Across the Universe: A MUN Set Review, Part 8

Card Name: M.O.D.O.K., Mobile Organism Designed Only for Killing – A.I.M.
Type: Character
Affiliation: Crime Lords
Cost: 6
Atk/Def: 11/14
Abilities: Flight, Range
Rules Text:
Concealed-Optional
Discard three cards {>} KO target stunned character in the same kind of area (hidden or visible) as M.O.D.O.K.
Flavor Text:“Today, I destroyed my ex-girlfriend! Tomorrow…the world!”
Rarity: Common
Card #: MUN-151

Lorenzo: Here’s a card I thought would never make it into VS. Anyway, this ridiculous creature is built for defense and for helping to thin out your opponent’s board — except the power is quite a pain to use without a significant draw engine functioning, and restricted to wherever you decide to place M.O.D.O.K. when he comes into play. Might be worth it for one toss. 2 out of 5.

Fred: With a large enough hand and some shuttling between the hidden and visible areas, M.O.D.O.K. could wipe out your opponent’s board, and he doesn’t need to exhaust to do it, either. Tough to use, perhaps, but almost guaranteed to clear your opponent’s field every turn from the time he comes into play. 3 out of 5.

Card Name: Mandarin, Tem Borjigan
Type: Character
Affiliation: Crime Lords
Cost: 3
Atk/Def: 3/6
Abilities: Flight, Range
Rules Text:
At the start of the combat phase, rally for an equipment card.
Discard ten cards {>} Stun target character.
Rarity: Rare
Card #: MUN-152

Lorenzo: Ten cards? In Limited. Pass. 1 out of 5.

Fred: Curiously, the Mandarin seems to work best in a deck devoted to his nemesis, Iron Man, who’ll be happy to recover Mandarin every turn in exchange for Tem doing some fetch duty for all those upgrades. During a critical turn, stun your opponent’s biggest threat, then attack for the win. Sigh, if only Pathetic Attempt wasn’t so readily available. Ten cards is a big deal. 2 out of 5.

Card Name: Master Man, Max Lohmer – Raid
Type: Character
Affiliation: Crime Lords
Cost: 4
Atk/Def: 7/6
Abilities: Flight
Rules Text:
Substitute
Whenever Master Man defends, put two +1 / +1 counters on him.
Flavor Text:“You shall call us ‘The Master Race.'”
Rarity: Uncommon
Card #: MUN-153

Lorenzo: Below average stats, but excellent for even initiatives, and moreso if you can keep him from getting stunned since those counters are added every time he defends. Substitute, too, so you only need to drop him when he’ll be most effective. 4 out of 5.

Fred: Master Man gets huge in a hurry, and the Substitute ensures he’ll be in play when you need him most. Use recovery effects to draw more than one trigger of his ability. 4 out of 5.

Card Name: MODOC Squad, Army – A.I.M.
Type: Character
Affiliation: Crime Lords
Cost: 3
Atk/Def: 5/4
Abilities: Range
Rules Text:
MODOC Squad has reinforcement while protecting a character.
A character protected by MODOC Squad can’t be attacked.
Flavor Text:Military Operatives Designed Only for Combat.
Rarity: Common
Card #: MUN-154

Lorenzo: An excellent 3-drop for the Crime Lords, and even in general, since it is effectively reinforced all the time as long as you have a character to protect. The ability isn’t team-stamped either. 4 out of 5.

Fred: What Lorenzo said. Use with recovery effects for serious defensive strength. 4 out of 5.

Card Name: Red Skull, Aleksander Lukin – RAID
Type: Character
Affiliation: Crime Lords
Cost: 3
Atk/Def: 5/5
Abilities: Range
Rules Text:
Leader: Whenever an adjacent character defends, each opponent loses 2 endurance, and you gain 2 endurance.
Rarity: Common
Card #: MUN-155

Lorenzo: Who’s this poor excuse for the Red Skull? Stats are fine, though, and the Leader ability is vanilla but solid. 3 out of 5.

Fred: He doesn’t have any real weaknesses, and allows you access to the Red Skull Legend suite. Not bad. My biggest concern, though, is you’ll be replacing him with the mighty Red Skull 5-drop two turns later. 3 out of 5.

Card Name: Red Skull, Johann Shmidt – HYDRA
Type: Character
Affiliation: Crime Lords
Cost: 5
Atk/Def: 9/9
Abilities: Range
Rules Text:
Leader: Whenever an adjacent character becomes stunned during the combat phase, target opponent loses endurance equal to its cost.
Whenever Red Skull becomes stunned, adjacent characters get +3 DEF while defending this turn.
Flavor Text:“This is only the beginning of my enemy’s suffering.”
Rarity: Common
Card #: MUN-156

Lorenzo: In the spirit of Captain America 4’s headache-inducing defensive capabilities, Red Skull 5 makes life difficult for your opponent whether he goes after RS first or saves him for last. 5 out of 5.

Fred: Two wonderful abilities plus the Red Skull Legend suite make for an awesome Crime Lord. 5 out of 5.

Card Name: Red Skull, Master of Creation
Type: Character
Affiliation: Crime Lords
Cost: 7
Atk/Def: 14/17
Abilities: Range
Rules Text:
Leader: At the start of the recovery phase, target opponent loses endurance equal to the combined cost of all adjacent characters.
Flavor Text:“My mind fills with the secrets of the cosmos! Galactic mysteries, atomic enigmas…they unravel within me with crystal clarity!”
Rarity: Common
Card #: MUN-157

Lorenzo: Dig these defense-oriented stats of the Crime Lords. Red Skull 7 can really put the hurting on your opponent, if he manages to survive into the recovery phase. The 17 DEF should go some way into ensuring that happens. 3 out of 5.

Fred: As Lorenzo said, but with recovery effects the chances of a big burn are much higher. I don’t like the idea of replacing the amazing 5-drop Red Skull so soon, though. 2 out of 5.

Card Name: Scientist Supreme, Monica Rappaccini – AIM
Type: Character
Affiliation: Crime Lords
Cost: 4
Atk/Def: 7/7
Abilities: Range
Rules Text:
Whenever another [Crime Lords] character you control defends, you may move it adjacent to Scientist Supreme. Leader: Adjacent characters have reinforcement.
Rarity: Uncommon
Card #: MUN-158

Lorenzo: As we all know, reinforcement is one of the dominant Crime Lords themes, so any character that can give it to all adjacent characters is valuable. More interesting is how her power functions since she’s in the hidden area. Opponents most probably won’t be able to attack her, so they’ll attack one of your visible characters, who can be shunted into the hidden area adjacent to Scientist Supreme and reinforced. 4 out of 5.

Fred: Her power is quite nifty, but she’s competing against Kingpin and Master Man, both of whom seem superior at the 4-drop slot. Nonetheless, she has excellent utility in saving you some endurance and hiding your important characters. 3 out of 5.

Card Name: Silver Samurai, Kenuichio Harada – HYDRA
Type: Character
Affiliation: Crime Lords
Cost: 3
Atk/Def: 6/3
Abilities:
Rules Text:
Substitute
Whenever Silver Samurai defends, you may exhaust target character in the same row as an attacker.
Rarity: Rare
Card #: MUN-159

Lorenzo: I’m not fond of the low DEF stats on Silver Samurai, considering his power is a defensive one. Careful attacking on the part of the opponent may nullify his ability. 2 out of 5.

Fred: Great if your opponent’s characters are all formed in a single row, or against off-curve. You can Substitute him in for full potency, to surprise an opponent who was not expecting him. 3 out of 5.

Card Name: Sin, Synthia Schmidi – Raid
Type: Character
Affiliation: Crime Lords
Cost: 2
Atk/Def: 3/2
Abilities: Range
Rules Text:
Concealed
Whenever Sin defends, move her to your hidden area.
{Activate}, Move Sin from your hidden area to your visible area {>} Target defender has reinforcement this attack.
Flavor Text:“What can I say? I just prefer wholesale destruction sometimes.”
Rarity: Common
Card #: MUN-160

Lorenzo: Sin is a handy reinforcement enabler, but in Limited, you may get only one use out of her. 2 out of 5.

Fred: With recovery effects and/or hidden/visible area juggling, Sin may well be one of the more efficient ways to reinforce your Crime Lords. That said, she doesn’t seem worth wasting all that tech when you can just ditch an AIM agent from your hand in a pinch. 2 out of 5.

Card Name: The Sleeper, Doomsday Device – Raid
Type: Character
Affiliation: Crime Lords
Cost: 8
Atk/Def: 20/15
Abilities: Range
Rules Text:
Reservist
[Crime Lords] characters you control can attack opponents directly and can’t attack characters.
Flavor Text:“Wake the Sleeper!”
Rarity: Rare
Card #: MUN-161

Lorenzo: Wow, that’s terrible DEF on an 8-drop. Unlikely also that you’ll get that far in Limited, and if you do, there are better options. 2 out of 5.

Fred: A monstrous finisher for the Crime Lords, with the Sleeper you can slam the opponent in the face for the combined ATK of all your characters, and enjoy his pain as he tries to get past your stalwart defenses. 3 out of 5.

Card Name: Viper, Madame Hydra – HYDRA
Type: Character
Affiliation: Crime Lords/Hellfire Club
Cost: 2
Atk/Def: 3/3
Abilities: Range
Rules Text:
Viper can attack hidden characters and can’t attack visible characters. Viper can attack an opponent directly while he controls no characters she can attack.
Rarity: Uncommon
Card #: MUN-162

Lorenzo: Whoa, Hellfire Club dual-affiliation! Good stats on this 2-drop, and a reliable method of reaching into the hidden area to pick off your opponent’s Concealed weenies. If your opponent has no hidden characters, of course, feel free to “burn” him for 3 endurance every turn. 4 out of 5.

Fred: The direct attack theme of the Crime Lords is looking sweeter with every card we’ve seen. While it’s annoying that Viper can’t muscle in on visible characters, at least she’ll be hitting your opponent for her full ATK value each turn. 4 out of 5.

Card Name: Cosmic Cube
Type: Equipment
Affiliation:
Cost: 0
Atk/Def: /
Abilities:
Rules Text:
Equip only to Red Skull. Exhaust equipped character, put Cosmic Cube on the bottom of its owner’s deck {>} Search your deck for a card and put it into your hand.
Rarity: Rare
Card #: MUN-163

Lorenzo: Red Skull Legend Suite. 1 out of 5.

Fred: If you’re playing the Red Skull, the ability to search for any card in your hand is a swell thing. The exhaust requirement is somewhat annoying, though. 3 out of 5.

Card Name: Death Warrant
Type: Equipment
Affiliation:
Cost: 0
Atk/Def: /
Abilities:
Rules Text:
Concealed-Optional
To recruit, exhaust a [Crime Lords] character you control.
Equip only to an opposing character.
Whenever equipped character becomes stunned, return Death Warrant to its owner’s hand and KO that character.
Flavor Text:“Today you die.”
Rarity: Rare
Card #: MUN-164

Lorenzo: A pre-emptive Finishing Move that’s reusable. Solid. 3 out of 5.

Fred: The exhaust requirement isn’t so bad, since the Crime Lords are generally better defending anyway. More importantly, you won’t have to wait until the character is stunned to mark him for death. 4 out of 5.

Card Name: Satan Claw
Type: Equipment
Affiliation:
Cost: 0
Atk/Def: /
Abilities:
Rules Text:
Equipped character gets +2 ATK. While equipped to Baron Strucker, he has “{Activate} {>} Stun Baron Strucker and target character with equal or lesser cost. Recover those characters at the start of the recovery phase this turn.”
Rarity: Uncommon
Card #: MUN-165

Lorenzo: It’s a permanent +2 ATK, which is fine in Limited. 3 out of 5.

Fred: The Claw’s true utility comes when you attach it to Baron Strucker, who can recover with his ability immediately even as he stuns an enemy across the board. If I’m reading this correctly, it also means even if he gets stunned again that turn, he’ll still recover at the start of the recovery phase. Powerful stuff for the Baron. 3 out of 5.

Card Name: Fortress Yashida
Type: Location
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
{Activate} {>} Target visible [Crime Lords] character you control gets +1 ATK this attack for each hidden character you control.
Rarity: Uncommon
Card #: MUN-166

Lorenzo: A couple of hidden characters early on could mean a reusable +2 or +3 ATK for either an attacker or defender you control, so long as it has the Crime Lords affiliation. Requires some forethought to set up, but resuable pumps are fairly valuable in Limited, so this may be worth the effort. 3 out of 5.

Fred: Cardinal Law didn’t see much action for the Hellfire Club, and this works on more or less the same principle. The fact that it’s reusable is a point in its favor, though. 2 out of 5.

Card Name: HYDRA Armageddon Carrier
Type: Location
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
Terraform
{Activate}, Discard X [Crime Lords] character cards {>} Stun target character with cost X that attacked this turn. Use only during the recovery phase.
Rarity: Rare
Card #: MUN-167

Lorenzo: The difficulty with using this location is the hefty discard cost, specifically requiring Crime Lords character cards. Its restriction, that it can only be used during the recovery phase, renders it less than useful as a direct stun trick for combat purposes. Guess it’s fine for picking off weenies, but otherwise it’s inferior to most other out-of-combat stun effects. 2 out of 5.

Fred: A decent card draw engine could help you get mileage out of the HYDRA carrier, but the fact of it only being usable during the recovery phase really lessens its strength. 2 out of 5.

Card Name: Underground Laboratory
Type: Location
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
Exhaust a [Crime Lords] defender you control with reinforcement {>} Draw a card.
Rarity: Rare
Card #: MUN-168

Lorenzo: This is a nifty card draw enabler for the Crime Lords, capable of netting you a card or two on the average during your off-initiatives, so you get the most out of your defenders. 3 out of 5.

Fred: I’m not sold on the Underground Laboratory because a character has to be defending with reinforcement to get you the card, which is not so hard with Crime Lords but limits the draw abuse potential. It’s still a solid card, just not the crazy card draw we would appreciate. 3 out of 5.

Card Name: Acts of Vengeance
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
If a Red Skull you control would become stunned this turn, instead, you may stun another character you control.
Flavor Text:“I can’t believe we didn’t think of this before!”
Rarity: Uncommon
Card #: MUN-169

Lorenzo: Red Skull Legend suite. 1 out of 5.

Fred: This works well in conjunction with any of the Red Skulls to keep their potent Leader abilities intact, as well as to screw with your opponent’s attacks, since chances are he won’t be expecting the stun redirection. Take note that this does not turn the new target into a defender, so no such abilities will trigger. 4 out of 5.

Card Name: Assault on Hellicarrier 13
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
Whenever a [Crime Lords] character you control attacks this turn, you may exhaust an opposing character.
Rarity: Uncommon
Card #: MUN-170

Lorenzo: If you manage the team-up or are playing solid Crime Lords, this is sweet for dealing with hidden attackers or stopping reinforcement with some careful attacks. 3 out of 5.

Fred: A good offensive card for the Crime Lords that can be used to prevent nasty counterattacks, ensuring that, in fine Crime Lords tradition, you only get attacked when you’re ready. 4 out of 5.

Card Name: Cold Storage
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
To play, remove a [Crime Lords] character you control from the game.
Ongoing: KO Cold Storage {>} Return that character to play exhausted.
Rarity: Rare
Card #: MUN-171

Lorenzo: With the loss of a resource as an effect cost, you’ll likely only KO Cold Storage the turn before your kill turn, if your field got decimated. 2 out of 5 since the resource loss is much more of a hindrance in Limited.

Fred: I would probably use this as a pseudo-recovery effect to maintain or trigger some impressive Leader ability, but why not just play a recovery effect instead? 1 out of 5.

Card Name: Cut Off One Head…
Type: Plot Twist
Affiliation:
Cost: 4
Atk/Def: /
Abilities:
Rules Text:
To play, KO an Army [Crime Lords] character you control. Return two other target Army character cards each with cost 2 or less from your KO’d pile to play.
Rarity: Rare
Card #: MUN-172

Lorenzo: Considering the low odds of grabbing enough army characters for an army deck in Limited, this card won’t be much use in that format. 1 out of 5.

Fred: Hurt by its high threshold cost, nonetheless, Cut Off One Head can net you 4 resource points worth of characters for as little as 1 resource point. Since the new army characters come into play without restrictions, a global pump, possibly off-team, can attack immediately or be exhausted for various effects. 3 out of 5.

Card Name: Double Agent!, Team-Up
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
Play only if [Crime Lords] and [SHIELD] are affiliations among characters you control.
Gain 4 endurance.
Ongoing: Crossover those affiliations.
Flavor Text:“Whose side are you really on?”
Rarity: Common
Card #: MUN-173

Lorenzo: A team-specific team-up, with a sweet little effect. 3 out of 5.

Fred: Not sure how the gaining of 4 endurance works with the strategy of either featured team, but 4 endurance is one of the better team-up effects. 3 out of 5.

Card Name: Enemies of the State
Type: Plot Twist
Affiliation:
Cost: 4
Atk/Def: /
Abilities:
Rules Text:
Target [Crime Lords] character gets +2 ATK this attack. If that character has at least one other affiliation, it also gets +2 DEF this attack.
Rarity: Common
Card #: MUN-174

Lorenzo: Though not that many Crime Lords in this set are dual-affiliated, you’ll likely be using team-ups more actively in Limited, increasing the full utility of this card. Worst case scenario it’s a +2 ATK pump in either direction. 4 out of 5.

Fred: It’s difficult to rate an otherwise decent combat pump high when it depends on a dual-affiliated character or an active team-up to function properly. 2 out of 5.

Card Name: Hail Hydra!, Team-Up
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
To play, reveal a [Crime Lords] or HYDRA character card from your hand.
Ongoing: Character cards you control and character cards you own gain the [Crime Lords] affiliation and the HYDRA version.
Rarity: Common
Card #: MUN-175

Lorenzo: A fine team-up that grants an affiliation and a version to all your characters, making team attacking and reinforcement far less difficult. 4 out of 5.

Fred: I don’t much care for the HYDRA version, but the granting of an affiliation to all characters you own and control is a sweet deal, particularly if you’ve got unaffiliated characters or a bunch of guest stars. Not as slick as SHRA but good if you’re running a heavy Crime Lords complement. 4 out of 5.

Card Name: New King in Town
Type: Plot Twist
Affiliation:
Cost: 4
Atk/Def: /
Abilities:
Rules Text:
Ongoing: Non-Army [Crime Lords] characters you control that share the highest cost among characters you control have reinforcement.
Rarity: Uncommon
Card #: MUN-176

Lorenzo: Reinforcement for your biggest character isn’t normally that useful, but key to the success of the Crime Lords, and if you’re playing off-curve somehow then this can affect more than one character.  Not bad.  3 out of 5.

Fred: Saving yourself a few points of breakthrough is fine, but you’re really in it for the “free” reinforcement that fuels a bunch of Crime Lords effects.  3 out of 5 for the team that needs it.

Advertisements

One Response to “Across the Universe: A MUN Set Review, Part 8”

  1. Tahnks for posting

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: