Across the Universe: A MUN Set Review, Part 6

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.

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