ExiledForceFreak's Vs. card of the day

Status
Not open for further replies.

exiledforcefreak

RIP Jacob KT 2/16/06
3 minutes before sunday is over so here it goes:

4/16/06

Affiliation: Morlocks
Cost:2
ATK:2
DEF:3

Mutant Energy.
Evasion Whenever Leech becomes stunned, you may discard a card. If you do, negate target character payment power.

quite the tricky little number, this could turn out to be one of those cards you seen as a 1-of in some decks to combat certain other decks. The ability to disrupt titans or any other number of cards may make leech the glue that holds a whole deck together against a specific match-up.
 
4/17/06

it's the start of a new week and I'm starting a 6 part series (unless I'm miscounting) on cards that make your opponent's plot twists cost more and yours cost less.

Lets start off with the most obvious one of all:

cost:1
Ongoing: Locations cost your opponents 1 more to flip. Plot twists cost your opponents 1 more to play.


A card like this basically says your either running 4 or 0. One bad press by itself really doesn't do all that much. However, hypothetically, if you play one every single turn till turn 4 you have pretty much forbidden your opponent from playing plot twists up untill that point.

This card, for some, is the answer to flame trap. It also prevents the use of crucial 3 cost character tutors. It stops critical 4 cost plot twists like press the attack and savage beatdown; having to wait a turn to play these cards can be devestating.

there are obviously draw backs aside from taking up 4 spots in your deck, it needs to be put in your row, which means alot of the plot twists you play come from the hand. This, in turn, means your gonna have a small hand if your not conservative about playing plot twists or you have don't have a draw engine.

So remember, if your wanna make a deck that runs alot of weenies and likes to win on turn 5/6 or you just don't like gamma bomb, think bad press.
 
4/18/06

Black Cat
master thief

Affiliation: Spider Friends
Cost: 2
ATK: 2
DEF: 2

Evasion. Plot twists cost your opponents 2 more to play.

Aside from black cat's sub-par stats, how annoying is this card? You just never want to have to deal with this card because it prevents crucial build phase plot twists from being played, its evasion ensures it will stick around for quite awhile. The only inherent weakness is its stats and the fact you merely need to stun it to turn off the effect.

Anyway, speaking of build phase plot twists"¦ for those of you unaware, when the green lantern set came out a broken combo was discovered that utilized Dr. Light, master of holograms. A player would activate Dr. Light to bring back Rama Tut, Rama Tut would bring back Cosmic Radiation, Devil's Due would KO Rama Tut and put a +1/+1 counter on a character, and the Cosmic Radiation would ready Dr Light so that the process could be repeated allowing for an infinite amount of +1/+1 counters. Rama Tut was eventually errata'd to prevent the combo.

What does any of this have to do with Black Cat? Black Cat was the tech a lot of people ran to counter this deck. Cosmic radiation has a cost of 3, black cat prevented the combo from working untill turn 5 long enough to disrupt the deck enough to win. I hope this illustrates the power Black Cat has to disrupt your opponent.

So there you have it, a little bit of Vs. history about a broken combo and a card that was once considered staple.
 
Sage
Xavier's Secret Weapon

Affiliation: X-Men
Cost: 3
ATK: 5
DEF: 4

Mutant Mental.
Plot twists cost your opponents 2 more to play. Locations cost your opponents 2 more to flip.


So here we have a card that had an amazing effect but doesn't quite fit into the rest of an x-men deck in terms of synergy. You can't put one of her in an x-men deck because the x-men don't have any search, only Worthington industries and Cerebro. On the other hand, I have found it extremely easy to lock down my opponent's plot twists till turn 6/7 completely when used in conjunction with Black Cat and Bad Press.

Let's Shift our focus for a second though. This card is from MXM (x-men set), this means it is a card you can run in MMA (marvel modern age). Why use this card in marvel modern age? Well, let's see here, if you are one of the many people running enemy of my enemy in your MMA deck then you might want to consider putting a sage in your deck. Again, what possible use could I have for Sage? You still haven't figured it out? I'll say it loud and slow: HELL-FIRE CLUB!

I run one sage in my MMA squad deck because sage can single handedly win you the hellfire club match-up. EVERYTHING essential to a hellfire club deck is cost 3 and 4. Shaw industries costs four, Army of One costs four, power and wealth costs three, and The Hellfire Club costs three. If play Sage against a hellfire club deck you are effectively shutting down your opponent till turn 6 as long as you can keep Sage from getting stunned, something that a well-timed panacea potion can accomplish quite effectively I might add.

I run Sage in my MMA squad deck; shouldn't you consider doing the same?
 
4/20/06

Beast
The Henry McCoy

Affiliation: X-Men
Cost: 2
ATK: 2
DEF: 3

Plot twists cost you 1 less to play.

Not much to say about this card other then it allows you to play Xavier's Dream on turn 4, giving you a win on turn 7. R&D needs be careful with effects like these so that cards with specific costs designed to make sure the card isn't broken don't become broken. It's currently possible to play gamma bomb on turn 6, but at the same time the effort to accomplish this is pretty great.
 
Status
Not open for further replies.
Back
Top