The next segment of this article series was supposed to focus on defensive plot twist effects, but I felt the need to discuss an intriguing anomaly in the VS cosmos perpetuated by the inadvertent inclusion of one particular card. Yes, that would be the much-hyped card from the Galactus raid set, Pathetic Attempt:

The original intent of Pathetic Attempt was to swat away annoying effects that sought to wreak havoc on the Galactus deck, which was rightfully representative of the vast power that Galactus possessed. The resource acceleration available to Galactus made it possible to play this card as early as the first turn, though of course opponents rarely had something nasty up their sleeves at that stage of the game.
In the context of the Galactus raid experience, it makes perfect sense. When Pathetic Attempt is ported over from that unique play environment and into the mainstream game, however, an entirely different set of conditions governs our assessment of this card.
Suddenly, every team now has a set of cards that can nullify some horrific targeted effect to which they would normally fall flat. The strength of the Spider-Friends way back in the day against the dominant Common Enemy and Teen Titans archtypes is that they could yell Nice Try! against Doom’s declaration of his Reign of Terror or Roy Harper’s sharpshooting antics. Though effects that target opposing characters and their owners are still in the minority, MUN looks to provide players with many more options to slap the heroes and villains of their opponents around, if not the opponent himself, most notably without having to directly engage them in combat.
Has PA then wrecked the game for everyone in a way that Overload used to? My answer would be an emphatic NO, as there are quite a number of tightly wound decks out there that simply don’t have room for PA, and are better off including cards that contribute to their victory condition. That said, neither is PA a sensationalized card that isn’t quite as good as everyone has feared. Way back when Overload was still legal for play, people would be slipping them even in highly focused decks and using them to achieve a critical stun in combat. In the same manner, just because decks these days may not have the space for PA doesn’t mean that they won’t be making space in the future when all these opposition-targeting effects from MUN and beyond rally to the forefront of tournament play.

It would be more accurate to say that what PA has done has been to skew the fragile balance between aggressive and control-oriented strategies, tipping it heavily in favor of aggression. Consider the much-vaunted IG Concealed beats deck, and its emerging cousin from the Marvel Knights family. Both of these decks are practically mindless in their conception, focusing on vomiting as much ATK as possible into the faces of their opponents, defense be damned. Quicksilver and QuickSyn function basically on the same plane. A card like Overload or even its lesser descendant System Failure could easily have shut down these decks or at least given other archtypes more of a fighting chance so that winning in VS tourneys wasn’t simply a matter of who can overpump his characters faster. Unfortunately, since no card even approximating the effect of either Overload or System Failure has since been printed, decks seeking to win in the later turns through finesse have to rely on other effects that can take characters out directly or neuter them for combat purposes. If any of these combat-oriented decks are packing PA, however, then that crucial Gift Wrapped or direct stun effect fades as quickly as the control deck’s chances of winning.

Well, I suppose there’s always Omnipotence. Still, it only kicks in on turn 5, by which most rush decks will have done most of their damage, so the jury’s presently out on whether Omnipotence keeps control decks from falling completely by the wayside.
I’ve said it before, I’ll say it again: Bring back Overload (or something like it)!
























































