Thus, he prefers the company of support units that require few OMs to function. Judge Fear, Angel (Liam), Angel (Warren), and Jason Voorhees are of particular interest, but tie-down and turn-denial units could also be explored. Anything to bog down the opponent while Doom blasts away.
  • One or two Doombots is never a bad choice for Doom. More than two is pushing your luck; eventually, Doom will get burned and lose all his powers, and at that point any remaining Doombots probably aren't worth the 95 points each you allotted them. Reviving a powerless Doom just isn't as helpful or satisfying as bringing him back at the peak of his abilities.
  • Think carefully about how quickly you want to stack up Invocation Markers on Doom's card. Taking one early is probably a good idea, but you may want to wait until later on, when Doom is in danger, to take the third and final marker.
-Heroscapers Community Contributions-
 
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Re: The Book of Doctor Doom (II) (Design Phase)

NAME = DOCTOR DOOM
SECRET IDENTITY = VICTOR VON DOOM

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = SORCERER
PERSONALITY = CRUEL

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 5
RANGE = 5
ATTACK = 4
DEFENSE = 4

POINTS = 345


INVOKED DEMONS
Start the game with a black Invocation Marker on this card. At the end of each round, you may place an Invocation Marker on this card, to maximum of 3 Invocation Markers. Add 1 to Doctor Doom's Attack and Defense numbers for each Invocation Marker on this card. When rolling the 20-sided die for any special power on this card, the roll cannot be modified by any glyph or any figure's special power unless that figure is a Demon.

MYSTIC DOMINATION
After taking a turn with Doctor Doom, you must roll the 20-sided die. If you roll X or lower, where X is the number of Invocation Markers on this card, all special powers on this card are negated for the rest of the game. If you roll 15 or higher and you revealed an Order Marker on this card at the start of your turn, you may choose a Unique Hero within 4 clear sight spaces of Doctor Doom. Take temporary control of that figure and take an immediate turn with that figure. At the end of that turn, control of the chosen figure returns to the player who controlled the figure before the Mystic Domination.

MAGICAL DEFENSE
When Doctor Doom is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds Doctor Doom can take from this attack is one.

SUPER STRENGTH

FLYING

Old versions:
Spoiler Alert!
 
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Re: The Book of Doctor Doom (II) (Design Phase)

Comic:
Spoiler Alert!


Figure:
Spoiler Alert!


Background:
Looking for something fiery maybe, for the demonic ties. Or some kind of mystical energy feel would work too.
 
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Re: The Book of Doctor Doom (II) (Design Phase)

Main changes I'm considering right now are numbers tweaks. I was thinking it might be a good idea to cap him at 2 markers and raise his attack/defense by 1. Not sure where I want to put the roll for success on Mystical Mind Exchange, either. (Which I might rename to something more streamlined, like Mind Transference)
 
Re: The Book of Doctor Doom (II) (Design Phase)

Yeah, number tweaks are pretty much all this needs in my opinion, and that'll just take testing.

I was also going to suggest a name change, but something pushing the magicalness - "Mystic Domination" or something like that. This is going to be the only "magic Doom" for the foreseeable future, and I think we should push that angle as much as possible.
 
Re: The Book of Doctor Doom (II) (Design Phase)

Fair enough. I am hoping to keep the card feeling essentially Doom-y enough that if you've never read Unthinkable and just want a magic-slinging Doom, this'll scratch that itch.
 
Re: The Book of Doctor Doom (II) (Design Phase)

Oh, one other thing did occur to me, which was that Magical Defense plus Doombots could make him a real pain to take down. Plus you could throw Wong in there. May end up lowering his life even though Doom I has 6 Life.
 
Re: The Book of Doctor Doom (II) (Design Phase)

That was my immediate first thought was drop Life by 1.
I think you can test it as is and see how he plays.

He is going to slide through just ahead of spells so that is not a worry though he will be a powerful addition to the spell caster faction.

On the markers, you are getting the first immediately so he is essentially already 5/5.
Opponents are going to want to soften him up quickly but he can make that difficult.

I like it. With Doombots and Spells you can build a rather sizeable army of just Doom.
That will be fun.
 
Re: The Book of Doctor Doom (II) (Design Phase)

Yeah, Magical Defense + his stats + Doombots will make him super tough; not sure what we can do about that though. Probably see how it goes in testing first.

Still not entirely sold on Mystical Mind Exchange, it feels a bit overused to me, but I do agree that it feels very Doom-y.

Overall, I like the direction. :up:
 
Re: The Book of Doctor Doom (II) (Design Phase)

That was my immediate first thought was drop Life by 1.
I think you can test it as is and see how he plays.

He is going to slide through just ahead of spells so that is not a worry though he will be a powerful addition to the spell caster faction.

I think I'm going to end up making a few other number tweaks, so I probably will pre-emptively nose his Life down to 5. He's got enough going on that I don't think it'll really hurt his value.

Don't think he has any potential balance issues with any of the spells, or at least nothing that's unique to him and not currently an issue being worked out with the spells in general. So he should be good on that front.

On the markers, you are getting the first immediately so he is essentially already 5/5.
Opponents are going to want to soften him up quickly but he can make that difficult.

I like it. With Doombots and Spells you can build a rather sizeable army of just Doom.
That will be fun.

Yeah, that's why I was thinking about nudging his Attack/Defense up to 5/5 and dropping to just two markers. Seems like grabbing the first one is too much of a no-brainer.

Yeah, Magical Defense + his stats + Doombots will make him super tough; not sure what we can do about that though. Probably see how it goes in testing first.

Still not entirely sold on Mystical Mind Exchange, it feels a bit overused to me, but I do agree that it feels very Doom-y.

Overall, I like the direction. :up:

Yeah, he's going to end up real tough whatever we do. He does always have the potential of negating himself to even things out, though.
 
Re: The Book of Doctor Doom (II) (Design Phase)

Dropping his life is a good idea, Enchantress ended up having to drop down from 7 to 5 because it was just too hard to kill her. I'd go with just two markers and a base 5/5, but then double the effect the markers have on his roll such that 2 markers = -4 to the d20 roll that might cost him everything. Then it is a little more risky to use the markers but if he does lose his powers he is still a 5/5 figure with Doombots.
 
Re: The Book of Doctor Doom (II) (Design Phase)

Dropping his life is a good idea, Enchantress ended up having to drop down from 7 to 5 because it was just too hard to kill her. I'd go with just two markers and a base 5/5, but then double the effect the markers have on his roll such that 2 markers = -4 to the d20 roll that might cost him everything. Then it is a little more risky to use the markers but if he does lose his powers he is still a 5/5 figure with Doombots.

I'm right on the same page you are. :up:

I think those changes should still give him a fun risk/reward dynamic while keeping him from being too swingy.
 
Re: The Book of Doctor Doom (II) (Design Phase)

Dropping his life is a good idea, Enchantress ended up having to drop down from 7 to 5 because it was just too hard to kill her. I'd go with just two markers and a base 5/5, but then double the effect the markers have on his roll such that 2 markers = -4 to the d20 roll that might cost him everything. Then it is a little more risky to use the markers but if he does lose his powers he is still a 5/5 figure with Doombots.

I like this suggestion. :up:
 
Re: The Book of Doctor Doom (II) (Design Phase)

Breathing period's up, so the changes are made. Base attack/defense up to fives, life down to 5, markers subtract 2 from roll, name swap on the second power.

I'm not quite sure he's worth 370, by comparing to Enchantress, but he does have a few extra Human synergies that she doesn't, plus the Doombots, so I decided to leave him there for now, pending test results.
 
Re: The Book of Doctor Doom (II) (Vote for Initial)

A Doombot or two stashed in the back does seem like it could be good here. Nothing else really jumps out as a potential concern to test. Wong synergy isn't anything special here, because Doom doesn't need OM reveals and therefore works fine with Ms Marvel/Robot/Iron Patriot.
 
Re: The Book of Doctor Doom (II) (Vote for Initial)

This passes.

I've got Indigo-1 all set up to run next, so I'm probably tackling her first (and maybe also spells). Angling to have Doom's initial done by Thursday night.
 
DOOM! I Say. DOOM!

COMPETITIVE REVIEW BOARD CHECKLIST

Competitive Concerns
Does the design offer worrisome Order marker movement or efficiency? No.

Does the design offer superior Auto wounding? No.

Does the design cause the prevention of abilities (Blob, Polaris, Meteorite)? No.

Does the design move other figures? No.

Does the design boost other figures (outside of a narrowly defined set)? No.

Does the design have one or more excellent defensive powers? Magical Defense is the Bomb.com

Does the design auto destroy or take control of other figures in a way that unbalances the design? Mystic Domination seems all right but I waver a little. Hopefully the Invocations keep it in check.

Does the design have any other concerns? Man you thought the old Dooms were tough to kill with Doombots? Let's give him Magical Defense. HAVE FUN. I think it'll be fine but dang that could just be annoying. I'm assuming Decoy of Doom doesn't undo Mystic Domination negation?

Summary of Any Competitive Concerns/Suggestions for Changes: Seems pretty Doomesque. Could be quite beastly. We'll have to see how the Doom+Doombots goes especially in armies where you can reveal OMs on other figures.
 
Re: DOOM! I Say. DOOM!

COMPETITIVE REVIEW BOARD CHECKLIST
I'm assuming Decoy of Doom doesn't undo Mystic Domination negation?

Nope. The negation isn't marker-based, so nothing can undo it. Decoy of Doom, cloning powers, etc. Once he's negated, he's negated.

I'll make sure to give the Doombots a lot of attention during testing.

EDIT: Quick thought that hadn't occurred to me previously. Mystic Domination doesn't currently require an OM, because it was based heavily on Mind Exchange. May want to update that to need an OM reveal.
 
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