Archive for June, 2008

Across the Universe: A MUN Set Review, Part 7

Posted in VS Ramblings on June 26, 2008 by omnicresence

Card Name: Stark Armory
Type: Location
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
At the start of the combat phase, put a tech counter on Stark Armory.
{Activate}, Remove X tech counters {>} Put X +1 / +1 counters on target Iron Man.
Remove X +1 / +1 counters from an Iron Man you control {>} Put X tech counters on Stark Armory.
Rarity: Rare
Card #: MUN-127

Lorenzo: Whoa, where did Neeka go? Oh yeah, she’s kind of tired and needs to sort her card stacks anyway, so she’ll only interject every so often, when she feels the card deserves special mention. Moving right along, Stark Armory is part of the Iron Man Legend suite, so it’s not likely that you’ll be getting much use out of it in Limited. 1 out of 5.

Fred: I wouldn’t necessarily say Stark Armory a key card in an Iron Man Legend deck, because the stat growth it provides is in small increments, and if we’re only taking Modern Age into consideration, you’ll only get about 2 or 3 +1/+1 counters out of it in each game. The Tech counter transfer is nice for when you have to a replace lower-drop Iron Man with a higher-drop alternative, but still not a game breaker. 3 out of 5.

Card Name: Company of Heroes
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
Target [SHIELD] character gets +2 DEF this attack.
Boost: Exhaust a leader you control: That [SHIELD] character gets an additional +2 DEF this attack.
Flavor Text:“This is your shot, Carol. Don’t screw it up.”
Rarity: Uncommon
Card #: MUN-128

Lorenzo: DEF bonuses are difficult to come by in Limited, and this one can potentially provide a +4 DEF bonus both ways, so it’s golden. 4 out of 5.

Fred: This is a good DEF booster if you build the deck with its usage in mind. The Leader trait isn’t as plentiful as we would like in this set, much less S.H.I.E.L.D., so it won’t save you from every situation. More problematic is that you won’t get full utility out of playing multiple copies unless you’ve got the characters to exhaust. 3 out of 5.

Card Name: I’m a Futurist
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
Play only if you control Iron Man. Search your deck for a card with cost greater than the number of resources you control, reveal it, and put it into your hand.
Flavor Text:“The best is yet to come.”
Rarity: Rare
Card #: MUN-129

Lorenzo: Iron Man Legend suite. 1 out of 5.

Fred: Considering that the cheapest Iron Man weighs in at a cost of 4 (not counting the MHG Doom-affiliated one), you’ll get most use out of this search card in a curve build to get your next drop. There aren’t many useful non-character cards that cost more than 4, limiting the viability of this card. 3 out of 5.

Card Name: The Intiative, Team-Up
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
To play, choose a leader you control and any number of its affiliations.
Draw a card.
Ongoing: Characters you control gain those affiliations.
Rarity: Common
Card #: MUN-130

Lorenzo: Hey, a team-up for Limited… but with a significant cost to play. Leaders being relatively scarce overall, this card will probably not see much action. 1 out of 5.

Fred: Fine for those multiple-team Leader builds, lousy otherwise. 2 out of 5.

Card Name: License to Kill
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
To play, choose a [SHIELD] character you control.
Ongoing: Whenever an opposing defender becomes stunned, you may discard a card and exhaust the chosen character. If you do, KO that defender.
Rarity: Rare
Card #: MUN-131

Lorenzo: This one’s pretty effective if you can recruit a low-cost Concealed character early on to use as your 007, though you should keep an eye on your hand to ensure that it doesn’t hurt too much as the game progresses. 3 out of 5.

Fred: The card cost is negligible if you’ve been maximizing the S.H.I.E.L.D. “character cards in hand” tactic, and with a low-drop hidden character, this is a mighty board-clearing machine. 4 out of 5.

Card Name: Out for Justice
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
To play, return a non-stunned [SHIELD] character you control to its owner’s hand.
Target attacker or defender gets +2 / +2 this attack.
Flavor Text:“We used to make one heck of a team, Sharon.”
Rarity: Common
Card #: MUN-132

Lorenzo: We’ve seen loads of +2/+2 pumps over the history of VS, but this one falls a little flat since it requires the return of a non-stunned character. Fine if you’ve got some useless or expended drop, but very situational. 2 out of 5.

Fred: This will probably work best in a deck with Squirrel Girl and Nick Fury helping to chuck out extra characters. The non-stunned requirement hurts this card the most. 2 out of 5.

Card Name: S.T.A.R. Squad
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
Return target Army [SHIELD] character card from your KO’d pile to your hand.
Boost: Return a ready non-Army [SHIELD] character you control to its owner’s hand: If that Army card has the same cost as the character you returned, put it in play instead.
Rarity: Uncommon
Card #: MUN-133

Lorenzo: Hmm. Trade a non-Army for an Army? Might be okay in certain circumstances. But you’ll need an Army card in the KO pile first, which bites. 1 out of 5.

Fred: This could see play with some Army characters outside of the S.H.I.E.L.D. line-up and a team-up. Very narrow application, though. 2 out of 5.

Card Name: Scarlet Spiders
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
Ongoing: Discard X [SHIELD] character cards {>} Target attacker or defender gets -X ATK this attack. Use only once per turn.
Rarity: Uncommon
Card #: MUN-134

Lorenzo: Scarlet Spiders is simply too card-intensive in Limited to be of significant use. 1 out of 5.

Fred: Ah, something to do with all those character cards amassing in your hand. Perhaps it won’t be used every turn, but even an ATK reduction of 2 or 3 during a critical attack may spell victory. Take note that the discarding has to be done all at once, and not in increments depending on what your opponent does. 3 out of 5.

Card Name: Secret War, Team-Up
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
To play, choose an affiliation and return a [SHIELD] character you control to its owner’s hand.
Ongoing: [SHIELD] characters gain that affiliation.
Rarity: Common
Card #: MUN-135

Lorenzo: It’s not Midnight Sons, but it’s close enough, though the return of a S.H.I.E.L.D. character may be rather pricey in Limited. 3 out of 5.

Fred: Midnight Sons for S.H.I.E.L.D., and the character return shouldn’t be a problem for this team. 4 out of 5.

Card Name: Security Clearance
Type: Plot Twist
Affiliation:
Cost: 6
Atk/Def: /
Abilities:
Rules Text:
To play, return a non-stunned [SHIELD] character you control to its owner’s hand. Search your deck for a card and put it into your hand.
Rarity: Rare
Card #: MUN-136

Lorenzo: I can search for any card! Oh wait, it’s got a threshold of 6. Blah. 2 out of 5, since it’s still all right, but comes into play too late to be truly useful.

Fred: This is a setup card for the late game of S.H.I.E.L.D., improving consistency and allowing you to toolbox late-game elements to adapt to the situation. 3 out of 5.

Card Name: You’re Under Arrest!
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
Play only if you control a [SHIELD] character. Negate target activated effect from a character.
Boost: Return a character you control to its owner’s hand: The character whose effect was negated can’t ready this turn.
Rarity: Rare
Card #: MUN-137

Lorenzo: Though I don’t see too many activated abilities to fear in this set, this card increases the chances that all your opponent will have to show for a deadly activated power is an exhausted character. If you can afford the boost, you also lock down that character until next turn, which is a solid tactical move. 3 out of 5.

Fred: Situational but strong, particularly with the lockdown effect. Nice in conjunction with Power Dampeners. 3 out of 5.

Card Name: A.I.M. Agents, Army – A.I.M.
Type: Character
Affiliation: Crime Lords
Cost: 1
Atk/Def: 1/1
Abilities: Range
Rules Text:
Discard A.I.M. Agents {>} Target [Crime Lords] defender has reinforcement this attack.
Rarity: Common
Card #: MUN-138

Lorenzo: And we’re at the Crime Lords, finally! I’d hold onto these and consider them plot twists. Reinforcement is sometimes good enough by itself, but is more integral to the Crime Lords, raising the value of this card for play. 3 out of 5.

Fred: Given that reinforcement is one of the driving themes of the Crime Lords, the A.I.M. Agents are fine enablers. More importantly, since their effect is not a plot twist effect, it will be much harder for opponents to negate. 3 out of 5.

Card Name: Arnim Zola, The Bio-Fanatic – Raid
Type: Character
Affiliation: Crime Lords
Cost: 2
Atk/Def: 2/3
Abilities:
Rules Text:
Concealed-Optional
{Activate}, KO a character you control {>} Target player loses 2 endurance and you gain 2 endurance.
Flavor Text:“As long as I have my work, I need nothing else.”
Rarity: Uncommon
Card #: MUN-139

Lorenzo: I suppose he’s all right to get mileage out of stunned characters that are going to hit the KO pile anyway, since his stats make him unsuitable for combat. However, if your characters are dropping like flies, Arnim Zola won’t be the one to save you. 2 out of 5.

Fred: Arnim Zola is a trash compactor whose 4-endurance swings are nifty, but hardly fatal. 2 out of 5.

Card Name: Baron Strucker, Baron Wolfgang von Strucker – HYDRA
Type: Character
Affiliation: Crime Lords
Cost: 6
Atk/Def: 13/12
Abilities: Range
Rules Text:
Whenever Baron Strucker becomes stunned while defending with reinforcement, recover him. This power triggers only once per turn.
Rarity: Common
Card #: MUN-140

Lorenzo: If your opponent is lacking in flight, Baron Strucker makes a delightful defensive protector who technically forces foes to go through him twice each turn. Whatever’s left after taking down the Baron twice probably won’t be enough to do significant damage to your remaining field. 3 out of 5.

Fred: The Baron’s a wall with proper reinforcement tactics. 4 out of 5.

Card Name: Crossbones, Brock Rumlow – Raid
Type: Character
Affiliation: Crime Lords
Cost: 4
Atk/Def: 8/5
Abilities: Range
Rules Text:
Concealed
Substitute
Crossbones can attack an opponent directly while he controls no ready visible characters.
Flavor Text:“The Skull ain’t here to take his revenge, so I gotta be his hands.”
Rarity: Common
Card #: MUN-141

Lorenzo: The other dominant Crime Lords theme, as we’ve already seen from the S.H.I.E.L.D. Wolverine, is direct attack of an opponent. Crossbones has a pathetic DEF but he’s Concealed so it isn’t as much of a concern. During off-initiative turns, he can simply bypass your opponent’s exhausted visible characters and swing for 8 to the face. Substitute, too, for him to come in when he can actually perform for you. Evil stuff. 3 out of 5.

Fred: Between Wolverine and Crossbones the Crime Lords may just be the new IG, happy to lose the initiative so that they can slap an opponent around for a combined 14 endurance at least each turn. Since they do well on the defensive this could be a brutal archetype. 4 out of 5.

Card Name: Doctor Faustus, Johann Fennhoff – RAID
Type: Character
Affiliation: Crime Lords
Cost: 1
Atk/Def: 2/1
Abilities:
Rules Text:
Substitute
When Dr. Faustus enters play, you may have target character get -3 ATK this turn.
Rarity: Uncommon
Card #: MUN-142

Lorenzo: The -3 ATK penalty is certainly significant, and with Substitute, you can get it into play when you need it. However, being a 1-drop, it’s unlikely unless you play off-curve that you’ll be able to use his ability well. 2 out of 5.

Fred: Multiple substitutions of Dr. Faustus can nullify your opponent’s attack step by spreading those nasty ATK penalties everywhere, or lumping them on his biggest character. 4 out of 5.

Card Name: Elektra, Pawn of the Gorgon – HYDRA
Type: Character
Affiliation: Crime Lords/Skrull
Cost: 5
Atk/Def: 10/8
Abilities: Range
Rules Text:
Concealed
Whenever Elektra stuns a character with cost less than or equal to the number of affiliations she has, KO that character.
Rarity: Uncommon
Card #: MUN-143

Lorenzo: Great, she can KO 1-drops. While Elektra may gain slightly improved utility by playing enough team-ups, she’s much better off in a Skrull deck, which won’t happen here in Limited. 1 out of 5.

Fred: It’s time to rebuild that Skrull deck, and whiile Paibok is an excellent 5-drop, Elektra can put plenty of hurting on your opponent with enough affiliations running. For the Crime Lords, she doesn’t have quite so much use. 3 out of 5.

Card Name: The Gorgon, Tomi Shishido – HYDRA
Type: Character
Affiliation: Crime Lords
Cost: 5
Atk/Def: 8/10
Abilities:
Rules Text:
Whenever a character attacks you directly, it can’t ready this turn.
Rarity: Rare
Card #: MUN-144

Lorenzo: If you muster a full hidden character curve, your opponent will be trying to outdo you through sheer direct endurance loss attacks. The Gorgon ties up such plans, pinning down his characters so you can swing in with impunity next turn. 3 out of 5.

Fred: With all these hidden characters, Crime Lords may well be crushed by IG Concealed or MKKO, whose ATK output seems to be greater. With The Gorgon on your side, though, those evil beaters don’t stand up for the next turn, allowing you to seize victory as your characters beat down without fear of retaliation. 3 out of 5.

Card Name: The Hand, Army – HYDRA
Type: Character
Affiliation: Crime Lords
Cost: 1
Atk/Def: 1/1
Abilities: Range
Rules Text:
{Activate}, Put The Hand on top of its owner’s deck {>} Recover target stunned [Crime Lords] character that defended this turn.
Rarity: Uncommon
Card #: MUN-145

Lorenzo: If you can get these out early on, barring any hidden hate, you can set up a turn where your opponent will have to work through a large defender multiple times. Of course, your opponent will expect it since the Hand will be on the table, but it won’t make things much easier. What I don’t like about it is that it retards your draw, which can kill you in Limited. 2 out of 5.

Fred: I dig the recovery effect, but placing the Hand on top of your deck isn’t so enjoyable unless you’ve got a way to sift them around. 2 out of 5.

Card Name: Head Case, Sean Madigan – AIM
Type: Character
Affiliation: Crime Lords
Cost: 5
Atk/Def: 9/10
Abilities: Range
Rules Text:
Substitute
Whenever Head Case stuns an attacker, you may KO Head Case. If you do, KO all characters that attacked him this turn.
Rarity: Rare
Card #: MUN-146

Lorenzo: The only time I would use Head Case’s ability would be if (a) I managed to defend with him successfully multiple times, or (b) if it meant KO’ing a character of equal or higher cost. Scenario (b) being much more likely, I’d say he’s only about average. 3 out of 5.

Fred: We’ve seen enough attack redirection these days to make Head Case potentially fatal to your opponent’s attack plans. Between that and some DEF tech, you can take out a couple of large characters with his effect, leaving your opponent sorry he’d attacked you. Which is the essence of Crime Lords, anyhow. 3 out of 5.

Card Name: The Hood, Prince of Pistols
Type: Character
Affiliation: Crime Lords
Cost: 4
Atk/Def: 8/6
Abilities: Flight, Range
Rules Text:
Discard X cards {>} Exhaust target character with cost X.
Rarity: Common
Card #: MUN-147

Lorenzo: That’s a hefty discard cost. If you accumulate the cards then he might be worth it for that one turn, but otherwise he’s just another Concealed 4-drop. 2 out of 5.

Fred: In a deck with a draw engine of some kind, The Hood may be a stall monster. Note that his ability has no “once per turn” restriction, so you can lock down your opponent’s entire board with enough cards. He’s monstrous against off-curve. 4 out of 5.

Card Name: HYDRA Recruit, Army – HYDRA
Type: Character
Affiliation: Crime Lords
Cost: 2
Atk/Def: 3/2
Abilities: Range
Rules Text:
Whenever HYDRA Recruit becomes stunned during the combat phase, rally for a card named HYDRA Recruit.
Flavor Text:“Hail HYDRA!”
Rarity: Common
Card #: MUN-148

Lorenzo: Decent size for a 2-drop, but the rally ability is only good in decks packing many copies of it, which won’t happen in Limited. 1 out of 5.

Fred: Since the rally ability can potentially trigger every turn, in a deck packed with HYDRA Recruits, you can ideally fill your hand in a hurry. Mr. Fike will definitely find something sweet to do with these minions. 3 out of 5.

Card Name: James Barnes ~ Winter Soldier, Communist Puppet – Raid
Type: Character
Affiliation: Crime Lords
Cost: 3
Atk/Def: 5/3
Abilities: Range
Rules Text:
Concealed
Put James Barnes on top of his owner’s deck {>} Stun target character attacking a [Crime Lords] defender you control with reinforcement.
Flavor Text:“Should I take the shot?”
Rarity: Rare
Card #: MUN-149

Lorenzo: Would have been nicer for Mr. Barnes here to return to your hand instead of the top of your deck. His ability is fine, though, and works well as a deterrent against unwary attackers. 3 out of 5 since he still requires some setup.

Fred: In an environment chock full of cheap effect negation, Barnes is too much of an investment to stun an attacker for one turn. All those conditions, and he retards your draw as well. 2 out of 5.

Card Name: Kingpin, War Profiteer – HYDRA
Type: Character
Affiliation: Crime Lords/Sinister Syndicate
Cost: 4
Atk/Def: 7/7
Abilities: Range
Rules Text:
Leader: Whenever an adjacent defender stuns an attacker, you may KO that attacker.
Rarity: Uncommon
Card #: MUN-150

Lorenzo: Kingpin begs to be stunned first, of course, but if you can protect him adequately, your opponent will be very reluctant to attack. Excellent Crime Lords material. 4 out of 5.

Fred: With Coast City, Kingpin should be able to force at least one KO. Combine with the defender recovery tech available to the Crime Lords and your opponent risks losing all his characters to your lethal defense. 5 out of 5.

Across the Universe: A MUN Set Review, Part 6

Posted in VS Ramblings on June 25, 2008 by omnicresence

Card Name: Sharon Carter, Agent 13 – Agent of S.H.I.E.L.D.
Type: Character
Affiliation: S.H.I.E.L.D.
Cost: 4
Atk/Def: 8/7
Abilities: Range
Rules Text:
Concealed
Discard a character card {>} This turn, Sharon Carter can attack target character as though it were visible and unprotected, and it loses and can’t have reinforcement.
Flavor Text:“If Captain America doesn’t follow the law, then who does?”
Rarity: Common
Card #: MUN-108

Lorenzo: Sharon’s great for picking off those annoying little hidden characters of your opponent, or breaking up protective formations. Since she herself is Concealed, she can act as a sniper unit to pick on your opponent’s smaller units or hidden characters regardless of who has the initiative. 4 out of 5.

Neeka: With the right combat pumps, Sharon can put the hurting on any character into the midgame, but her role is more of a hunter of your opponent’s annoying units than a smasher, which role you should assign to some bigger unit or your swarm. 4 out of 5.

Fred: Excellent for her utility and continuing usefulness, Sharon is a valuable component in a tactical S.H.I.E.L.D. build. 4 out of 5.

Card Name: She-Hulk, Agent of S.H.I.E.L.D.
Type: Character
Affiliation: S.H.I.E.L.D./Avengers
Cost: 5
Atk/Def: 8/9
Abilities:
Rules Text:
Reservist
At the start of the combat step, you may replace a reservist resource you control. If you do, put a +1 / +1 counter on She-Hulk.
Rarity: Common
Card #: MUN-109

Lorenzo: It takes a couple of turns to improve She-Hulk’s stats on her own, although at 9/10 she’s a little above average on the turn she comes into play, and becomes progressively harder to deal with. Nothing flashy, but decent for Limited. 3 out of 5.

Neeka: Obviously most useful in conjunction with any number of effects and teams that give +1/+1 counters. Pair with the Thunderbolts or Doom Patrol for extra mileage. 3 out of 5.

Fred: She-Hulk’s stat increase isn’t so impressive due to the fact that she’s already below average to begin with, and needs to expend her effect just to reach a decent level. Best in a Thunderbolts/S.H.I.E.L.D. build so she can pile on some more counters. 2 out of 5.

Card Name: Spider-Man, Unmasked
Type: Character
Affiliation: S.H.I.E.L.D./Spider-Friends
Cost: 4
Atk/Def: 6/9
Abilities: Range
Rules Text:
Evasion
Leader: If an adjacent character would become stunned during the combat phase, instead, you may return it to its owner’s hand.
Flavor Text:“Gotta be honest – it feels good to be back in the old webs.”
Rarity: Rare
Card #: MUN-110

Lorenzo: More unusual high DEF stats here for the S.H.I.E.L.D. Spidey, and Evasion to maintain board advantage as necessary. The Leader ability fits into the S.H.I.E.L.D. theme, allowing you to avoid some stun endurance loss while saving the character card if you know it’s going to hit the KO pile anyway. Particularly effective if you’ve got some smaller characters, like the Army guys, who can find their way back into play through alternate means. 4 out of 5 for good tactical qualities overall.

Neeka: Bouncing characters back to hand is always preferable to KOing them, especially if you can save yourself some endurance while you’re at it. Spidey may find lots of applications in Kree, Villains United (in conjunction with Zazzala) and any number of janky combinations. 4 out of 5.

Fred: Spider-Man’s S.H.I.E.L.D. incarnation isn’t an outright combat monster or some no-brainer activated powerhouse. He’s a strategic asset that helps sustain the various S.H.I.E.L.D. themes, and if handled with care, will definitely facilitate victory. 4 out of 5.

Card Name: Squirrel Girl, Doreen Green
Type: Character
Affiliation: S.H.I.E.L.D./Avengers
Cost: 1
Atk/Def: 1/2
Abilities:
Rules Text:
Reservist
When Squirrel Girl enters play, you may put an Army [SHIELD] character card with cost 1 or less from your hand into play.
Whenever an Army [SHIELD] character you control becomes stunned during the combat phase, you may return it to its owner’s hand.
Rarity: Uncommon
Card #: MUN-111

Lorenzo: Squirrel Girl is much more of a Constructed asset than a Limited one. While she could conceivably net you a few extra points of damage early on, she’ll be taking up valuable space that could instead have been served with more useful higher drops. 1 out of 5.

Neeka: How can we not love this S.H.I.E.L.D. Army-enabling keystone? Free characters are always good, and she plays well into the “return characters to hand” theme. 4 out of 5.

Fred: An important component of the S.H.I.E.L.D. Army build, Squirrel Girl keeps you stocked with fresh troops and boosts your swarm growth with her “comes into play” ability. 3 out of 5 for being a solid 1-drop enabler.

Card Name: Thing, Conscientious Objector
Type: Character
Affiliation: S.H.I.E.L.D./Fantastic Four
Cost: 6
Atk/Def: 15/15
Abilities:
Rules Text:
Thing can’t attack.
A character protected by Thing can’t be attacked.
Flavor Text:“Fergit ‘dis, I’m going tah France.”
Rarity: Rare
Card #: MUN-112

Lorenzo: Gosh. He can’t attack, but he’ll make life very difficult for your opponent on turn 6 if you’ve got odd initiatives. No cheap shots either since the character protected by Thing can’t be attacked. If you’re seeking to end the game on 7 or more, Thing simply can’t be beaten. 4 out of 5.

Neeka: Mr. Sinister 5 will regret being in play with this version of the Thing around. If you’re playing with Only Human, it’s possible for you to use it on Thing during your attack step so that he loses his “power” of being unable to attack and can clobber your opponent with his 15/15 mass. 4 out of 5.

Fred: An excellent defensive option and the first “wall” character we’ve seen in the game (huge stats but can’t attack), Thing provides additional protection to one of your key characters against an enemy onslaught. As mentioned, Only Human can remove the “wall” status from Thing and turn him into a 15/15 attacker on turn 6, which your opponent definitely won’t expect. 4 out of 5.

Card Name: Thor, Cyborg Clone
Type: Character
Affiliation: S.H.I.E.L.D.
Cost: 7
Atk/Def: 17/14
Abilities: Flight, Range
Rules Text:
Discard your hand {>} Target player loses X endurance and you draw X cards, where X is the number of [SHIELD] character cards you discarded this way. Use only once per turn.
Rarity: Rare
Card #: MUN-113

Lorenzo: A boon if you’ve got odd initiatives on turn 7, Thor has tremendous ATK and a decent endurance-burning effect that helps you trim your hand of dead cards, and hopefully draw into a couple more plot twists or effects. Not the most favored Limited finisher, but a decent choice. 3 out of 5.

Neeka: Thor can get pretty silly in a S.H.I.E.L.D./Villains United/Kree deck, particularly if all you’ve got in your hand are for-the-turn pumps and a boatload of character cards. I can see a 10 endurance burn and a fresh hand of at least 10 cards happen pretty easily. 4 out of 5.

Fred: Thor is the culmination of the S.H.I.E.L.D. strategy that involves filling your hand with characters, and could spell a significant endurance swing plus draw you a whole bunch of useful plot twists. This could be enough to finish off your opponent on turn 7, and if not, he can always call down the lightning again on turn 8. 3 out of 5, since he’s only really good if you’ve managed to build up that card hand.

Card Name: Tigra, Greer Grant Nelson
Type: Character
Affiliation: S.H.I.E.L.D./Avengers
Cost: 3
Atk/Def: 6/3
Abilities:
Rules Text:
Reservist
When Tigra enters play, target character loses and can’t have reinforcement this turn.
Rarity: Common
Card #: MUN-114

Lorenzo: Great ATK, lousy DEF, and an ability that doesn’t mean much on the turn that she comes into play. Obviously she’s meant to be exploited with the various S.H.I.E.L.D. character manipulation engines, but in Limited it will be very hard to assemble the pieces. 2 out of 5.

Neeka: She’s kind of blah in spite of her skewed stats since her ability doesn’t seem adequately supported by or integral to her team. Neither is she Substitute, so unlike the Dark Martian, she can’t exploit her Blind Sided effect when you need it most. 2 out of 5.

Fred: Seems that the best thing you can do with Tigra is to bring her down on turn 4 with even initiatives using Bishop. Given that her ability only triggers for the turn when she comes into play, it’s hard to conceive many situations that can fully exploit her. 2 out of 5.

Card Name: War Machine, Director of the Initiative
Type: Character
Affiliation: S.H.I.E.L.D./Avengers
Cost: 6
Atk/Def: 12/12
Abilities: Flight, Range
Rules Text:
Reservist
Characters get -1 / -1 while attacking War Machine.
Flavor Text:“Until Tony Stark says different, I’m in charge of this operation. Anyone got a problem with that?”
Rarity: Common
Card #: MUN-115

Lorenzo: Effectively a 13/13 on defense, War Machine becomes rather more of an obstacle against Army swarm decks or off-curve decks that have to muster more collective ATK to penetrate War Machine’s armor. Nothing flashy, about average overall. 3 out of 5.

Neeka: Nothing special or superior to 6-drops we’ve seen before.  1 out of 5.

Fred: War Machine neither supports the S.H.I.E.L.D. or Avengers core strategies nor appears to be a powerful character in his own right.  If you’re playing S.H.I.E.L.D., you’ve got Captain Marvel for aggression and Thing for stall.  1 out of 5.

Card Name: Wasp, Mighty Avenger
Type: Character
Affiliation: S.H.I.E.L.D./Avengers
Cost: 2
Atk/Def: 3/2
Abilities: Flight, Range
Rules Text:
Whenever Wasp defends, return her to her owner’s hand and remove all attackers from this attack.
Rarity: Uncommon
Card #: MUN-116

Lorenzo: While attack negation is nice, it isn’t so good when you can’t control when it happens.  1 out of 5.

Neeka: One smart attack from your opponent is all it takes to negate Wasp.  1 out of 5.

Fred: I’m not fond of losing field advantage involuntarily when it provides me very little benefit.  1 out of 5.

Card Name: Wolverine, Agent of S.H.I.E.L.D. – HYDRA
Type: Character
Affiliation: S.H.I.E.L.D./Crime Lords
Cost: 3
Atk/Def: 6/6
Abilities:
Rules Text:
Concealed
Reservist
To recruit, return a [Crime Lords] or [SHIELD] character you control to its owner’s hand.
Wolverine can attack players directly.
Flavor Text:“I can feel them in my head. I can’t…stop myself.”
Rarity: Uncommon
Card #: MUN-117

Lorenzo: Wow, interesting dual affiliation.  The cost for recruiting this version of Wolverine may be a bit hefty, but it’ll be well worth it for an oversized 3-drop that can remain threatening the rest of the game by sniping your opponent for 6 every turn from the hidden area.  Wolverine may as well read “Activate-> target opponent loses 6 endurance”.  He’s simply unfair.  4 out of 5.

Neeka: A deck was built around Elektra, who came in a turn later with almost the same stats.  Wolverine could very well set up for a turn 4 or turn 5 kill with his horrific abilities, a lot of “for the turn” combat pumps, and Sam Parrington.  Hrm.  5 out of 5.

Fred: The recruit cost of Wolverine may not be the hardest thing to pull off given the S.H.I.E.L.D. propensity for popping out “free” characters.  His stats and his ability are simply brutal.  The fact that he’s Concealed makes him all the more difficult to remove.  I’m not even going to delve into the horrors of the Wolverine Legend suite.  5 out of 5.

Card Name: Wonder Man, Mighty Avenger
Type: Character
Affiliation: S.H.I.E.L.D./Avengers
Cost: 5
Atk/Def: 10/8
Abilities: Flight, Range
Rules Text:
Reservist
If Wonder Man would cause any amount of breakthrough, instead, you may stun a character with DEF less than or equal to that amount.
Rarity: Rare
Card #: MUN-118

Lorenzo: Flight is an important trait for any character whose power depends on his being able to cause breakthrough, so Wonder Man already has something going for him.  Although it’s unlikely that you’ll be slapping around your opponent’s biggest characters every turn with his ability, you can use him to snipe those pesky little hidden characters that annoy you with their utility powers.  3 out of 5 for a solid power that’s not very abusable in Limited.

Neeka: Dominated on a flying stick, Wonder Man is.  Great against off-curve, and it’s not so hard to raise his ATK to take out two characters with a single attack.  For a cheap shot, you can attack a character who has almost no chance of stunning Wonder Man back, and use his ability to stun a high drop.  Sweetness.  4 out of 5.

Fred: Wonder Man provides indirect stun capability, which is great for clearing your opponent’s board and gives you a significant tactical advantage.  4 out of 5.

Card Name: Yelena Belova ~ Black Widow, Agent of S.H.I.E.L.D. – HYDRA
Type: Character
Affiliation: S.H.I.E.L.D./Crime Lords
Cost: 2
Atk/Def: 2/2
Abilities: Range
Rules Text:
Return Yelene Belova to her owner’s hand {>} KO target stunned character. Use only during the recovery phase.
Flavor Text:“No survivors.”
Rarity: Rare
Card #: MUN-119

Lorenzo: Why is this rare?  She’s not as effective as the common 2-drop Punisher from MVL, and she has lower stats.  1 out of 5.

Neeka: This is kind of like the 2-drop Roy Harper, except better for the fact that she outright KO’s the stunned character.  3 out of 5.

Fred: I’m rather disappointed with Ms. Belova, who has lousy stats and an uninteresting ability that is restricted to the recovery phase.  Sure, she returns to your hand instead of being KO’d, which her team affiliations appreciate, but it doesn’t seem enough to merit inclusion.  2 out of 5.

Card Name: Extremis Upgrade
Type: Equipment
Affiliation:
Cost: 0
Atk/Def: /
Abilities:
Rules Text:
Concealed-Optional
Equip only to Iron Man.
If equipped character would become stunned, instead, you may KO Extremis Upgrade. If you do, exhaust equipped character.
Rarity: Uncommon
Card #: MUN-120

Lorenzo: Iron Man Legend suite.  1 out of 5, since the chances of you getting an Iron Man to use it with are fairly low.

Neeka: A great card for Iron Man on either initiative, this equipment compels your opponent to face him at least twice each turn.  Combo with Salvage for defensive frustration galore.  4 out of 5.

Fred: We’ve seen equipment like this before (Dr. Doom’s Armor), but never at a 0 cost.  Although it lacks the surprise value of, say, Indestructible on Superman, it fulfills much the same purpose.  4 out of 5.

Card Name: Hulkbuster Armor
Type: Equipment
Affiliation:
Cost: 0
Atk/Def: /
Abilities:
Rules Text:
Equip only to Iron Man.
When equipped character enters combat with one or more opposing characters, he gets +X ATK this attack, where X is the combined cost of those characters.
Flavor Text:“I don’t just wear the armor…I am the armor.”
Rarity: Rare
Card #: MUN-121

Lorenzo: Iron Man Legend suite.  1 out of 5.

Neeka: If the defensive nature of the Extremis Upgrade isn’t to your liking, the Hulkbuster Armor is a much more brutal option.  On the defensive, it almost guarantees a stunback, and on offense, Tony can attack way up the curve, particularly if he’s been building up those +1/+1 counters from Stark Armory.  The ATK bonus is significant either way.  4 out of 5.

Fred: I’m torn between this and Extremis Upgrade, although ideally both can be used to maximum effect – EU during an off-initiative turn, then HA the turn after.  Great ATK bonus, for certain, and doesn’t lose its effectiveness on defense.  4 out of 5.

Card Name: Power Dampeners
Type: Equipment
Affiliation:
Cost: 0
Atk/Def: /
Abilities:
Rules Text:
Play only if you control a [SHIELD] character. Equip only to an opposing character. Equipped character loses and can’t have non-activated powers.
Flavor Text:“Get ready to be normal, kiddies.”
Rarity: Uncommon
Card #: MUN-122

Lorenzo: I’m annoyed that this isn’t Concealed-Optional, but otherwise it’s a fine card, practically a permanent Only Human.  The type of opposition you’ll be facing will determine its effectiveness.  3 out of 5.

Neeka: Many of the more threatening powers of characters these days are non-activated, so Power Dampeners does a good job of abating those threats.  3 out of 5.

Fred: A decent card for what it does, though its status as an equipment that isn’t Concealed-Optional hurts its utility.  3 out of 5.

Card Name: S.H.I.E.L.D. Flying Car
Type: Equipment
Affiliation:
Cost: 0
Atk/Def: /
Abilities:
Rules Text:
Equip only to a [SHIELD] character.
Equipped character has flight.
Whenever equipped character becomes stunned during the combat phase, you may return S.H.I.E.L.D. Flying Car to its owner’s hand. If you do, return that character to its owner’s hand.
Rarity: Uncommon
Card #: MUN-123

Lorenzo: Fine, you can recover the character card for the various purposes of S.H.I.E.L.D., but for what it does, it’s a waste of deck space.  1 out of 5.

Neeka: I’d much rather have a Jetpack, which at least gives a +2 ATK bonus.  1 out of 5.

Fred: There are many other ways in S.H.I.E.L.D. alone to bring characters back to one’s hand.  1 out of 5.

Card Name: Godseye Satellite
Type: Location
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
Terraform
{Activate} {>} Target [SHIELD] character you control gains +X ATK this turn, where X is its cost. At the start of the recovery phase this turn, return that character to its owner’s hand.
Flavor Text:“I’m sorry Bruce. You left us no choice.”
Rarity: Uncommon
Card #: MUN-124

Lorenzo: I actually like the bonus that this location provides, for stunback or to punch through an opponent’s defenses, and for the turn at that.  The return of the character to hand is a tough penalty, but not so bad for S.H.I.E.L.D., and if used properly, such as during your kill turn, won’t really matter anyway.  4 out of 5.

Neeka: Solid ATK bonus, and a drawback that can be exploited by S.H.I.E.L.D.  4 out of 5.

Fred: The ATK bonus provided by Godseye isn’t to be used haphazardly, considering the inconvenient drawback.  It’s quite a bonus, though, particularly in the midgame, and lasts for the turn.  4 out of 5.

Card Name: Negative Zone, Non-Unique – Prison Alpha
Type: Location
Affiliation:
Cost: 4
Atk/Def: /
Abilities:
Rules Text:
To flip, discard a [Negative Zone] or [SHIELD] character card.
When you flip Negative Zone, the controller of target unprotected character moves it to his hidden area.
Rarity: Rare
Card #: MUN-125

Lorenzo: Prison Alpha’s uses seem rather narrow, as you’ll either be using it to send one of your own to the relative safety of the hidden area or sending some opponent’s character away so that it can’t defend/protect/take advantage of Leader abilities/provide Leader abilities/etc.  2 out of 5.

Neeka: Perhaps this will be useful for creating that Negative Zone row for the new Negative Zone team cards.  As it stands, though, it isn’t very impressive.  2 out of 5.

Fred: Prison Alpha provides a costly and mediocre effect that does not seem to jive with the S.H.I.E.L.D. strategies.  2 out of 5.

Card Name: S.H.I.E.L.D. Helicarrier
Type: Location
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
Terraform
To flip, return up to three non-stunned characters you control with combined cost 3 or more to their owner’s hands.
[SHIELD] characters you control get +2 ATK and have flight.
Rarity: Rare
Card #: MUN-126

Lorenzo: The augmentation provided by the Helicarrier is great, but the cost may be too steep unless you’re playing off-curve, where this card really shines through exponential bonuses.  3 out of 5.

Neeka +2 ATK to all your characters, without qualification, is excellent.  4 out of 5.

Fred: In the S.H.I.E.L.D. army build, this is going to be a key card, with a cost that actually works to your advantage.  4 out of 5.

Across the Universe: A MUN Set Review, Part 5

Posted in VS Ramblings on June 20, 2008 by omnicresence

Card Name: Ares, Mighty Avenger
Type: Character
Affiliation: S.H.I.E.L.D./Avengers
Cost: 6
Atk/Def: 13/12
Abilities: Range
Rules Text:
To recruit, discard an [Avengers] or [SHIELD] character card.
Reservist
If the controller of a character in combat with Ares would take an amount of stun endurance loss, instead, he takes twice that amount.
Flavor Text:“Idiot mortals. You have no idea when it’s time to fight!”
Rarity: Rare
Card #: MUN-084

Lorenzo: The discard cost is relatively easy to fulfill considering the amount of character cards in MUN with either or both of Ares’ affiliations. With that out of the way, what you get is a terrific damage dealer who causes double stun endurance loss either as an attacker or a defender. Perfectly suited to the aggressive Avengers Reservists and the burn/swarm S.H.I.E.L.D. tactics, and a game winner for both. 5 out of 5.

Neeka: Double stun endurance loss was ridiculous with Batman and the Brave and the Bold archetype. Ares is a new reason to fear the Avengers/Teen Titans team-up with Playroom. Stunning a 5-drop and a 6-drop already causes 30 endurance loss on turn 6! If you’ve been doing anything at all during the first 5 turns, you can’t lose. 5 out of 5.

Fred: That double stun endurance loss power is quite a threat, especially with Ares’ stats geared towards aggression. Since it triggers on either side of combat, even attacking him is a losing proposition. Not sure how he jives with the rest of S.H.I.E.L.D. but he is a force to reckon with all by himself. 4 out of 5.

Card Name: Bishop, Agent of S.H.I.E.L.D.
Type: Character
Affiliation: S.H.I.E.L.D./X-Men
Cost: 4
Atk/Def: 7/7
Abilities: Range
Rules Text:
Boost: Return a character you control with cost X to its owner’s hand: When Bishop enters play, you may put a [SHIELD] or [X-Men] character card with cost X or less from your hand into play if you haven’t controlled a character with that name this turn.
Flavor Text:“What’s he talking about? I thought we were the Avengers.”
Rarity: Uncommon
Card #: MUN-085

Lorenzo: Bishop essentially allows you to “Substitute” with characters that do not possess the Substitute keyword, with the restriction that the characters must have different names (thus, no overlaying), but with th added benefit that the character returning to your hand need not be ready, and can even be stunned. Helpful for those instances when a lower drop S.H.I.E.L.D. character you control will be more of a liability due to initiative or because of an expended ability. This isn’t as helpful in Limited as it is in Constructed formats, though. 2 out of 5.

Neeka: Bishop has plenty of interesting applications that allow you to either adjust your field to accommodate the situation or get a fresh character under your control after another character has used its ability or suffered some negative effect. It’s one-shot, but has significant tactical potential. 4 out of 5.

Fred: The Substitute-plus aspect of his ability has been discussed, but let’s also not forget that Bishop can also bypass recruitment costs or effects since the character coming into play is not considered recruited. There are lots of undiscovered abuses for this, I’m sure. 4 out of 5.

Card Name: Blade, Independent Contractor
Type: Character
Affiliation: S.H.I.E.L.D./Marvel Knights
Cost: 3
Atk/Def: 5/3
Abilities:
Rules Text:
Concealed
Reservist
Blade can attack hidden characters. Whenever Blade attacks a character, you may have that character’s controller move it to his other area.
Rarity: Uncommon
Card #: MUN-086

Lorenzo: Blade is rather DEF-light for his cost, but he’s concealed so that isn’t such a problem. His ability to attack hidden characters is not so important as his ability to force an opposing character into the hidden or visible area, depending on what you require at the time. Equally efficient for dragging problem hidden characters into the visible area where they can be beaten down or shuttling large defenders into the hidden area so you can cause lots of breakthrough. He also disrupts Leader characters, for additional tactical value. 4 out of 5.

Neeka: He has a nifty disruptive ability that should create lots of headaches for an opponent, particularly one for whom position and formation are critical. 4 out of 5.

Fred: Blade does indeed have a swell tactical ability, and with less and less available methods of attacking the hidden area, Blade becomes increasingly important to modern combat. 4 out of 5.

Card Name: Cape-Killers Unit, Army – Agent of S.H.I.E.L.D.
Type: Character
Affiliation: S.H.I.E.L.D.
Cost: 2
Atk/Def: 2/2
Abilities: Flight, Range
Rules Text:
Reservist
When you recruit Cape-Killers Unit, rally for an Army character card. If you’re successful, gain 1 resource point.
Rarity: Uncommon
Card #: MUN-087

Lorenzo: The CKU have mediocre stats for a 2-drop Army, and that rally ability, while interesting, is still too much of a gamble to rely upon to build a swarm. 1 out of 5.

Neeka: The potential to cheat on resource points is there, but lousy stats are hard to overlook. 2 out of 5.

Fred: One of the components for the S.H.I.E.L.D. army swarm deck, I suppose, which isn’t looking too amazing from first impressions of the set. 1 out of 5.

Card Name: Carol Danvers ~ Ms. Marvel, Mighty Avenger
Type: Character
Affiliation: S.H.I.E.L.D./Avengers
Cost: 7
Atk/Def: 16/15
Abilities: Flight, Range
Rules Text:
Leader: Characters lose and can’t have reinforcement while defending against an adjacent character.
Flavor Text:“Look, this is my team and we’re doing things my way.”
Rarity: Common
Card #: MUN-088

Lorenzo: Blind Sided for everyone, yay! And she’s a decent size, too. A good Limited finisher. 4 out of 5.

Neeka: It’s not a bad Leader ability, but we’ve seen this before on plenty of cards. 2 out of 5.

Fred: Carol doesn’t seem to jive with the rest of her team, but since she has no team stamping issues, she may serve a more aggressive affiliation well. 3 out of 5.

Card Name: Daisy Johnson, Agent of S.H.I.E.L.D.
Type: Character
Affiliation: S.H.I.E.L.D.
Cost: 4
Atk/Def: 6/9
Abilities: Range
Rules Text:
When Daisy Johnson enters play, each player exhausts a ready character he controls.
Flavor Text:“Quake. That’s my Avengers name. What do you think?”
Rarity: Common
Card #: MUN-089

Lorenzo: Good defensive stats if you’re playing a control game, and she hampers your opponent when she comes into play. She’s okay. 3 out of 5.

Neeka: A walking I Must Obey could see play in a stall deck. Maybe. 2 out of 5.

Fred: She’s swell against Hulk loner and helps to keep things slow until you can bring out a late finisher. Still, she gets outclassed by a lot of other stall cards. 2 out of 5.

Card Name: Deadpool, Independant Contractor
Type: Character
Affiliation: S.H.I.E.L.D./Weapon X
Cost: 2
Atk/Def: 4/2
Abilities: Range
Rules Text:
Concealed-Optional
At the start of the recovery phase, return Deadpool to his owner’s hand if he didn’t attack this turn.
Flavor Text:“You wanna pay me to take down heroes? In cash?”
Rarity: Common
Card #: MUN-090

Lorenzo: If you’re going aggressive, Deadpool’s not a bad option with his above-average ATK stat and his Concealed-Optional to practically ensure that you’ll be attacking every turn. 3 out of 5.

Neeka: I liked his previous versions better. This one’s rather mediocre. 2 out of 5.

Fred: What is the primary S.H.I.E.L.D. mechanic, anyway? Accumulating character cards in hand to power effects? If so, Deadpool fits right in. Otherwise, he’s just a slightly oversized 2-drop that you have to keep bowling into your opponent’s characters. 2 out of 5.

Card Name: Doc Samson, Agent of S.H.I.E.L.D.
Type: Character
Affiliation: S.H.I.E.L.D.
Cost: 5
Atk/Def: 11/7
Abilities:
Rules Text:
Reservist
When Doc Samson enters play, rally for a character card. If you’re successful, he has invulnerability this turn.
Flavor Text:“We don’t have to fight. How about we just talk instead?”
Rarity: Common
Card #: MUN-091

Lorenzo: Invulnerability for the turn since he can be stunned by a 4-drop? And only if you rally successfully? Sigh. 1 out of 5.

Neeka: She-Hulk had it better than this. 1 out of 5.

Fred: He’s an 11/7 who might save you 5 endurance and net you a card. 1 out of 5.

Card Name: Dum-Dum Dugan, Howling Commando
Type: Character
Affiliation: S.H.I.E.L.D.
Cost: 1
Atk/Def: 2/1
Abilities: Range
Rules Text:
Reservist
When Dum-Dum Dugan enters play, rally for a card with cost 1 or less.
Flavor Text:“I may not agree with how you do things, but I know how to follow orders.”
Rarity: Common
Card #: MUN-092

Lorenzo: Not worth including in Limited for such a minor effect. 1 out of 5.

Neeka: A decent complement to the S.H.I.E.L.D. swarm, I suppose. 2 out of 5.

Fred: Squirrel Girl owns Dum-Dum so badly, it’s on a card.  1 out of 5.

Card Name: Eric O’Grady ~ Ant Man, Fugitive at Large
Type: Character
Affiliation: S.H.I.E.L.D.
Cost: 2
Atk/Def: 3/1
Abilities: Flight, Range
Rules Text:
Concealed
Reservist
When Eric O’Grady enters play, target character gets -3 DEF this turn.
Flavor Text:“You’d think stealing an advanced armor system would make your life easier.”
Rarity: Common
Card #: MUN-093

Lorenzo: Low DEF stats for a 2, but Concealed, so really, we’re judging him based on that “enters play” ability, which is fine for off-curve.  -3 DEF is a significant penalty in the mid-game and always effective for swinging up the curve.  3 out of 5.

Neeka: Good for off-curve, since you probably won’t be playing him early on.  3 out of 5.

Fred: Off-curve, decent effect.  3 out of 5.

Card Name: Hank Pym ~ Yellowjacket, Initiative Instructor
Type: Character
Affiliation: S.H.I.E.L.D./Avengers
Cost: 1
Atk/Def: 1/1
Abilities: Flight, Range
Rules Text:
When Hank Pym enters play, choose a version.
{Activate} {>} Target character with that version gets +3 ATK and has flight this turn.
Flavor Text:“The public needs super people they can count on.”
Rarity: Uncommon
Card #: MUN-094

Lorenzo: Hank’s reusable ATK pump and flight endowment are both delightful tools to have, particularly if Hank can hang around for at least a couple of turns.  The version restriction is restrictive, but so many of the Avengers have the Mighty Avenger or Secret Avenger version, so Hank has more flexibility than it would seem at first.  Requires some intuition to use, but the effect is strong enough to warrant consideration.  3 out of 5.

Neeka: You’ll have to build around Hank’s ability, but the reusable bonus is a boon to those Fatal Five or other version-centric fun decks.  It gains competitive usage in a Secret Avengers or Mighty Avengers deck, which is just fine for Hank.  I’d look for ways to stuff him into the hidden area.  4 out of 5.

Fred: Unless you can hide Hank somehow, you’ll get maybe 2 uses of his ability at the most.  Not bad, still, since the ATK bonus is active even on defense.  3 out of 5.

Card Name: Iron Man, Mighty Avenger
Type: Character
Affiliation: S.H.I.E.L.D./Avengers
Cost: 4
Atk/Def: 7/7
Abilities: Flight, Range
Rules Text:
Leader: Whenever an adjacent character becomes stunned during the combat phase, recover it at the start of the recovery phase and put a +1 / +1 counter on it.
Flavor Text:“Things have changed, Steve. They’ll no longer abide our arrogance.”
Rarity: Rare
Card #: MUN-095

Lorenzo: Excellent if you pair him up with the Thunderbolts, but a mighty card overall that begs to be stunned first.  Great for your initiatives since you can just attack with everyone else first, clear the opposing field, and have all your characters recover with +1/+1 counters.  4 out of 5, would have been perfect except that, unlike certain other Leaders (like Cap 4), he has no disincentive for getting attacked first.

Neeka: A dream for any deck that relies on +1/+1 counters, Iron Man 4 works just as well in a standard deck.  The Extremis Upgrade makes it much easier to keep your board intact.  5 out of 5.

Fred: Aside from providing access to the potent Iron Man Legend suite, Iron Man 4 swings the field wildly in your favor, allowing you to engage the opponent’s characters in combat with impunity, knowing full well that all your characters will recover anyway, and come back a bit bigger and badder.  5 out of 5.

Card Name: Iron Man, Director of S.H.I.E.L.D.
Type: Character
Affiliation: S.H.I.E.L.D./Avengers
Cost: 7
Atk/Def: 16/15
Abilities: Flight, Range
Rules Text:
Iron Man can be equipped with any number of equipment. When Iron Man enters play, you may search your deck for an equipment card with cost 1 or less and put it into play equipped to Iron Man.
Flavor Text:“I’m doing it because no one else can be trusted. It’s too important.”
Rarity: Uncommon
Card #: MUN-096

Lorenzo: After the awesomeness that is Iron Man 4, I’m terribly disappointed with Iron Man 7.  The latest director of S.H.I.E.L.D. is simply a larger Cyborg 6 (DCL) with the effect of Black Panther 3 (MXM), making his strength dependent on whatever equipment you can muster in a Limited Deck (which isn’t a lot).  2 out of 5.

Neeka: Even with the wealth of 1-cost or less equipment available in Golden Age, making Iron Man 7 dependent on his equipment doesn’t make him more viable than many other 7-drop options.  People didn’t see fit to abuse Cyborg 6, and I don’t see anyone looking to build around practically the same guy one turn later.  2 out of 5.

Fred: While admittedly lousy compared to Iron Man 4, the Iron Man suite allows for some very interesting applications.  One could conceivably slap a few Extremis Upgrades and the Hulkbuster Armor on him to make him an unstunnable powerhouse that can stun practically anything that attacks him.  3 out of 5.  And if you’ve been piling on the Stark Armory counters, he could be the largest unstunnable character out there by turn 7.  3 out of 5.

Card Name: Jessica Drew ~ Spider-Woman, Agent of S.H.I.E.L.D. – HYDRA
Type: Character
Affiliation: S.H.I.E.L.D./Crime Lords
Cost: 2
Atk/Def: 4/3
Abilities: Flight, Range
Rules Text:
To recruit, return a [Crime Lords] or [SHIELD] character you control to its owner’s hand.
Evasion, Invulnerability
Flavor Text:“S.H.I.E.L.D. or HYDRA? Even I can’t keep track anymore.”
Rarity: Common
Card #: MUN-097

Lorenzo: Not the easiest recruit cost to fulfill in Limited, but very useful in an off-curve deck with her oversized stats and the fact that you’ll be saving some endurance due to her Invulnerability.  3 out of 5.

Neeka: Since S.H.I.E.L.D. and the Crime Lords like to have lots of characters in hand anyway, her recruit cost becomes more of an enabler than a drawback, and it’s well worth what you get in return anyway.  4 out of 5.

Fred: Of course she doesn’t make it into every deck, but she’ll kick major butt in the S.H.I.E.L.D. army/character-in-hand deck, and the Crime Lords can make use of her too.  4 out of 5.

Card Name: Justice, Vance Astrovik
Type: Character
Affiliation: S.H.I.E.L.D./Avengers
Cost: 3
Atk/Def: 4/5
Abilities: Flight, Range
Rules Text:
Reservist
When Justice enters play, you may replace target face-up non-Team-Up resource.
Rarity: Common
Card #: MUN-098

Lorenzo: A walking Have a Blast! (sort of) with decent 3-drop stats.  You get what you pay for, and more if you’re playing off curve and can return him to your hand at least once.  3 out of 5.

Neeka: Resource destruction is hard to come by these days, so Justice gets a nod from me for not sucking besides having his ability.  4 out of 5.

Fred: Justice is situational, and useless against Reservist builds, but has adequate utility value for when you need to get rid of a pesky ongoing plot twist or location.  2 out of 5 due to narrow usage.

Card Name: Life Model Decoy, More Human Than Human
Type: Character
Affiliation: S.H.I.E.L.D.
Cost: 0
Atk/Def: 0/0
Abilities:
Rules Text:
Loyalty
Boost X: When Life Model Decoy enters play, it gains the printed ATK, DEF, cost, flight, range, powers, and keywords of target opposing character with cost X.
Flavor Text:“It’s anyone you want it to be.”
Rarity: Rare
Card #: MUN-099

Lorenzo: Very sweet in Limited, particularly if you miss a drop off-initiative, since you can simply have a duplicate of your opponent’s biggest drop.  In Limited, chances are higher that you’ll be able to copy something useful to you.  4 out of 5.

Neeka: Fun, fun, fun of the Mirror Image variety.  4 out of 5.

Fred: I realize lots of people have been going nuts about this card, but I’m not one of them.  Why would I choose to have a duplicate of my opponent’s character, who may not be helpful to my strategy, over simply including more search cards or copies of a character I really want?  Moreover, if it’s your initiative, you may be left with some unappealing choices for a duplication target.  God forbid you should encounter a deck that can KO its characters for benefits.  1 out of 5.

Card Name: Maria Hill, Deputy Commander of S.H.I.E.L.D.
Type: Character
Affiliation: S.H.I.E.L.D.
Cost: 1
Atk/Def: 1/1
Abilities: Range
Rules Text:
Concealed
{Activate} {>} Rally for an Army character card. If you’re successful, all [SHIELD] characters you control get +1 ATK this turn.
Flavor Text:“You will respect the badge, Captain.”
Rarity: Common
Card #: MUN-100

Lorenzo: This is actually a nifty effect.  Successful rally gets you a card and a nice little ATK bonus for your S.H.I.E.L.D. troops.  I like that she’s hidden, so you can take advantage of her effect turn after turn.  3 out of 5.

Neeka: The randomness factor is iffy for me, as with all rally effects, but otherwise it’s a fine effect for Maria’s cost.  3 out of 5.

Fred: It’s not hard to manipulate your top card with this set, so Maria equals a card draw and a +1 ATK bonus for all your characters every time she exhausts.  Nice for the S.H.I.E.L.D. off-curve strategy.  4 out of 5.

Card Name: Mar-Vell ~ Captain Marvel, Warden of Prison Alpha
Type: Character
Affiliation: S.H.I.E.L.D./Kree
Cost: 6
Atk/Def: 12/12
Abilities: Flight, Range
Rules Text:
Reservist
When Mar-Vell enters play, target player loses 1 endurance for each face down resource in play.
Rarity: Common
Card #: MUN-101

Lorenzo: If you’re playing a Reservist deck, Mar-Vell equals at least a 6 endurance burn.  Greater still if your opponent has some face-down resources as well.  If both of you are playing Reservist, which is likely in Limited, that’s 12 points of endurance loss right there.  Not for every deck but nifty in the right ones.  4 out of 5.

Neeka: Huge burn potential in conjunction with the Kree’s old resource row limiter effects and maybe some assistance from Darkseid’s Elite.  If you’ve got a Bodyslide-like effect to boot (as Darkseid does), the endurance loss could really rack up.  4 out of 5.

Fred: A burn effect of at least 6 endurance loss is worth playing this character in the right deck.  There’s potential for abuse here, I’m sure.  4 out of 5.

Card Name: Mr. Fantastic, Haunted Genius
Type: Character
Affiliation: S.H.I.E.L.D./Fantastic Four
Cost: 4
Atk/Def: 6/9
Abilities: Range
Rules Text:
{Activate} {>} Rally for a plot twist card. If you’re successful, ready Mr. Fantastic. Use only once per turn.
Flavor Text:“I know how it ends, down to the last decimal point.”
Rarity: Common
Card #: MUN-102

Lorenzo: Great defensive stats on Mr. Fantastic here, and he can draw you plot twists if you’re lucky.  Something for him to do off-initiative, at least.  3 out of 5.

Neeka: Requiring a little bit of deck stacking to function optimally, Mr. Fantastic can ideally net you a plot twist every turn for free.  Coupled with his above-average defensive stats, he’s a fine character to have on your side.  4 out of 5.

Fred: Rally is always a gamble in theory, so Mr. Fantastic isn’t useful in every situation, but his stats are quite good and you’ve got access to the Mr. Fantastic Legend suite.  Stretch Out plays very well with him both ways.  3 out of 5.

Card Name: Natasha Romanoff ~ Black Widow, Mighty Avenger
Type: Character
Affiliation: S.H.I.E.L.D./Avengers
Cost: 3
Atk/Def: 5/4
Abilities: Range
Rules Text:
Discard a character card {>} Target defender gets -X DEF this attack, where X is half its DEF, rounded up. Use only while Natasha Romanoff is attacking and only once per turn.
Rarity: Uncommon
Card #: MUN-103

Lorenzo: Wow.  Natasha’s a real bruiser with this ability, which allows her to attack up several spots on the curve quite easily with a little help from some ATK pumps.  Since the ability uses actual DEF and not printed DEF, Natasha can even slice through temporary DEF bonuses.  Natasha + Savage Beatdown can bring down a 20 DEF character.  Crazy stuff.  5 out of 5.

Neeka: 5 out of 5, for the reasons stated above.

Fred: Ditto.  This is a brutal attack ability.  5 out of 5.

Card Name: Nick Fury, Director of S.H.I.E.L.D.
Type: Character
Affiliation: S.H.I.E.L.D.
Cost: 3
Atk/Def: 4/4
Abilities: Range
Rules Text:
Concealed
{Activate} {>} Put any number of Army [SHIELD] character cards with combined cost 2 or less from your hand into play. Use only once per turn and only during the build phase.
Flavor Text:“I’m throwing a little party over in Latveria…you interested?”
Rarity: Rare
Card #: MUN-104

Lorenzo: If you can pull a S.H.I.E.L.D. army deck together, Nick becomes your character swarm engine.  Not broken like Dr. Light of yesteryear, but very powerful nonetheless.  3 out of 5 since it’ll be hard to muster the armies in Limited.

Neeka: Nick Fury equals free resource points every turn for your army characters, and is easily abused with Injustice Gang, Anti-Green Lanterns or any number of other nasty army concepts out there.  He’s hidden, too, so he’ll be using his ability every turn without fail.  5 out of 5.

Fred: If you’re playing S.H.I.E.L.D. army, you need 4 copies of Nick, no questions asked.  4 out of 5.

Card Name: S.H.I.E.L.D. Agents, Army – Agent of S.H.I.E.L.D.
Type: Character
Affiliation: S.H.I.E.L.D.
Cost: 1
Atk/Def: 0/2
Abilities: Range
Rules Text:
Reservist
When [SHIELD] Agents enters play, target player loses 2 endurance.
Rarity: Common
Card #: MUN-105

Lorenzo: Doubtful if you’ll pull enough of these in Limited to make a difference in your strategy.  2 points of burn may not be enough to offset the 0 ATK problem.  2 out of 5.

Neeka: These guys are just begging to be abused every turn with Nick Fury and any number of other engine possibilities.  Augment their ATK with the Helicarrier for maximum prejudice.  3 out of 5.

Fred: I don’t like that these guys don’t do much on their own, and have to be plugged into a S.H.I.E.L.D. engine to be more than just a couple of points of burn for a resource point.  2 out of 5.

Card Name: Sentinel Squad O*N*E*, Army
Type: Character
Affiliation: S.H.I.E.L.D./Sentinels
Cost: 5
Atk/Def: 9/9
Abilities: Flight, Range
Rules Text:
Boost: Return a character you control to its owner’s hand: When Sentinel Squad O*N*E* enters play, return up to three target Army character cards from your KO’d pile to your hand.
Flavor Text:“C’mon, Wolverine, we’re just doing our jobs.”
Rarity: Uncommon
Card #: MUN-106

Lorenzo: Another component of that vaunted S.H.I.E.L.D. army engine.  Decent stats, but relatively useless ability since it’s doubtful you’ll be running the full army complement in Limited.  2 out of 5.

Neeka: Built-in Reconstruction Program.  Not a bad Legacy for the Sentinels, and good for retrieving all those spent S.H.I.E.L.D. agents.  3 out of 5.

Fred: Yet another cog in the S.H.I.E.L.D. army machine, useless otherwise.  2 out of 5.

Card Name: The Sentry, Mighty Avenger
Type: Character
Affiliation: S.H.I.E.L.D./Avengers
Cost: 8
Atk/Def: 19/19
Abilities: Flight, Range
Rules Text:
Loyalty, Reservist
{Activate}, Remove The Sentry from the game {>} Remove target character from the game. At the start of the recovery phase this turn, return The Sentry to play.
Flavor Text:“I don’t throw everything into the sun.”
Rarity: Rare
Card #: MUN-107

Lorenzo: 8-drop.  An amazing 8-drop, for sure, but not likely to see play in Limited all by himself, and his ability is designed for decks that want to go even farther than the 8th turn.  1 out of 5.

Neeka: Remove any character from the game permanently each turn?  Amazing!  If you’re looking to stall to a finisher like Galactus or Imperiex, there are few better ways to do it than with the Sentry.  4 out of 5.

Fred: Sentry is for those late-game decks that want to stall to an even later game.  Rather out of place in the S.H.I.E.L.D. and Avenger teams, that seem to want to end the game by 6 or 7 at the latest.  3 out of 5.

Across the Universe: A MUN Set Review, Part 4

Posted in VS Ramblings on June 16, 2008 by omnicresence

Card Name: Speedball ~ Penance, Pain Monger
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 1
Atk/Def: 2/1
Abilities: Range
Rules Text:
Substitute
{Activate} {>} Each player loses 3 endurance. If you control four or more resources, gain 3 endurance.
Flavor Text:“I am pain.”
Rarity: Common
Card #: MUN-067

Lorenzo: If you’re looking to employ Sinister Syndicate-style tactics and race to finish off your opponent before you run out of endurance, Speedball 1 isn’t a bad fit, particularly for off-curve rush builds.  If you recruit him a bit later he becomes pure burn for your opponent at a minimal cost.  3 out of 5.

Neeka: For those who know the Civil War backstory, this character’s ability is a dead-on representation, as well as being a pretty effective card for its cost.  4 out of 5.

Fred: Cheap burn for rush decks whose drawback can be avoided by substituting him in for a hidden 1-drop or simply recruiting him later.  A solid option.  3 out of 5.

Card Name: Speedball ~ Penance, Repentant Masochist
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 3
Atk/Def: 7/7
Abilities: Range
Rules Text:
Substitute
Whenever Speedball becomes stunned, KO him if you control fewer than five resources.
Flavor Text:“The pain, it helps me to see.”
Rarity: Rare
Card #: MUN-068

Lorenzo: Well, he’s huge for a 3-drop, but that drawback takes a bit of working around.  Since he’s got Substitute it may be better to just sub him in on turn 5 so you won’t have to worry about losing him to a cheap combat pump.  4 out of 5 since even on turn 3 it’ll be difficult to get around his size.

Neeka: I don’t understand why Speedball-Penance 3 would be oversized.  At 7/7, though, he’s one of the largest 3-drops in the game.  3 out of 5.

Fred: Dang, that’s huge.  Speedball’s drawback is easier to work with than most – Sabbac from DCL has lower stats, and his KO for being stunned isn’t conditional.  Likewise, since he has Substitute he can come in on turn 5 as a 7/7 without any problems.  Even if he gets played earlier, the use of Thunderbolts Mountain to temporarily improve your resource row count means safety for him as early as turn 4.  4 out of 5.

Card Name: Swordsman, Andreas Von Strucker
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 2
Atk/Def: 3/2
Abilities:
Rules Text:
Substitute
{Activate} {>} Target character gets -3 DEF this turn. Use only if you control four or more resources.
Flavor Text:“What kind of psycho wraps his sword in his dead sister’s skin?”
Rarity: Common
Card #: MUN-069

Lorenzo: A blank box until you’ve got four or more resources, Swordsman is decent as a backup 2-drop that you can perhaps Substitute in if your 2-drop is still hanging around, since the -3 DEF penalty for the turn is quite significant.  He’s also fine for off-curve as a reusable combat trick.  3 out of 5.

Neeka: I do like the ongoing DEF penalty, which will come in handy for all sorts of DEF-reduction combo decks.  He may yet have a place in my Human Torch/Punisher/Negative Woman deck.  4 out of 5.

Fred: It’s a decent ability for later in the game when you can fulfill the resource requirement, which is as early as turn 3 with Thunderbolts Mountain.  The fact that the penalty lasts for the turn means even if one attack fails, succeeding attacks can take advantage of the reduced DEF of the target.  3 out of 5.

Card Name: Taskmaster, Super Hero Trainer
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 3
Atk/Def: 4/4
Abilities: Range
Rules Text:
Substitute
When Taskmaster enters play, put a +1 / +1 counter on him for each resource you control more than three.
{Activate}, Remove a counter from Taskmaster {>} Put a +1 / +1 counter on target character.
Rarity: Common
Card #: MUN-070

Lorenzo: Functionally not much more than DLS Beast Boy 3, Taskmaster comes in with relatively mediocre stats.  He can spread the love around a bit, but has to activate to do so, making the ability kind of useless during your initiative since you effectively lose whatever little brawn he has to contribute.  2 out of 5.

Neeka: Compared to the niftiness that was the 6-drop Crime Lords character, this Taskmaster isn’t quite as imposing, and falls flat on actual utility.  1 out of 5.

Fred: Granted, he can come in on later turns as a bigger character, but it’ll be turn 6 before he reaches Speedball 3’s size and his counter distribution is too slow to make much of difference in the later turns.  2 out of 5.

Card Name: Venom, Faithless Monster
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 4
Atk/Def: 9/5
Abilities:
Rules Text:
{Activate} {>} KO target stunned character.
Whenever Venom attacks, if no other character you control has attacked this turn, you may ready him. If you do, he can’t attack this turn.
Rarity: Uncommon
Card #: MUN-071

Lorenzo: Though his DEF leaves much to be desired, a 9/5 attacker on your initiatives is great for attacking up the curve, and his ability helps create character advantage for you.  It’s doubtful you’ll be able to take advantage of his readying ability in Limited, unless it’s to go for a cheapshot into a weenie character, but it’s nice to know it’s there.  3 out of 5.

Neeka: Plenty of ways to keep him from getting stunned, and he’s as good as all those other “Activate-> KO stunned character” characters.  I like.  4 out of 5.

Fred: You’ll need to use DEF modifiers, recovery effects or no-stun attack tricks to fully exploit Venom, but even as a walking Finishing Move with aggressive stats he’s a solid option for the T-Bolts.  3 out of 5.

Card Name: Venom, Brain-Eater
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 7
Atk/Def: 17/14
Abilities:
Rules Text:
{Activate} {>} KO target stunned character and gain endurance equal to its cost.
Flavor Text:“Get out of my way, I’m playing super hero!”
Rarity: Common
Card #: MUN-072

Lorenzo: I’m not sure when his activated ability will really come in handy considering that it comes into play so late in the game.  Perhaps to save you from bottoming out on endurance, since it can be used on one of your own stunned characters in a pinch.  With such a high ATK, he won’t have much of a problem getting the stunback to keep the endurance totals in your favor.  3 out of 5.

Neeka: It’s unfortunate that such aggressive stats are paired with an activated ability.  Overall kind of meh.  2 out of 5.

Fred: 2 out of 5 for me.  His stats are fine, but his ability is counter-productive, and comes in too late to be very useful.

Card Name: The T-Wagon
Type: Equipment
Affiliation:
Cost: 0
Atk/Def: /
Abilities:
Rules Text:
Exhaust The T-Wagon {>} Target [Thunderbolts] attacker or defender gets +2 ATK this attack, or +4 ATK if it’s ready.
Rarity: Uncommon
Card #: MUN-073

Lorenzo: A reusable ATK pump that can be utilized on attack or defense, with a significant bonus on defense most of the time, is golden in Limited.  Though it’s an equipment, it doesn’t exhaust the equipped character, ensuring that it doesn’t mess with your attack/defense plans.  5 out of 5.

Neeka: Another great tool for the readying T-Bolts of MAV, with a little of the new MUN T-Bolts mixed in.  4 out of 5.

Fred: The flexibility of the T-Wagon and its non-uniqueness make it an excellent reusable pump for the team.  Since only the T-Wagon exhausts, the ATK pumps can be piled on whichever way you choose for the turn.  4 out of 5.

Card Name: The Zeus, Unique
Type: Equipment
Affiliation:
Cost: 1
Atk/Def: /
Abilities:
Rules Text:
The Zeus costs 1 less if you control five or more resources.
[Thunderbolts] characters you control get +1 / +1 and have flight and range.
Rarity: Rare
Card #: MUN-074

Lorenzo: Waiting until turn 5 to take advantage of a mediocre stat boost makes this piece of equipment fairly mediocre.  2 out of 5.

Neeka: +1/+1 global augmentations have been around for a while now, and while the Zeus is free from turn 5 onwards, it could really have been used earlier.  It’s Unique, too, so the bonus isn’t really that great.  2 out of 5.

Fred: You can cheat a bit with the other resource threshold requirements of other T-Bolt stamped cards, but not with the recruitment of equipment, so the Zeus is only seeing play by turn 5 or so, and the bonus isn’t worth the wait.  2 out of 5.

Card Name: Thunderbolts Mountain
Type: Location
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
Terraform
{Activate} {>} Put the top card of your deck face down into your resource row. At the start of the recovery phase this turn, KO a resource you control. Use only if you control a [Thunderbolts] character and only during the combat phase.
Rarity: Rare
Card #: MUN-075

Lorenzo: T-Bolts Mountain is a swell enabler for all of those resource threshold requirements of the T-Bolts, so if you can get it online for you in Limited, it does make things easier.  Also, it does speed your draw up somewhat by plunking cards into your resource row, but beware of dumping non-Reservist characters.  3 out of 5.

Neeka: The T-Bolts have been waiting for a card with an effect like this for a while, since they only had Amazon to turn to before.  4 out of 5.

Fred: Considering the lot of resource threshold T-Bolts cards, Thunderbolts Mountain is the key that powers the T-Bolts engine.  A definite 4-of in that deck.  4 out of 5.

Card Name: Collect Them All!
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
Play only from your hand.
Search your deck for a [Thunderbolts] character card with cost less than the number of resources you control, reveal it, and put it into your hand.
Rarity: Rare
Card #: MUN-076

Lorenzo: The search card for the T-Bolts is slick for the fact that it doesn’t cost you an extra card to play, but will be difficult to properly utilize unless you’re playing off-curve.  Still, search is search, and in Limited an underdrop is better than no character at all.  5 out of 5.

Neeka: If you’re playing curve, Collect Them All is a poor character search card, as even with resource acceleration, unless both Amazon and T-Bolts Mountain are in play, you won’t be able to search for next turn’s drop.  In off-curve, though, as the T-Bolts weenies are quite formidable, the value of Collect Them All rises considerably.  4 out of 5.

Fred: The resource restriction on this search card makes it great if you’re playing off-curve T-Bolts, which, given the amazing strength of their low drops, may not be a bad direction to take.  4 out of 5.

Card Name: Dangerous Liason
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
To play, KO a [Thunderbolts] defender you control.
Remove all attackers from this attack.
Flavor Text:“No one needs to know.”
Rarity: Rare
Card #: MUN-077

Lorenzo: Wow, what a costly attack negation.  Not to be used as lightly as Force Field Projection or Heroic Sacrifice, this card is there for that one turn where you need to completely nullify a huge attacker coming your way to avoid massive breakthrough endurance loss, to stay ahead.  It’s situational, but good for what it does.  3 out of 5.

Neeka: Good for stopping cheap shots and keeping your endurance level up in those critical situations where your opponent gets to counterattack.  Negating an attack completely, regardless of the cost, is a powerful effect.  4 out of 5.

Fred: I’m rather queasy about KOing my own defenders in general unless the effect is worth the cost.  Is attack negation worth it?  Yes, sometimes, like when I’ve knocked my opponent into the negatives and he’s trying to do the same to me with a hidden attacker.  Dangerous Liaisons isn’t a no-brainer card, but is a game-winner when played with finesse.  4 out of 5.

Card Name: Faith In Monsters
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
To play, stun a [Thunderbolts] character you control.
Target attacker gets +X / +X this attack, where X is the cost of the character you stunned.
Flavor Text:“They’re not exactly the nicest people.”
Rarity: Uncommon
Card #: MUN-078

Lorenzo: This is a most intriguing ATK pump, that when used properly actually preserves your field even if you have to stun a character to use it.  Say you attack an opponent’s 4-drop with your 5-drop, without stunning back.  Now, your 4-drop can attack the 5-drop, and with Faith in Monsters, receive a +5/+5 bonus while doing it.  Come recovery, you recover your 5-drop, and he loses a character.  Also, to make it slightly easier to use, the attacker doesn’t have to be a T-Bolt.  Situational, but potent.  3 out of 5.

Neeka: Interesting how it doesn’t say “target attacker you control”.  This will be fun to use in multiplayer games.  4 out of 5.

Fred: Stunning my character for a possible huge bonus may just be worth the sacrifice if an attack is pulled off properly.  I’d only ideally use it on characters that are exhausted or that have attacked already.  3 out of 5 for the fact that you must prepare to use it.

Card Name: Ruthless Agression
Type: Plot Twist
Affiliation:
Cost: 1
Atk/Def: /
Abilities:
Rules Text:
Target [Thunderbolts] attacker gets +2 ATK this attack and an additional +1 ATK for each time an opposing character was stunned or KO’d this turn.
Flavor Text:“They’re paying us for this? Oh, how times have changed.”
Rarity: Common
Card #: MUN-079

Lorenzo: Since this pump provides additional ATK for each stun or KO, a single stunned and KOd character would turn this into a +4 pump.  Not bad, and it is a combat pump, so it will most probably find its way into your Limited deck.  4 out of 5.

Neeka: This card can get crazy in multiplayer.  In a normal game, it’s still possible to get high numbers out of this, but not as likely unless your opponent has a decent-sized board to work with on your initiative.  3 out of 5.

Fred: This plot twist has an appreciating returns effect in that you’ll almost never play it on your first couple of attacks, but every attack after that will probably net you better and better results.  If you can stun and KO characters simultaneously, you’ve got it made.  3 out of 5.

Card Name: Sanctioned Killers, Team-Up
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
Play only if [Thunderbolts] and [SHIELD] are affiliations among characters you control.
Rally for a character card.
Ongoing: Crossover those affiliations.
Rarity: Common
Card #: MUN-080

Lorenzo: One of those very specific two-team team-ups, but since almost all of your T-Bolts are S.H.I.E.L.D. it should be very easy to team them up and then use all the T-Bolt effects for your S.H.I.E.L.D. characters.  You get a rally, too, so this is all right.  3 out of 5.

Neeka: Would be better if we simply got the usual card draw effect, or even the Titans/Doom Patrol +1/+1 counter, but since the new T-Bolts are almost all S.H.I.E.L.D. anyway, this is really more for the non-T-Bolt S.H.I.E.L.D. characters, or the old T-Bolts.  Which doesn’t make it suck any less.  1 out of 5.

Fred: This team-up isn’t as useful as most because almost all of the T-Bolts are already dual-affiliated with S.H.I.E.L.D.  You don’t even get an extra card out of it, necessarily, just a rally effect.  2 out of 5.

Card Name: Speedball Is Dead
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
To play, stun a [Thunderbolts] character you control.
At the start of the recovery phase this turn, recover that character and put two +1 / +1 counters on it.
Rarity: Uncommon
Card #: MUN-081

Lorenzo: Stun this turn for a huge character next turn?  Barring any evil KO effects, I’ll go for that.  You can get the most advantage out of it once combat is done by using it on a non-stunned character, since it will recover at the start of recovery anyway.  This is especially good with the growing T-Bolts, since their abilities will be online automatically by then.  4 out of 5.

Neeka: Talk about delayed gratification.  Best used early game for some massive empowered T-Bolts.  4 out of 5.

Fred: This card just begs to be abused with the new T-Bolts, and particularly with Radioactive Man 3, who with Speedball is Dead and a Heroic Effort basically stops all plot twists with a cost greater than 0 from being played.  4 out of 5.

Card Name: Unregistered Combatants
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
Play only if you control a [Thunderbolts] character.
Target defender gets -4 / -4 this attack and then gets +1 / +1 for each character adjacent to it.
Flavor Text:“Come quietly, and we won’t kill you too badly.”
Rarity: Rare
Card #: MUN-082

Lorenzo: This would be excellent against Hulk loner or even against the exposed characters in an L-formation, functioning with as much effectiveness as a Plasma Blast or a Grand Gesture in whittling down an opposing characters stats.  Not so effective against properly positioned Leaders, but at least there’s still a minor penalty to be had.  4 out of 5.

Neeka: Of varying effectiveness depending on how you’re doing, brutal against certain decks.  Overall an evil card.  4 out of 5.

Fred: It’s not an all-purpose, all-instance -4/-4, and most days it will be a -3/-3.  Still pretty mean, but not as good as It’s Clobberin’ Time because it targets an opponent’s character, and these days there are plenty of effects that negate effects targeting opposing characters.  3 out of 5.

Card Name: The Wrong Stuff, Team-Up
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
Play only if you control a [Thunderbolts] character.
To play, discard a card.
Ongoing: Crossover [Thunderbolts] and the printed affiliations of the card you discarded.
Rarity: Common
Card #: MUN-083

Lorenzo: Two T-Bolt team-ups?  Well, this one’s much more useful, allowing you to choose affiliations from your hand and toss for the crossover that you need.  Not as card-efficient as Coercion but functionally almost as good.  4 out of 5.

Neeka: Coercion with a discard.  Excellent.  4 out of 5.

Fred: The ability to team-up so easily with any affiliation or affiliations, saving only the requirement of a T-Bolt in play, is quite strong.  4 out of 5.

Across the Universe: A MUN Set Review, Part 3

Posted in VS Ramblings on June 14, 2008 by omnicresence

Card Name: Charging Star
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
Target Captain America gets +4 DEF this attack. Negate all other effects targeting him.
Flavor Text:“No time for finesse – I’m going straight through!”
Rarity: Rare
Card #: MUN-040

Lorenzo: Cap Legend suite. Awesome if you pull a few copies of Captain America (unlikely since three of them are rare), waste of cardboard otherwise. 1 out of 5.

Neeka: I can imagine Cap raising his shield to block an incoming attack or plow through enemy lines as I play this card. Just one of the many reasons to be playing Captain America this year. 5 out of 5.

Fred: From the Cap Legend suite, this flexible and massive DEF boost for Cap comes with a built in effect negation for all those detrimental effects that may affect him in combat, such as negative DEF modifiers and lateral combat stuns. Note that Cap doesn’t necessarily have to be in combat for the negation effect to work, as long as there is an ongoing attack at the time. Also, be wary of playing multiples due to the negation effect; let each resolve in turn before playing a new one. 4 out of 5, it will keep Cap alive through many a combat phase.

Card Name: Final Justice
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
Target attacking Captain America can’t be stunned this turn.
Flavor Text:“I never lose.”
Rarity: Uncommon
Card #: MUN-041

Lorenzo: Cap Legend Suite. 1 out of 5.

Neeka: Great flavor text, unbelievable effect. 5 out of 5.

Fred: No, Cap never loses, indeed. Ideal for keeping your attacking Cap from getting stunned, but unlike most “cannot be stunned” effects, this one lasts for the whole turn! Any remaining attackers on your opponent’s side will just have to find another target or slam with repeated futility into Cap, which spells nothing but good news for you. 5 out of 5 for the almost guaranteed preservation of your Cap during your initiatives.

Card Name: Hard to Kill
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
To play, replace a reservist resource you control.
Target [Avengers] character gets +2 DEF this attack.
Flavor Text:“It ain’t the color of your skin. It’s the blood that pumps in your veins.”
Rarity: Common
Card #: MUN-042

Lorenzo: In Limited, this is actually a decent DEF effect, and it can be used to prevent a stun either on attack or defense. 3 out of 5.

Neeka: Not very exciting, and there are much better DEF boosters out there. 1 out of 5.

Fred: +2 DEF simply doesn’t cut it nowadays when there are so many better defensive effects. Alter Density didn’t make it into Reservist decks, and neither will this. 1 out of 5.

Card Name: Liberating Number 42
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
Whenever an [Avengers] character you control stuns an opposing character this turn, really for a character card.
Flavor Text:“What we do today decides the future of this great country.”
Rarity: Common
Card #: MUN-043

Lorenzo: The plot twist equivalent of Patriot’s effect, this will probably net you at least a character card if played during your initiative. It doesn’t do much else, though. A mediocre 2 out of 5.

Neeka: Rally seems interesting, but not enough to merit playing this. 1 out of 5.

Fred: One rally per stun would be nifty as a more permanent effect, not as a plot twist that I have to play with no guarantee that I’ll get anything decent out of the deal. 1 out of 5.

Card Name: Reckless Youth
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
To play, discard a card.
Target an [Avengers] character that team attacked this turn. If it’s stunned, recover it.
Boost: Discard an [Avengers] character card. Ready that character.
Rarity: Rare
Card #: MUN-044

Lorenzo: Well, it isn’t COTA for the Avengers since it requires a target that team attacked, but it does have the Boost benefit of allowing that character to attack again without penalty. Steep cost in Limited, though potentially very rewarding. 3 out of 5.

Neeka: Teen Titans/Outsiders/Avengers Go! Rally should compensate for the discard cost of the full plot twist effect, and the payoff is essentially another attack, even if that character got stunned. 4 out of 5.

Fred: I’ll be trying to play the full Boosted plot twist as often as I can, never mind the discards, which judicious card draw and rally should compensate. 4 out of 5, minus a point only because of the team attack requisite.

Card Name: Secret Avengers, Team-Up
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
To play, exhaust an [Avengers] character you control.
Rally for a character card.
Ongoing: Affiliated characters you control and affiliated characters you own have the [Avengers] affiliation.
Flavor Text:“We’re Avengers ’cause Cap said we were.”
Rarity: Common
Card #: MUN-045

Lorenzo: It’s a Team-Up, which is always valuable in Limited, and it doesn’t require another affiliation in play. Best of all, it grants all your affiliated character cards the Avengers affiliation, so they’re all teamed-up regardless of how many affiliations you’re playing with. And it comes with a free rally effect, too! 4 out of 5 for my preferred format.

Neeka: We’ve seen this before with Clone Saga and a number of other cards. The exhaust is a bit of a pain. 2 out of 5.

Fred: It grants the Avengers affiliation to all your affiliated characters. Whee. Nothing special. 1 out of 5.

Card Name: Shield Slash
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
Target defender gets -3 DEF this attack.
Exhaust a Captain America you control {>} Return Shield Slash to your hand. Use only if Shield Slash is in your KO’d pile.
Flavor Text:“Nothing changes. We hit the streets. We do our jobs.”
Rarity: Common
Card #: MUN-046

Lorenzo: Cap Legend suite, but not entirely, since you can use it as a regular combat pump even without Cap around, who’s only necessary for the recursion aspect. Solid. 3 out of 5.

Neeka: The recursion aspect is flavorful, capturing the fact of Cap’s shield returning to him whenever he throws it at something or someone. 4 out of 5 for the coolness of it.

Fred: Well, I guess it’s something extra for Cap to do off-initiatives if he’s going to get exhausted or stunned anyway. 2 out of 5.

Card Name: Stars and Stripes
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
Ongoing: Pay X endurance {>} Recover target stunned Captain America you control with cost X.
Flavor Text:Keep flying, Son.”
Rarity: Uncommon
Card #: MUN-047

Lorenzo: Cap Legend suite. 1 out of 5.

Neeka: Wow, a practically unlimited (except by endurance) recovery effect! Cap keeps on coming back for more, no matter how many times he is stunned. 5 out of 5.

Fred: The endurance loss created by this card’s effect can be crippling after a few times, but the potential defensive benefit of having Cap around offsets this drawback. Since it can be used as many times as you want, so long as you’ve got the endurance, Cap isn’t going anywhere. 4 out of 5.

Card Name: Switching Sides
Type: Plot Twist
Affiliation:
Cost: 4
Atk/Def: /
Abilities:
Rules Text:
To play, exhaust an [Avengers] character you control.
Move target stunned character to your front row. It gains the [Avengers] affiliation.
Flavor Text:“Consider this a divorce!”
Rarity: Uncommon
Card #: MUN-048

Lorenzo: Wow. Reminiscent of Secret Society but permanent and with no cost constraints, Switching Sides gives you a massive advantage by allowing you to possibly steal your opponent’s biggest character, getting rid of a major threat and handing you a free bruiser in one card. If you pull this off in Limited, you’ll probably win. 5 out of 5.

Neeka: Stealing opponent’s characters is always a delight. Team up Avengers and Secret Society to have everyone defect to your side. 5 out of 5.

Fred: At worst, this is a Finishing Move. At best, you’ve got a free character, and you don’t lose the benefit of team attacking and reinforcement since it gains the Avengers affiliation. Spectacular card. 5 out of 5.

Card Name: Thou Art No Thor!
Type: Plot Twist
Affiliation:
Cost: 4
Atk/Def: /
Abilities:
Rules Text:
Pay only if you control an [Avengers] character.
KO target stunned character with cost 5 or more.
Flavor Text:“Thor was a friend of mine…”
Rarity: Rare
Card #: MUN-049

Lorenzo: Utterly despicable, this card. No exhaustion or card discard, just an outright KO if the stunned target is large enough. Between this and Switching Sides your opponent will wonder where all his characters went. The fact that no exhaustion or discard is required makes it a key play from turn 5 onwards, as your opponent won’t be expecting it. 4 out of 5.

Neeka: Excellent card name, amazing effect. 5 out of 5.

Fred: Seems the Avengers will have a penchant for knocking opposing characters out of the game. Though this only really works against curve decks, it will neuter them quite effectively. 4 out of 5.

Card Name: Young Avengers
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
[Avengers] characters you control get +2 ATK while attacking characters this attack. If you control an attacking leader, attackers you control can’t be stunned this attack.
Rarity: Common
Card #: MUN-050

Lorenzo: I thought Tim Drake was the only character who deserved to have this effect. Now they’ve got it as a team-stamped Avengers plot twist? I feel bad for poor Tim. Anyway, this a one-shot, slightly more brutal Legendary Battles, having more of a space in the leader/rally incarnation of the Avengers than the Reservist one. It’s fine when you can pull it off, but it isn’t incredible. 3 out of 5.

Neeka: Follow the Leader, literally this time. 3 out of 5.

Fred: This card is good for that Avenger leader/rally/team attack archetype that the Young Avengers seem to espouse. Not flashy, but it will keep your field intact. 3 out of 5.

Card Name: Beetle ~ Mach, Discharged
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 2
Atk/Def: 3/1
Abilities: Flight, Range
Rules Text:
At the start of your recruit step, put a +1 / +1 counter on Beetle.
While Beetle has two or more +1 / +1 counters, he can’t be stunned while attacking.
Rarity: Common
Card #: MUN-051

Lorenzo: Mediocre starting stats to begin with, but if he’s even around for one more turn, he becomes an above average 4/2 who can stun a lot of 3-drops. If you take evens and manage to have him survive into turn 4, a 5/3 that can’t be stunned during the attack will do wonders for your upcurve attacking, and practically ensure that you’ll have a 6/4 2-drop on turn 5. 4 out of 5 for these feasible possibilities.

Neeka: The concept of characters growing over time is most appealing, and there are plenty of ways to accelerate the counter growth of characters like Beetle. 5 out of 5.

Fred: The strength of characters like Beetle will depend on how quickly you can get those extra +1/+1 counters on him, as aggressive opponents will not just sit around and allow them to accumulate. He does get bigger on his own nonetheless, and a 4/2 2-drop is already above average. 4 out of 5.

Card Name: Blizzard, Frosty Friend
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 1
Atk/Def: 1/2
Abilities: Range
Rules Text:
Substitute
{Activate} {>} Target opponent exhausts a ready character he controls and it can’t ready this turn. Use only during your attack step and only if you control four or more resources.
Rarity: Uncommon
Card #: MUN-052

Lorenzo: This is a powerful effect that may feasibly see play mid-game due to the Substitute trait on Blizzard, though it may interfere with an established curve if you don’t have suitable Substitute targets. 3 out of 5.

Neeka: This is a great effect that you can arrange to affect your opponent’s largest or nastiest drop, and it even affects characters who cannot be the target of effects because it targets the player. Attack carefully and Blizzard can lock down your opponent for at least a couple of turns. 4 out of 5.

Fred: Blizzard’s effect is somewhat situational, and you have to plan accordingly to get the most usage out of his ability. Not to mention, it only comes online when you’ve got 4 or more resources, but the Thunderbolts have ways of getting around that restriction, Substitute being one of them. 4 out of 5.

Card Name: Bullseye, Lester
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 2
Atk/Def: 2/2
Abilities: Range
Rules Text:
Concealed
Substitute
{Activate} {>} Stun target character with cost 2 or less. Use only if you control four or more resources and another [Thunderbolts] or [SHIELD] character.
Flavor Text:“You people have no idea how to have fun.”
Rarity: Rare
Card #: MUN-053

Lorenzo: Since Bullseye is concealed, he can sit comfortably in the hidden area if need be until he can use his ability. Against off-curve he’ll be a blessing. His utility does go down past the 4th turn otherwise, but he can still be used in team attacks for an extra 2 points of ATK. 4 out of 5.

Neeka: Direct stuns are excellent, particularly when the character can stun opposing characters of his cost. 4 out of 5.

Fred: Again, resource acceleration will get his ability online sooner, and even without using Substitute he can sit around until he gets to use his ability. On his own he kind of just sits there for a couple of turns, though, until he becomes useful. 3 out of 5.

Card Name: Bullseye, Closer to God
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 4
Atk/Def: 7/7
Abilities: Range
Rules Text:
Concealed
Substitute
{Activate}, Return Bullseye to his owner’s hand {>} Stun target attacker with cost less than the number of resources you control. Use only if you control another [Thunderbolts] or [SHIELD] character.
Flavor Text:“He creates life. I take it away.”
Rarity: Rare
Card #: MUN-054

Lorenzo: Off-initiatives, Bullseye can help create a parity situation where your opponent will probably end up losing one of his characters that turn – you stun the second largest, and your highest-cost character trades stuns with their big bruiser. Of course you end up losing a character because of Bullseye’s ability, but with less pain involved on your end. Bullseye also allows you to wreck team attacks into your biggest drops later on, and his Substitute allows him to remain a threat during your succeeding turns. 4 out of 5.

Neeka: I like the threat element of this Bullseye, very similar to the dual-affiliated Deadpool of MTU, though somewhat worse off because of all the restrictions and drawbacks. 3 out of 5.

Fred: Bullseye’s ability is powerful in spite of the restrictions, which can be bypassed somewhat due to resource acceleration, but you end up losing a character, and if the effect is negated, you’re out a character just like that. Rather situational for me, though it is a strong effect. 2 out of 5.

Card Name: Genis-Vell ~ Photon, Cosmic Threat
Type: Character
Affiliation: Thunderbolts/Kree
Cost: 4
Atk/Def: 7/7
Abilities: Flight, Range
Rules Text:
Substitute
When Genis-Vell enters play, target opponent loses 1 endurance for each face-down resource he controls.
Rarity: Common
Card #: MUN-055

Lorenzo: Genis-Vell will probably score you a few points of burn, but that hardly justifies actually playing him over the number of other better alternatives out there. 2 out of 5.

Neeka: Oh great, Legacy content for people who play Kree face-down resource theme decks! Uh, any takers? 1 out of 5.

Fred: The burn effect is minimal, and it only triggers when Genis-Vell comes into play. I can think of many better things to do with 4 resource points. 1 out of 5.

Card Name: Green Goblin, Insanity Unleashed
Type: Character
Affiliation: Thunderbolts/Sinister Syndicate
Cost: 1
Atk/Def: 1/1
Abilities: Flight, Range
Rules Text:
Concealed
Substitute
Stun Green Goblin {>} Put a +1 / +1 counter on another target character.
Flavor Text:“Not Spider-Man. Steel Spider. That’s what I meant.”
Rarity: Common
Card #: MUN-056

Lorenzo: If I was playing T-Bolts, I’d definitely consider slipping in this little guy. If you can manage to recruit him on the first turn, he becomes an enabler for all your other characters that need just one more counter to become awesome. Even though he may end up just using his ability once, it’ll have been worth his cost. 3 out of 5.

Neeka: An extra source of +1/+1 counters that isn’t even team-stamped! He may see play in my Doom Patrol deck! 4 out of 5.

Fred: Goblin 1 acts as a walking Heroic Effort most of the time. He can potentially be used turn after turn if you manage to keep your characters from getting stunned or utilize some recovery tricks. Does he justify inclusion for that possibility? Maybe not. 2 out of 5.

Card Name: Green Goblin, Director of the Thunderbolts
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 5
Atk/Def: 10/9
Abilities: Flight, Range
Rules Text:
Leader: At the start of your recruit step, put a +1 / +1 counter on each adjacent character.
Flavor Text:“Are you sure you didn’t say Spider-Man?”
Rarity: Common
Card #: MUN-057

Lorenzo: Ergh. The fact that the +1/+1 counters come in during the recruit step means his benefit will be delayed by a turn, and your opponent may not give you that luxury. He is a 10/9 with flight and range, though, so he’s decent. 3 out of 5.

Neeka: There are plenty of ways to preserve your board in Golden, and Green Goblin spells double counter growth for all of your improving T-Bolts. 4 out of 5.

Fred: He’s a blank box for one turn, which I don’t like. If you manage to preserve your characters coming into turn 6, however, an extra +1/+1 to your growing T-Bolts translates into massive upcurve swinging. 3 out of 5.

Card Name: Helmut Zemo ~ Baron Zemo, Master of the Moonstones
Type: Character
Affiliation: Thunderbolts
Cost: 8
Atk/Def: 18/19
Abilities: Flight, Range
Rules Text:
Reservist
When Helmut Zemo enters play, opposing characters lose and can’t have evasion, flight, invulnerability, range, and reinforcement this turn.
Flavor Text:“In time, they will all come to see that there really was no other way.”
Rarity: Rare
Card #: MUN-058

Lorenzo: There are plenty of characters that don’t have Evasion and Invulnerability, so is waiting to turn 8 worth your opponents losing flight, range and reinforcement that turn? Yeah, you said it. 1 out of 5.

Neeka: One of the weakest 8-drops I’ve seen, worse still because his effect only lasts for the turn. 1 out of 5.

Fred: 1 out of 5. The one-shot effect doesn’t exactly win games, loss of reinforcement notwithstanding.

Card Name: Joystick, Fun and Games
Type: Character
Affiliation: Thunderbolts/Sinister Syndicate
Cost: 2
Atk/Def: 2/3
Abilities: Range
Rules Text:
At the start of your recruit step, put a +1 / +1 counter on Joystick.
Joystick has invulnerability while she has two or more +1 / +1 counters.
Rarity: Uncommon
Card #: MUN-059

Lorenzo: So… she saves you 2 points of endurance when she gets bigger. I think what’s more important about Joystick is the fact that she has a decent defense for a 2-drop, so she becomes better for attacking across the curve or on the defensive as she grows. 3 out of 5.

Neeka: Just solid, really. 3 out of 5.

Fred: She’s a little ATK-light for Sinister Syndicate, though she does eventually save you a bit of endurance. As mentioned earlier, her true value lies in higher DEF stats that grow over time. 3 out of 5.

Card Name: Karla Sofen ~ Moonstone, Uncertain Loyalty
Type: Character
Affiliation: Thunderbolts/Masters of Evil
Cost: 3
Atk/Def: 5/4
Abilities: Flight, Range
Rules Text:
Substitute
Whenever Karla Sofen becomes stunned, if you control five or more resources, recover her at the start of the recovery phase this turn.
Rarity: Common
Card #: MUN-060

Lorenzo: If you can get her into turn 5, she becomes a relatively permanent addition to your forces. Then again, she also becomes a source of consistent cheap breakthrough. 2 out of 5.

Neeka: I guess she has good synergy with Goblin 5. She’s also good to Substitute in off-initiatives from turn 5 onwards if you’ve still got a 3-drop lying around and you’re looking towards board preservation. 3 out of 5.

Fred: I’m not a huge fan of eventual recovery, because while it keeps your field intact, it doesn’t provide you with any real tactical advantage in combat. She makes a fine body for Substitute purposes, though. 2 out of 5.

Card Name: Karla Sofen ~ Moonstone, Field Commander
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 6
Atk/Def: 12/13
Abilities: Flight, Range
Rules Text:
When you recruit Karla Sofen, your next character costs 2 less to recruit this turn.
Flavor Text:“Break his arms and legs. Make it quick – I’ve appointments to keep.”
Rarity: Uncommon
Card #: MUN-061

Lorenzo: Karla’s ability is good for bringing in some small enabler character in even if you’ve exhausted your resource points recruiting her. If you’ve got a 2-drop in your hand when she comes in, you can recruit it for free and take advantage of the minor extra. Just make sure that small drop doesn’t become a liability later on. 3 out of 5.

Neeka: I would abuse her with Kree to bring down a 7 drop on turn 7. 7 resource points, Press style, gets you 2 2-drops, a 3-drop, a 4-drop, a 5-drop and Karla as your 6-drop. That’s a total cost decrease of 7 resource points, and since Karla’s reduction doesn’t observe the Press 1 cost minimum, you can bring in a 7-drop for free! How evil is that? 5 out of 5!

Fred: Kree mayhem aside, the small free character that Karla can recruit alongside her is a double-edged sword. It does help out during your attack step, but will be a breakthrough channel on defense. 3 out of 5.

Card Name: Lady Deathstrike, Opportunistic Killer
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 4
Atk/Def: 8/6
Abilities:
Rules Text:
Substitute
{Activate}, Return Lady Deathstrike to her owner’s hand {>} Ready target [Thunderbolts] or [SHIELD] character.
Flavor Text:“This one’s skin is soft. Can I bleed her?”
Rarity: Common
Card #: MUN-062

Lorenzo: Is the loss of a character, and a mid-sized one at that, worth a ready effect? Possibly, but in very narrow situations. 2 out of 5.

Neeka: There are a number of characters that can cause tremendous havoc by readying, whether to use a powerful activated ability again or just to attack again. It’s not the easiest thing to set up, but it does make Lady Deathstrike valuable for those instances. 3 out of 5.

Fred: Lady Deathstrike may have a spot in a Warbound/Thunderbolts/S.H.I.E.L.D. deck where she readies the rampaging Hulk to clobber something one more time. She conveniently removes herself so that Hulk can do his loner thing. There’s some unexplored potential here, and the readying of a character is normally a very worthwhile effect. 3 out of 5.

Card Name: Melissa Gold ~ Songbird, Caged Angel
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 6
Atk/Def: 13/12
Abilities: Flight, Range
Rules Text:
Leader: Whenever an adjacent character becomes stunned, put a +1 / +1 counter on Melissa Gold.
Rarity: Common
Card #: MUN-063

Lorenzo: Interesting Leader ability, this one. On your initiatives, you can swing in with your other characters and have Melissa attack across the curve with less fear of being stunned, or down the curve to inflict greater breakthrough. On defense, Melissa will draw attention to herself as the first target. Tactical considerations that you can probably take advantage of either way. 3 out of 5.

Neeka: With the right setup, she can be a 16/15 monster. I’m thinking Evasion-heavy decks like Morlocks so that you can plan when Melissa’s ability triggers. 4 out of 5.

Fred: It seems to be a relatively minor benefit for the cost of getting your characters stunned. Even a couple make her a 15/14 6-drop, though, so she’s solid at least. 3 out of 5.

Card Name: Radioactiva Man, Containment Suit
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 3
Atk/Def: 5/4
Abilities: Range
Rules Text:
At the start of your recruit step, put a +1 / +1 counter on Radioactive Man.
Plt twists cost your opponent 1 more to play for each +1 / +1 counter on Radioactive Man while he is ready.
Rarity: Rare
Card #: MUN-064

Lorenzo: I appreciate the growing aspect of this character, but the plot twist cost manipulation effect isn’t very abuseable in Limited, and it only functions when he is ready. It’s an inconvenience your opponent will have to play around, of course, but won’t hamper your opponent too much. 3 out of 5.

Neeka: Radio 3 plus Doom Patrol = no plot twists for your opponent, ever. 5 out of 5.

Fred: There are a lot of ways to load Radio 3 up with +1/+1 counters. Not only does he become a formidable character to reckon with, he also impedes your opponent’s progress significantly. And he grows on his own, too, so the lockout effect does not lose its potency. 5 out of 5.

Card Name: Radioactive Man, Sheep in Wolf’s Clothing
Type: Character
Affiliation: Thunderbolts/S.H.I.E.L.D.
Cost: 5
Atk/Def: 10/8
Abilities: Range
Rules Text:
Substitute
Pay 2 endurance {>} Target player moves his characters until none are adjacent to each other. Use only while Radioactive Man is in combat.
Rarity: Uncommon
Card #: MUN-065

Lorenzo: Splattering your opponent’s characters apart so that (a) reinforcement becomes much more difficult and (b) Leader abilities no longer function is a brutal effect. It’s hampered by the fact that Radio 5 has to be in combat to take advantage of it, but still quite good. 4 out of 5.

Neeka: 5 out of 5, just for the sheer pleasure of forcing your opponent to mess up his formation.

Fred: Radio 5 has a good ability that works well in conjunction with certain plot twists and effects of the T-Bolts, but the fact that you’ll have to replace the excellent Radio 3 (who’s probably grown even larger than Radio 5 by this point) seriously diminishes his value. 3 out of 5.

Card Name: Speed Demon, Whizzer
Type: Character
Affiliation: Thunderbolts/Sinister Syndicate
Cost: 1
Atk/Def: 1/1
Abilities:
Rules Text:
At the start of your recruit step, put a +1 / +1 counter on Speed Demon.
Speed Demon has reinforcement while he has two or more +1 / +1 counters.
Rarity: Uncommon
Card #: MUN-066

Lorenzo: A growing 1/1 with reinforcement once he gets bigger is fine because he avoids becoming a liability later on, but it may still not be enough to justify his inclusion in Limited deck space. 2 out of 5.

Neeka: He’s decent for his cost, and avoids being a breakthrough funnel. 3 out of 5.

Fred: He’s a growing character, and if he’s down on the first turn he could potentially see play past turn 4. He’s solid for what he is. 3 out of 5.

Across the Universe: an MUN Set Review, Part 2

Posted in VS Ramblings on June 12, 2008 by omnicresence

Card Name: Hercules, Secret Avenger
Type: Character
Affiliation: Avengers/Warbound
Cost: 7
Atk/Def: 15/15
Abilities:
Rules Text:
Reservist
{Activate} {>} Ready another target character and put three +1 / +1 counters on it. Use only once per turn.
Rarity: Common
Card #: MUN-014

Lorenzo: Warbound, eh? Size-wise he’s a bit under the curve – his utility lies in putting three +1/+1 counters on another character and possibly readying it for another attack or to get more mileage out of an ability or effect that requires the exhaustion of a character. The potential for abuse isn’t so evident in Limited, where standalone powers are generally more desirable than those that require other elements to be effective. Still, he forces your opponent to deal with two 7-drop sized characters instead of a 6 and a 7 off-initiative, which always works to your advantage. 4 out of 5.

Neeka: Although not strictly Warbound (a distinction reserved for the Hulk’s companions), his allegiance to the Hulk’s ideals is worth the affiliation, I suppose. He’s a good complement to either the 6-drop Cap or the 6-drop Hulk, which is nice flavor. 4 out of 5.

Fred: Readying a character is one of the most powerful effects in VS, and when it comes with a permanent +3/+3 bonus, one can’t help but pay attention. I can think of so many ways to exploit Hercules, from the Founding Member Flash to 6-drop Beast Boy to the new 6-drop Cap and Hulk. Hercules is a bit undersized compared to all the 16/16 7-drops we see nowadays, but he’s still formidable enough that your opponents can’t ignore him, either. 4 out of 5, simply because he needs someone else to be awesome.

Card Name: Hulkling, Teddy Altman – Young Avenger
Type: Character
Affiliation: Avengers
Cost: 5
Atk/Def: 9/9
Abilities: Flight
Rules Text:
Discard a character card {>} Hulkling gets +1 ATK or +1 DEF this attack.
Rarity: Common
Card #: MUN-015

Lorenzo: Proof positive that no impostor can compare to the Hulk, Teddy here is a strictly worse version of all the characters we’ve seen before that gain a full +1/+1 with character card discards. Though Hulkling’s ability is indiscriminate as to the character cards discarded, the Avengers generally aren’t amazing at card draw, and the bonus granted for the tossing of a card from hand isn’t quite worth the effort. 2 out of 5.

Neeka: He isn’t even Skrull/Kree dual-affiliated? Boring. Just like his ability. 1 out of 5.

Fred: It’s too much of a cost for too small an effect. While Hulkling’s stat augmentation is not useless, it takes too much effort to be of any real importance. 2 out of 5.

Card Name: Human Torch, Secret Avenger
Type: Character
Affiliation: Avengers/Fantastic Four
Cost: 4
Atk/Def: 8/6
Abilities: Flight, Range
Rules Text:
Reservist
{Activate} {>} You may reveal an [Avengers] or [Fantastic Four] character card from your hand. If you do, put it on top of your deck, and target opponent loses endurance equal to its cost.
Rarity: Common
Card #: MUN-016

Lorenzo: Wow. This is some serious burn potential coming from the latest incarnation of the Human Torch, who isn’t as stat-light as most of his other versions, and can consistently hit the opponent for huge amounts of direct endurance loss every turn. With rally available to the Avengers, the cost to use his ability doesn’t have to impede your card draw progress. The chances of abuse are lower in Limited due to the constraints of the available card pool, but on the average you should be getting 7-8 points of burn from him, which is advantage enough. 4 out of 5, since he also at least has something to do with himself during off-initiatives.

Neeka: Human Torch burn isn’t new, but the amount of burn that he can muster is, particularly if you manage a team-up with Heralds of Galactus and burn for 9 every turn! More, much more, if you’ve got Cosmic Radiations handy. For the mind-numbing direct endurance loss abuseability, 5 out of 5.

Fred: Yet another deck archtype is emerging that begs to abuse the Human Torch, this time with some heavy direct endurance loss. Rally and perhaps some readying effects make it feasible to burn away a huge chunk of your opponent’s endurance total over the couple of turns or so that the Human Torch remains in play. It must be noted that this version of the Torch actually maintains some decent stats for his size, so he can conceivably stun an opposing attacker back while causing loads of burn damage. 5 out of 5.

Card Name: Invisible Woman, Secret Avenger
Type: Character
Affiliation: Avengers/Fantastic Four
Cost: 6
Atk/Def: 12/13
Abilities: Flight, Range
Rules Text:
Concealed
Reservist
You can’t be the target of opposing effects.
Visible characters you control get +1 DEF.
Rarity: Common
Card #: MUN-017

Lorenzo: The ability of Invisible Woman isn’t quite so relevant given that there aren’t that many negative effects outside of burn that target a player. The minor DEF boost is just that, and the fact of Invisible Woman being a large hidden character makes her high DEF much less useful, opening you up to significant breakthrough endurance loss. 2 out of 5.

Neeka: Hey, Sue’s an Avenger! I can’t say I’m a fan of either of her abilities, which I think are a little vanilla, but they do represent her accurately. 3 out of 5.

Fred: A hidden 6-drop that is defensively oriented is a walking contradiction. The +1 DEF to visible characters is negligible, and unless you’re facing a burn deck, her other passive ability is fairly useless. 1 out of 5.

Card Name: Iron Fist ~ Daredevil, Imposter – Secret Avenger
Type: Character
Affiliation: Avengers/Marvel Knights
Cost: 2
Atk/Def: 3/2
Abilities: Range
Rules Text:
Reservist
Iron Fist gets +2 / +2 while in combat with one or more opposing characters with greater cost.
Flavor Text:“This is the end of the way we do business. You can smell it in the air.”
Rarity: Uncommon
Card #: MUN-018

Lorenzo: Nice for attacking up the curve and possesses decent offensive stats for a 2-drop. A solid 3 out of 5.

Neeka: We’ve seen a whole lot of characters who gain benefits while in combat with characters of greater cost. It’s an okay effect, but nothing we haven’t encountered before. 2 out of 5.

Fred: A 5/4 attacking or defending up the curve, the impostor Daredevil is a fine addition to the Avengers roster. The DEF bonus is really just gravy. 3 out of 5.

Card Name: Iron Fist, Secret Avenger
Type: Character
Affiliation: Avengers/Marvel Knights
Cost: 1
Atk/Def: 2/1
Abilities:
Rules Text:
Reservist
When Iron Fist enters play, rally for a character card.
Flavor Text:“Fists of iron? Bad-ass Kung-Fu? All true, sucka.”
Rarity: Common
Card #: MUN-019

Lorenzo: 1-drop in Limited. Possibly draws you a character card. Pass. 1 out of 5.

Neeka: How does this reflect Iron Fist’s furious fighting skills? 1 out of 5.

Fred: The card draw isn’t certain, and if you’re playing a 1-drop Reservist, there are better options. 1 out of 5.

Card Name: Jessica Drew ~ Spider-Woman, Secret Avenger
Type: Character
Affiliation: Avengers/Spider Friends
Cost: 3
Atk/Def: 5/4
Abilities: Flight, Range
Rules Text:
Reservist
if Jessica Drew would become stunned, instead, you may KO a resource you control. If you do, put her face down into your resource row.
Rarity: Uncommon
Card #: MUN-020

Lorenzo: A 5/4 with flight and range is solid for a 3-drop, and if you’re going to lose her anyway, you may as well save 3 endurance. She’s okay. 3 out of 5.

Neeka: This is a Toad-like effect, except that she bounces into your resource row. Her effect may also be used to smooth out your resource row if you were forced to flip a plot twist from there. Good utility, but not very exciting. 2 out of 5.

Fred: The MUN Avengers Reservists are curiously weak at this drop, and we miss the likes of Black Panther and Quicksilver even more because of duds like this. Solid stats and she can save you some endurance loss, but she might as well be a blank box for her utility in actual gameplay. 2 out of 5.

Card Name: Kate Bishop ~ Hawkeye, Young Avenger
Type: Character
Affiliation: Avengers
Cost: 1
Atk/Def: 1/2
Abilities: Range
Rules Text:
Whenever Kate Bishop stuns a defender while team attacking, reveal any number of character cards from your hand, put them on top of your deck, and stun target character if its cost is equal to that number.
Rarity: Rare
Card #: MUN-021

Lorenzo: While this is undoubtedly a powerful effect, it will be difficult to prepare for it in Limited, and may end up retarding your card draw too much to justify the free stun. 2 out of 5.

Neeka: Oh, slick! Stuns out of combat are always enjoyable, and this one has the potential to devastate your opponent’s field with an adequate hand size. Hopefully all that rallying, possibly coupled with some card draw tech, will fill your hand enough that you can take down a huge drop with this key effect. 5 out of 5.

Fred: The younger Hawkeye needs some hand fill to be able to pull her trick off more than once per game, but even that one time could spell the difference between winning and losing. Keeping in mind that the character she can stun is dependent only on the number of character cards you can reveal and put on top of your deck, Kate can conceivably stun even Galactus with enough cards in hand. I feel that there’s a lot of Outsider-level abuse that can be mustered with this young lady. 4 out of 5, because it’s a splendid effect, but hard to set up.

Card Name: Luke Cage, Secret Avenger
Type: Character
Affiliation: Avengers/Marvel Knights
Cost: 6
Atk/Def: 13/14
Abilities:
Rules Text:
Reservist
To recruit, replace two reservist resources you control.
Flavor Text:“GET.OUT.OF.MY.HOUSE!”
Rarity: Uncommon
Card #: MUN-022

Lorenzo: Luke Cage is a Limited bomb if you’re playing a Reservist deck, making his cost negligible (and actually advantageous if you’re trying to draw into something good). His massive stats will be difficult to overcome, and you can attack across with less fear of stunback. 4 out of 5.

Neeka: Big and bad with no real drawback for Reservists. I like. 4 out of 5.

Fred: Not quite Wonder Man and his free stun, but a big bruiser nonetheless. A solid 3 out of 5.

Card Name: Patriot, Elijah Bradley – Young Avenger
Type: Character
Affiliation: Avengers
Cost: 3
Atk/Def: 5/4
Abilities: Range
Rules Text:
Leader: Whenever an adjacent character stuns an opposing character, rally for a character card.
Rarity: Common
Card #: MUN-023

Lorenzo: It’s fine that the power triggers on either attack or defense, and could net you a few cards if you’re lucky. Still, it’s a gamble unless you have some method of adjusting the top of your deck, which you won’t expect in Limited. 2 out of 5.

Neeka: Sad that such a Reservist-beneficial ability is on a character who isn’t a Reservist. Anyway, it’s a nice ability that can help you cycle through your deck quickly, although you’d better have some way of getting those non-character cards that sink to the bottom. Thinking Out of the Box, anyone? 3 out of 5.

Fred: Not a Reservist? Oh well. Patriot is good for cycling and dragging characters out of your deck, though not that good given that it’s through the use of rally, which is constantly a gamble. It’s nice to have, I suppose, but it doesn’t necessarily translate into victory on its own. Note that it helps to trigger the various Young Avenger abilities, which are all rather character card-intensive, so if you’re playing with them Patriot’s value increases significantly. 2 out of 5.

Card Name: Punisher, Secret Avenger
Type: Character
Affiliation: Avengers/Marvel Knights
Cost: 3
Atk/Def: 5/3
Abilities: Range
Rules Text:
Concealed
Reservist
Put Punisher on top of its owner’s deck {>} Put target stunned character on top of its owner’s deck. Its controller loses endurance equal to its cost.
Rarity: Rare
Card #: MUN-024

Lorenzo: Punisher’s a little weak on the stats, but that’s not what he’s there to do. He’s the guy who’ll sit around in the hidden area until you manage to stun a key character of your opponent, after which you’ll take it out of play with a little endurance loss and card draw suppression to boot. Removing your opponent’s highest drop in Limited will give you a definite advantage. If necessary, Punisher’s 5 ATK (he’s hidden, so his DEF doesn’t matter so much) is decent for his drop size. Consider also that you can attack directly with him before using his ability, to really pile on the hurt. 4 out of 5.

Neeka: Punisher has always been about gunning your opponent’s characters down, and this version is no exception, with a truly wicked removal effect. Consider that the Punisher Legend suite is available to him and maybe you can add up some Sniper Shot counters with him before using him to off an opponent’s stunned character. 4 out of 5.

Fred: Punisher creates excellent advantage for you by removing a character, one of your opponent’s draws, and some endurance all at once, without even having to exhaust. Ideally, you could exhaust him for Finishing Move and use his effect to take out two of your opponent’s stunned characters, or get a direct attack for 5 in if your opponent’s board is clear. The fact that he puts himself on top of your deck is not a problem if he’s in a Reservist deck, as he can simply get replaced into the resource row by one of any number of effects. And he’s a Marvel Knight, too, whose effect complements that team’s strategy as well. 5 out of 5 for a very efficient kill card.

Card Name: Speed, Thomas Shepard – Young Avenger
Type: Character
Affiliation: Avengers
Cost: 1
Atk/Def: 2/0
Abilities:
Rules Text:
Remove Speed from your hand {>} If you control an [Avengers] team attacker, put Speed into play exhausted and team attacking if you haven’t controlled a character named Speed this attack.
Whenever Speed stuns a defender, return Speed to his owner’s hand.
Rarity: Uncommon
Card #: MUN-025

Lorenzo: The problem I see with Speed is that he requires you to be team attacking, not just attacking with character, before he can join in. He does amount to a consistent +2 ATK and can come in multiple times for many team attacks, but ideally you shouldn’t be relying too much on team attacks in the first place. His narrow usage in Limited probably doesn’t justify his inclusion. 2 out of 5, for when you actually get to use him for that extra +2 ATK in that one critical team attack.

Neeka: I like the concept of a speedster character that gets to attack as many times as you have team attacks to spare, running away after each successful attack so he can zoom in again. It’s rife with flavor and a lot of fun. 5 out of 5.

Fred: He only comes in for team attacks and he only leaves if you manage to stun the defender. If the attack is stopped somehow, His pithy 2/0 body provides a massive point of vulnerability for tons of breakthrough. He seems very nifty in theory but in actual gameplay could prove to be more of a novelty than an essential part of the strategy. 2 out of 5.

Card Name: Spider-Man, Secret Avenger
Type: Character
Affiliation: Avengers/Spider Friends
Cost: 5
Atk/Def: 9/10
Abilities: Range
Rules Text:
Loyalty, Reservist
Discard a character card {>} Target opposing character loses and can’t have powers and keywords this turn. Use only once per turn.
Flavor Text:“Given all that’s happened, it seemed like an appropriate change.”
Rarity: Rare
Card #: MUN-026

Lorenzo: Only Human on a stick! Sporting above-average stats and a monstrous ability, Spider-Man looks to be a keeper for the Limited Reservist build. The Loyalty is a bit of hurdle to overcome, particularly in Limited, but his ability is worth the trouble. Just don’t play it on 6-drop Thing… 4 out of 5. Excellent ability, though more reactive, so a bit out of step with the general aggressive bent of the Avengers.

Neeka: A great addition to my Spider clones deck.  5 out of 5.

Fred: This is a slick Spider-Man, with an Only Human effect, making him a fantastic addition to any deck that wants to employ a stall or control strategy.  He would be particularly excruciating in conjunction with Cap 4 and the Cap Legend suite, nullifying any problematic characters from the get go.  Even better, his ability works for the whole turn, so you won’t have to worry about recovery phase antics.  5 out of 5.

Card Name: Stature, Cassandra Lang – Young Avenger
Type: Character
Affiliation: Avengers
Cost: 4
Atk/Def: 7/6
Abilities:
Rules Text:
{Activate}, Remove a +1 / +1 counter from Stature {>} Remove all attackers from this attack. Use only if Stature is defending.
Boost: Discard an [Avengers] character card: Stature enters play with a +1 / +1 counter.
Rarity: Uncommon
Card #: MUN-027

Lorenzo: In Limited, Stature is a defensive bomb, able to nullify at least one critical attack. More than that if you were fortunate enough to obtain her in conjunction with Black Panther or some other card that provides +1/+1 counters. 4 out of 5, a brilliant off-initiative option.

Neeka: This is an excellent ability, non-targeting, and potentially reusable turn after turn. How this pertains to Stature is beyond me, though. 4 out of 5 for the great stall/control potential.

Fred: Any number of +1/+1 counter heavy teams, such as the Thunderbolts or the Doom Patrol, could really benefit from the inclusion of Stature among their ranks. Stopping one attack every time it isn’t your initiative is great stuff, and with some proper positioning and support, your opponents will be forced to waste an attack on her every time. 4 out of 5.

Card Name: Storm, Secret Avenger
Type: Character
Affiliation: Avengers/Fantastic Four
Cost: 4
Atk/Def: 7/7
Abilities: Flight, Range
Rules Text:
Reservist
Boost: Replace a face-down resource you control: When Storm enters play, characters you control have flight, and opposing characters lose and can’t have flight this turn.
Flavor Text:Diplomatic immunity is one of the more practical benefits of being the Queen of Wakanda.
Rarity: Common
Card #: MUN-028

Lorenzo: A one-shot flight advantage doesn’t do enough for me to merit Storm’s inclusion. 7/7 with Flight and Range is solid, but she may as well be a blank box after she comes into play. 2 out of 5 since she’s not horrible stat-wise if you have no other choice.

Neeka: Gosh, what a weak Storm. If only she could use the ability every turn. 1 out of 5.

Fred: 1 out of 5. Really, this is a one-shot deal that could be achieved just as well with any number of plot twists or other ongoing effects.

Card Name: Vision, Young Avenger
Type: Character
Affiliation: Avengers
Cost: 4
Atk/Def: 8/6
Abilities: Flight, Range
Rules Text:
While Vision is team attacking with exactly one other character, team attacks can cause breakthrough.
Rarity: Rare
Card #: MUN-029

Lorenzo: Don’t you hate when you have to waste all that extra ATK team attacking a character simply because neither character can bring down the defender on its own? Well, with Vision that no longer becomes a consideration. This way, when your 4 (Vision) and 5 attack to bring down the opposing 6, every point of ATK becomes useful. It’s not game-breaking, but it’s a nice effect to have when Vision is around. 3 out of 5.

Neeka: Team attacking with breakthrough? 5 out of 5 for the novelty!

Fred: It’s a nice effect, though not essential, and limited by the fact that Vision has to be one of the team attackers. Good synergy with the other Young Avengers, and the Outsiders if you’re looking beyond MUN. 3 out of 5.

Card Name: Wiccan, William Kaplan – Young Avenger
Type: Character
Affiliation: Avengers
Cost: 2
Atk/Def: 2/3
Abilities: Range
Rules Text:
Discard a character card {>} target attacker can’t be stunned this attack. Use only if Wiccan is attacking.
Rarity: Uncommon
Card #: MUN-030

Lorenzo: Another card-intensive ability, this is fine for those team attacks where you want to preserve your board. Chances are Wiccan won’t be around too long, though, so you’ll probably get one or two uses out of his ability before he inevitably hits the KO pile. 3 out of 5.

Neeka: Wiccan and the other Young Avengers beg to be teamed-up with the Teen Titans or the Outsiders. As far as his power goes, it will hurt your hand size if used too often. 3 out of 5.

Fred: There’s a constructed Young Avengers team attack archetype out there that will be starving for cards in hand before all these effects can be used to optimal effect. It’s not a bad ability, though. I’m just concerned for how it will play out in synergy with the rest of the Young Avengers roster. 3 out of 5.

Card Name: Wolverine, Secret Avenger
Type: Character
Affiliation: Avengers/X-Men
Cost: 5
Atk/Def: 10/8
Abilities:
Rules Text:
Concealed
Reservist
Wolverine can attack hidden characters.
Whenever Wolverine stuns an opposing character, ready him if there are no non-stunned opposing characters.
Flavor Text:“Touch me again, and I’ll gut ya.”
Rarity: Rare
Card #: MUN-031

Lorenzo: As if Wolverine’s Legend suite wasn’t already fearsome enough, UDE has to go and design this beast. Nobody is safe from Wolverine’s claws, and if you can muster the stun of your opponent’s whole board (not typically hard to do with Avengers), Wolverine will punish your opponent for an additional 10 points of direct rage. 4 out of 5.

Neeka: Guh. Wolverine again. Well, he’s powerful, particularly in conjunction with Healing Factor and the rest of his Legend suite. A built-in Berserker Rage under the right circumstances. 4 out of 5, minus a point simply because he’s Wolverine.

Fred: Wolverine can conceivably clear the board all by his lonesome with Berserker Rage and Healing Factor. Now, he’s got this version of himself to add insult to injury by slamming your opponent for another 10 or so ATK. It’s disgusting, really, but definitely a game-ender. 5 out of 5.

Card Name: Captain America’s Shield
Type: Equipment
Affiliation:
Cost: 0
Atk/Def: /
Abilities:
Rules Text:
Concealed-Optional
Equip only to Captain America.
Return Captain America’s Shield to its owner’s hand {>} Exhaust equipped character. Target player exhausts a ready character he controls. Use only during the combat phase.
Flavor Text:The symbol that gives him strength.
Rarity: Rare
Card #: MUN-032

Lorenzo: As with all Legends suite cards, Cap’s shield is only useful when Cap is around. 1 out of 5 because, while it’s a great effect, the chances of playing it are abysmally low in Limited.

Neeka: “When Captain America throws his mighty…” One wonders why this didn’t see print when Thor’s Mjolnir got its own card. Anyway, it’s here now, and it’s mighty indeed. Captain America is an off-initiative force of nature, and the shield just makes life more difficult by giving the opponent one less attack. Better still, it can be used on-initiative after you attack to deal with pesky hidden attackers. 5 out of 5 for combining power and flavor into a swell piece of equipment.

Fred: Cap’s shield is incredibly useful for the reasons mentioned above. 4 out of 5 because it needs Cap, but that’s not too hard to do if you’re playing a Cap Legend deck anyway.

Card Name: Electron Scrambler
Type: Equipment
Affiliation:
Cost: 0
Atk/Def: /
Abilities:
Rules Text:
Play only if you control an [Avengers] character.
Equip only to an opposing character.
Equipped character’s activated powers can’t be used.
Rarity: Rare
Card #: MUN-033

Lorenzo: This one has relatively narrow utility, since there are a lot of hateful powers out there that aren’t activated. It’s great as a silver bullet, but not one for general inclusion. 1 out of 5.

Neeka: Iron Man got his clock cleaned with the help of this annoying gadget, and it’s a nifty in-game representation since it attaches itself to an opposing character, a first in VS. 4 out of 5, definitely.

Fred: While there are a number of terrific activated abilities out there that need shutting down, it would be much more efficient to simply take out the activating character. Not to mention, since this equipment isn’t concealed-optional, I can’t attach it to all the hidden characters with activated abilities, either. Ultimately, it’s just too limited in application to be truly useful. 1 out of 5.

Card Name: Safe House No. 23, Team-Up
Type: Location
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
To play, choose two different affiliations among characters you control.
Crossover those affiliations.
{Activate} {>} Target [Avengers] leader gets +X DEF this attack, where X is the number of non-stunned characters adjacent to it.
Flavor Text:“Number 23? How many of these places you got?”
Rarity: Uncommon
Card #: MUN-034

Lorenzo: It’s a team-up that isn’t hard to pull off thanks to the wealth of dual-affiliated characters in MUN, and it gives your opponent a difficult time since he’d usually want to attack your Leader characters first, only to have them suddenly obtain a +2 or +3 DEF bonus. Great also for keeping your Leader characters from getting stunned when they lead the charge to attack. 3 out of 5.

Neeka: I’m glad for this card. Leaders usually have giant bullseyes painted on their heads, so this gives them a little more survivability. It makes an Avengers Leader deck that much more viable. 4 out of 5.

Fred: The Leader mechanic has always been the weaker of the Avengers’ primary themes, partly due to the frailty of the Leaders themselves. This card may not necessarily change that perception, but it is a step in the right direction. 3 out of 5.

Card Name: Above the Law
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
To play, replace X reservist resources you control.
Target [Avengers] attacker gets +X ATK this attack. If that character is a leader, it also gets +X DEF this attack.
Rarity: Uncommon
Card #: MUN-035

Lorenzo: This is a good attack pump for Limited with a Reservist build, possibly reaching the level of Savage Beatdown or greater depending on when you play it. The DEF bonus may not come into play as often since there are very few Leaders who are also Reservists, so you’re playing this for the attack power. By way of additional benefit, it replaces a lot of your resources, allowing you to potentially draw into some extra plot twists or your next character drop. 4 out of 5.

Neeka: Worse than Heroes in Reserve for utility, I’d play this mainly as a back-up to that HIR (and possibly to draw into more HIR). 2 out of 5.

Fred: It’s unfortunate that this card will draw comparisons to Heroes in Reserve and the wealth of effects out there that require the replacement of resources. The effect-for-resource replacement ratio is really quite bad here, and although it’s quite possible that you’ll draw into more plot twists and better characters, you could also end up really messing with your resource row. 3 out of 5.

Card Name: Atlantis Attacks!
Type: Plot Twist
Affiliation:
Cost: 1
Atk/Def: /
Abilities:
Rules Text:
Rally for a character card. If you’re successful, target [Avengers] attacker you control gets +X ATK this attack, where X is the cost of that character card.
Rarity: Common
Card #: MUN-036

Lorenzo: Though potentially quite powerful, it’s also completely random. For Limited, I’d much rather be sure of what I’m getting than have to rely on a gamble. 2 out of 5.

Neeka: This is an exciting card to use and manipulate in conjunction with a whole bunch of cards that allow me to fix the top card of my deck. Again I’m thinking Galactus 9 for a +9 ATK bonus.

Fred: This card has great synergy with Human Torch – burn for huge amount, attack bonus for the same huge amount, repeat next turn. An Avengers/Galactus deck for Silver Age with Torch, Kindred Spirits and Atlantis Attacks could see consistent turn 4 kills. 4 out of 5.

Card Name: Avengers Forever
Type: Plot Twist
Affiliation:
Cost: 4
Atk/Def: /
Abilities:
Rules Text:
Ongoing: Discard X [Avengers] character cards {>} Put a +1 / +1 counter of each of X target characters. Use only once per turn and only during the build phase.
Rarity: Uncommon
Card #: MUN-037

Lorenzo: I suppose it’d be fine to have a dump for all of those extra character cards accumulating in my hand… wait, I’m playing Avengers. That’s not happening. 1 out of 5.

Neeka: Nice to have dead cards turn into permanent bonuses for my characters. I just need to get some card draw engine going. 3 out of 5.

Fred: This card will need some serious card draw plus effective rally usage to use. Otherwise, it just diminishes your hand every turn for a measly +1/+1 counter. Might be okay with the Thunderbolts team-up, but wasteful otherwise. 2 out of 5.

Card Name: Avengers Reassembled
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
Search your deck for an [Avengers] character card, reveal it, and put it on top of your deck.
Boost: Discard a card: Replace a resource you control.
Flavor Text:“Smile for the cameras, Spidey.”
Rarity: Rare
Card #: MUN-038

Lorenzo: This is a great search card for Limited, not even requiring a discard, and getting you the character you need either immediately or next turn, and this doesn’t even take rally into consideration. Definitely more useful in the Avengers Reservist build, but also good synergy with the non-Reservist rally cards. 5 out of 5.

Neeka: It’s a search card. And it’s easier to use than Avengers Assemble. 5 out of 5.

Fred: An excellent search card for the Avengers, with a slight edge to the Reservists. Search cards 4-8 if you’re packing Mobilize. 5 out of 5.

Card Name: The Big Three
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
Target [Avengers] character gets +2 ATK while attacking this turn.
Boost: replace two reservist resources you control: Up to two other target [Avengers] characters each get +2 ATK while attacking this turn.
Rarity: Common
Card #: MUN-039

Lorenzo: An attack pump for up to 3 different characters in one card is a wondrous boon in an environment where combat pumps are scarce. Forces you into heavy Avengers Reservist but a bomb for that deck. 4 out of 5.

Neeka: Wasn’t this Hordes of Apokolips, without the replacement? Good card for an aggressive deck, though. 4 out of 5.

Fred: It’s a combat pump for the turn to up to three Avengers characters, for the price of a card and two replacements. All in all, not bad. 4 out of 5.

Across the Universe: an MUN Set Review, Part 1

Posted in VS Ramblings on June 11, 2008 by omnicresence

Marvel Universe is upon us at last, and while much rejoicing and revelry has accompanied its release, the sheer number of new cards bombarding the general VS populace has left many reeling with nausea from the information overload. In times like this, a card-by-card set review is usually the most refreshing and comprehensive method of sifting through all of the card text and discovering the gems of a rather glittery bunch. Now, I am certain there will be dozens of similar review articles out there. In the interests of originality, then, this review series will be spearheaded by the following impressionable figments of my imagination, casual players all but in different flavors:

Lorenzo: Enjoys playing Limited formats for the challenge of limited resources.

Neeka: Loves to fiddle around with the vast card pool of Golden Age, and more interested in fun and flavor than tournament viability.

Fred: A retired tournament-level competitive player who prefers Constructed formats.

All right, let’s dive right in!

Card Name: Bill Foster ~ Goliath, Secret Avenger
Type: Character
Affiliation: Avengers
Cost: 7
Atk/Def: 16/14
Abilities:
Rules Text:
Reservist
Whenever Bill Foster becomes stunned, KO him. If you do, characters can’t attack this turn.
Flavor Text:“You mark my words, they’ll be coming after all of us after this.”
Rarity: Rare
Card #: MUN-001

Lorenzo: Yeesh. That KO effect isn’t optional. On my initiative, though, with some careful attacking, I can do just the damage I need to win and have him careen into the opposing 7-drop to stop attacks for the rest of the turn. Off-initiative, he has the potential to limit the amount of incoming attacks. I’d better have something on turn 8 to take advantage, though. I’d say 2 out of 5, because it’s hard to take advantage of his effect, let alone build towards it.

Neeka: Goliath’s effect is a great representation of how the fighting came to an end after he was killed by the Thor clone, shocking the heroes into a mutual retreat. 5 out of 5 for flavor accuracy!

Fred: He doesn’t go into every deck, and certainly not in your typical Avengers Reservist build, which is normally aggressive in nature. I think he has a place in a deck that tries to stall to 8 or beyond, coupled with some effect that allows you to stun your own characters. In the set itself, that would be Warbound, with their Imperial Dreadnaught; outside, probably Villains United. 2 out of 5, since he does have his uses, but his overall application is quite narrow.

Card Name: Black Panther, Secret Avenger
Type: Character
Affiliation: Avengers/Fantastic Four
Cost: 5
Atk/Def: 8/8
Abilities: Range
Rules Text:
Concealed
Reservist
Boost: Replace two face down resources you control: When Black Panther enters play, distribute two +1 / +1 counters as you choose among characters you control.
Flavor Text:“Nothing good will come of this.”
Rarity: Common
Card #: MUN-002

Lorenzo: You’d never play him without his Boost, which more or less requires you to devote your Limited build to a Reservist strategy. This isn’t so harsh considering the number of Reservists in MUN, but what you get for it is either a slightly above-average blank box of a 5-drop, a normal 5-drop with a +1/+1 counter on one of your other characters, or a pathetic 5-drop and a slightly larger low drop. Worse, he’s Concealed, so even as a 10/10 he can’t be utilized to help absorb incoming attacks. 2 out of 5 for me, there are better 5-drop options out there.

Neeka: I’m not sure what distributing counters has to do with Black Panther being who he is. Maybe I’ll put him in a Doom Patrol deck or some other counter abuse deck… oh, it’s a Boost effect. 1 out of 5.

Fred: Black Panther has decent synergy in-team with Stature, and may well find his way in a Thunderbolts deck that needs the extra counters to empower certain characters. On curve, he essentially provides you with characters of the 4-drop and 5-drop sizes, giving you added flexibility to distribute that extra heft where it is most needed. He’s a solid 3 out of 5 for me.

Card Name: Cable, Secret Avenger
Type: Character
Affiliation: Avengers/X-Men
Cost: 3
Atk/Def: 5/4
Abilities: Range
Rules Text:
Reservist
Boost 2: When Cable enters play, if you control another [Avengers] or [X-Men] character, remove Cable and another target character from play. At the start of your attack step this turn, return those characters to play.
Rarity: Rare
Card #: MUN-003

Lorenzo: Bodyslide on a stick isn’t so impressive when you figure in that you’re giving up two resource points for an effect that doesn’t quite compensate for the underdrop.  Against your opponent’s characters it has some more utility, taking out one attack off-initiative, so it’s a little better then but you still end up below the curve come turn 6, which could be problematic even if it is your initiative.  2 out of 5.

Neeka: Bodyslide by one! There’s a wealth of “enters play” effects out there that would benefit you greatly by having them activate again, without even figuring the various “leaves play” effects available.  More importantly, he can slide out your enemy as well, which has “WTF?” written all over it.  Cool effect.  5 out of 5.

Fred: It has been pointed out that Cable’s boost effect can target any character, so it can save you a lot of headache when you don’t have the initiative by taking out your opponent’s biggest or nastiest attacker that turn.  It isn’t a straightforward game winner, because you’ll still be down a defender, but it does have intriguing turnaround potential.  3 out of 5.

Card Name: Captain America, The Patriot – Secret Avenger
Type: Character
Affiliation: Avengers
Cost: 2
Atk/Def: 3/2
Abilities: Range
Rules Text:
Concealed
Reservist
When Captain America enters play, rally for a character card. If you’re successful, put a +1 / +1 counter on each character you control.
Rarity: Common
Card #: MUN-004

Lorenzo: Nifty effect, if you’re going for off-curve or short-curve Reservist, regardless of Affiliation (but sweet on Thunderbolts), as you’d want to be playing this Cap with a field of at least a few other characters already in play. No guarantee that you’ll be able to pull off the rally, but in a Reservist deck your odds are much higher. Lest we forget, the rally means an extra card draw, allowing you to sift through your Limited deck faster. 4 out of 5.

Neeka: This version reflects Cap’s status as a leader of heroes, and has a lot of potential in many devious off-curve builds. 3 out of 5.

Fred: Off-curve Reservist, possibly Thunderbolts or Teen Titans, would welcome the addition of this Cap to its ranks. A good effect that nets you a card draw, as well. 4 out of 5.

Card Name: Captain America, Champion License
Type: Character
Affiliation: Avengers/S.H.I.E.L.D.
Cost: 4
Atk/Def: 8/7
Abilities: Range
Rules Text:
Loyalty – Reveal
Leader: Remove an adjacent defender from this attack {>} Target non-stunned, non-defending character you control becomes a defender. Use only once per turn.
Whenever Captain America becomes stunned, adjacent characters have invulnerability this turn.
Flavor Text:“Champion License means I don’t take orders from you.”
Rarity: Rare
Card #: MUN-005

Lorenzo: Loyalty-reveal shouldn’t be too difficult with the proper build, and what a monster you get for your trouble! Above-average stats, access to the Cap Legend suite, and a pair of excellent effects that will either screw up your opponent’s attack or significantly reduce endurance loss. 4 out of 5, only because of that Loyalty-reveal and the temptation he creates of putting in those Cap Legend cards without having a potential target for them.

Neeka: Now that’s a legendary defender, and great fun with Coast City. Hard times for all your opponents on their attack. 5 out of 5.

Fred: Wow. The Cap Legend suite just seals the deal, really, but on his own Champion License Cap ensures that your opponent won’t get much out of his attack step. He’ll either attack Cap directly and trigger Invulnerability for the rest of your characters (if he can even stun Cap successfully in the first place), or attempt to attack some other character and have his attack redirected to a far less desirable target. 5 out of 5.

Card Name: Captain America, Living Legend
Type: Character
Affiliation: Avengers/Invaders
Cost: 6
Atk/Def: 13/13
Abilities: Range
Rules Text:
If another [Avengers] or Invaders character you control would become stunned, instead, you may exhaust Captain America.
Flavor Text:“Is this what we’ve been fighting for?”
Rarity: Rare
Card #: MUN-006

Lorenzo: The team stamp on his ability makes him a bit unwieldy in Limited, great though it may be, but he’s a 13/13 with no drawbacks or loyalty requirements, so for that plus an ability he’s a keeper. 4 out of 5.

Neeka: The Invaders affiliation hearkens back to the World War II era, which is appropriate for this version of Cap. Properly positioned, he saves you a stun, mostly for defending, but also for attacking in a pinch. And he’s 13/13 with an ability and no drawbacks, which is a first. 5 out of 5.

Fred: I like that he’s oversized with a useful ability, and practically forces your opponent to attack him first. Once that happens, however, he’s a blank box, and if he gets exhausted before the attacks start coming in, then you’re screwed. Haha, not really, he’s still Cap and you get to utilize the full might of the Cap Legend suite. Not as good for me as the 4-drop, though. 4 out of 5.


Card Name: Captain America, Sentinel of Liberty
Type: Character
Affiliation: Avengers
Cost: 8
Atk/Def: 19/19
Abilities: Range
Rules Text:
While Captain America is visible in your front row, other characters you control can’t be stunned.
Flavor Text:“I know what freedom is. I know what it feels like to fight for it, and I know what it costs to have it.”
Rarity: Rare
Card #: MUN-007

Lorenzo: He’s a great 8-drop for either initiative, since your other characters can’t be stunned while attacking or defending. Problem is, he’s an 8-drop, so you’ll most likely be dead before he even sees play. 2 out of 5.

Neeka: Stall to Captain America 8? Oh yeah! I laugh in the face of all those stun effects! 5 out of 5, since it’ll be delightful fun for you when he comes down.

Fred: As far as 8-drops go, Cap is one of the more effective ones, especially if you have the initiative, and access to the all-important Cap Legend suite is always key. If you’re packing the other versions of Cap in your deck, chances are good that you’ll see 8 or beyond if that is your intention. 4 out of 5.

Card Name: Cloak, Secret Avenger
Type: Character
Affiliation: Avengers/Marvel Knights
Cost: 2
Atk/Def: 2/3
Abilities:
Rules Text:
Concealed-Optional
Reservist
Boost 1: When Cloak enters play, you may have the controller of target visible character move it to his hidden area.
Rarity: Uncommon
Card #: MUN-008

Lorenzo: Blank 2-drop without Boost, and unimpressive effect. Far better choices all around. 1 out of 5.

Neeka: Cloak-y effect, yes, but why’d it have to be a Boost? As he is, he’s not very interesting. 1 out of 5.

Fred: In an off-curve build, this is fine for pushing a huge roadblock out of the way. Just make sure you can deal with the possible equally huge breakthrough. 2 out of 5.

Card Name: Dagger, Secret Avenger
Type: Character
Affiliation: Avengers/Marvel Knights
Cost: 1
Atk/Def: 2/1
Abilities: Range
Rules Text:
Reservist
Whenever you rally Dagger into your hand, target player loses 3 endurance.
Rarity: Common
Card #: MUN-009

Lorenzo: 1-drops are generally not included in Limited builds except for some serious utility potential, and sadly, Dagger doesn’t have what it takes. It’ll be great if you pull off the burn rally effect, but not so much that you’d want to rally her instead of a character who’d actually be useful on the field. 2 out of 5, since she’s still a decent 1-drop at 2/1 with Range.

Neeka: Meh. 1 out of 5.

Fred: I doubt if anyone would really want to build a deck based off of rallying Dagger for an extra 3 points of burn when the rally could be drawing you more useful characters. There’s probably some wild direct endurance loss combo here that I’m not seeing, but until then, she’s a 2 out of 5 for me.

Card Name: Dr. Strange, Secret Avenger
Type: Character
Affiliation: Avengers/Marvel Knights
Cost: 2
Atk/Def: 2/3
Abilities: Flight, Range
Rules Text:
Concealed
Reservist
When Dr. Strange enters play, rally for a card type of your choice. Each time you’re successful, repeat this process with a card type you haven’t chosen yet. (The card types are character, equipment, location, and plot twist.)
Rarity: Rare
Card #: MUN-010

Lorenzo: Potential for drawing up to 4 cards being what it is, that would more probably be due to luck than anything else. As a 2-drop, you’d hardly be set up to be able to manipulate the top card of your deck, and there are simply some builds that don’t utilize either locations or equipment. In the average Limited deck he could net you about 2 cards if you’ve gambled correctly. Not as impressive as the previews made him out to be, at least in the Limited environment. 1 out of 5.

Neeka: Dr. Strange would be enormous fun with something like Night Vision or Superhero Registration Act to see the top card of your deck at all times, and an assortment of effects that could allow you to rearrange your deck. It’ll be difficult to pull off the 4-card maximum, but it’ll be a lot of fun trying. 3 out of 5.

Fred: He may draw you a few cards, sure, but you can’t be reasonably assured of that outcome unless you use him in conjunction with some deck manipulation or peeking effect. Since he’s too much of a wildcard on his own and a pithy 2/3 after he enters play, I would say no, except for the fact that he is a low-drop Dr. Strange and the Illuminati greatly benefit from his presence. 2 out of 5 for the Illuminati factor.

Card Name: Echo ~ Ronin, Secret Avenger
Type: Character
Affiliation: Avengers/Crime Lords
Cost: 2
Atk/Def: 2/3
Abilities: Range
Rules Text:
Concealed
Reservist
If you would rally Echo into your hand, instead, you may put her into play if you don’t control a character named Echo.
Flavor Text:When Echo infiltrated the Japanese underworld, what she found lead the Avengers to war.
Rarity: Common
Card #: MUN-011

Lorenzo: Look, a character along the lines of Amelia Voght! In a set stuffed with rally, Echo is two free resource points of Reservist goodness, and since she’s Concealed, will be much easier to exploit to your advantage. She’ll be a bit tougher to bring out for free in Limited, but you will never regret when she does. 3 out of 5.

Neeka: A stealthy character that leaps into the fray without costing you anything is always fun, and makes me want to build a whole deck around the rally concept. Fun how she’s dual affiliated with Crime Lords, though she doesn’t seem as useful to the villains. 4 out of 5.

Fred: Not as reliable as Voght for a no-cost character, Echo is still a welcome benefit when you reveal her as your rally card. 3 out of 5 for a solid game effect that enhances the rally theme.

Card Name: Falcon, Secret Avenger
Type: Character
Affiliation: Avengers/S.H.I.E.L.D.
Cost: 3
Atk/Def: 4/5
Abilities: Flight
Rules Text:
Reservist
When Falcon enters play, rally for a character card. If it’s named Captain America, put two +1 / +1 counters on Falcon.
Flavor Text:“He was the best of us. And he was my best friend.”
Rarity: Common
Card #: MUN-012

Lorenzo: A 4/5 flyer with rally is about average as far as 3-drops go. If you’ve managed to include Cap in your deck, he does have the potential to be much bigger, but the chances are still low in Limited. 2 out of 5.

Neeka: For his effect, Falcon can be considered one of the cards in the Cap Legend suite, and chances are good, particularly with Avengers Reassembled, that he’ll come into play consistently as a 6/7 flying 3-drop. Flavor and a strong power combine for a card that’ll see lots of play in my Cap deck. 4 out of 5.

Fred: Though he doesn’t do much for the Avengers Reservist build, in a Cap Legend deck he becomes a much more viable option. Conveniently placed at the 3-drop so he doesn’t interfere with any of Cap’s drops in this set, with a little deck stuffing and top card manipulation, he will be a 6/7 flyer more often than not. Solid 3 out of 5, requiring that the deck be built with him in mind.

Card Name: Hawkeye ~ Ronin, Secret Avenger
Type: Character
Affiliation: Avengers
Cost: 2
Atk/Def: 3/2
Abilities: Range
Rules Text:
Concealed
Reservist
When Hawkeye enters play, rally for a character card. If you’re successful, you may KO target character with cost 1 or less.
Flavor Text:Clint needs to be someone else, if only for a little while.
Rarity: Uncommon
Card #: MUN-013

Lorenzo: Decent stats and a slick direct KO power make him a solid option for 2-drop in a Reservist build. 3 out of 5 because of the lack of targets in Limited for his ability and lower chances of it triggering.

Neeka: True to his projectile-slinging self, Hawkeye comes with an ability that is both flavorful and powerful in a rally deck. 4 out of 5.

Fred: Perhaps not your primary 2, Hawkeye is still good for taking out pesky 1-drops, not to mention those irritating 0-cost Speedsters that threaten to ruin your day. 3 out of 5, for his usefulness in particular situations.

Whew. Let’s see how far we can go with this before my brain gives out.