Across the Universe: A MUN Set Review, Part 3

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.

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