Across the Universe: A MUN Set Review, Part 9


Card Name: Ninjas! Ninjas! Ninjas!
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
Play only if a [Crime Lords] character attacked a player directly while under your control this turn. KO target stunned character.
Rarity: Rare
Card #: MUN-177

Lorenzo: This card could be utterly worthless or a key character removal effect depending on the characters you manage to obtain (and to a certain extent what your opponent plays). Attacking directly won’t happen too often if you don’t have those Crime Lords direct attackers, and even if you do you’ll have to stun a character instead of slipping in to inflict some sweet direct attack breakthrough. 2 out of 5.

Fred: With Viper or even Wolverine sniping your opponent every turn, Ninjas!x3 is an excellent KO card for the Crime Lords. If you don’t play the Viper/Wolvie/Crossbones build, though, this card is a dud. 2 out of 5.

Card Name: Radically Advanced
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
Play only if you control Red Skull. Whenever an opposing character becomes stunned this turn, gain endurance equal to its cost.
Rarity: Uncommon
Card #: MUN-178

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

Fred: Hrm. I’ve been thinking about this and the fact that all Red Skulls are common, so Lorenzo may want to jack this and that other Red Skull card up a notch. Anyway, this isn’t so desirable as Acts of Vengeance, but it could save you quite a bit of endurance. In multiples, the endurance gain could be very significant. 3 out of 5.

Card Name: Archangel, Champion
Type: Character
Affiliation: Warbound/X-Men
Cost: 3
Atk/Def: 5/4
Abilities: Flight
Rules Text:
Discard Archangel {>} Target Hulk gets +3 ATK while attacking and has flight this turn.
{Activate} {>} Return Archangel to his owner’s hand. Use only during the combat phase.
Rarity: Uncommon
Card #: MUN-179

Lorenzo: Flying Kick on wings, Archangel is a solid 3-drop that can return to hand if necessary to power a Hulk solo assault. 3 out of 5.

Fred: As Lorenzo said, with the added bonus of being an effect that is not easily negated and makes character recursion that much more devastating in Warbound. Why waste Soul World on a power-up when you can get an extra +3 ATK out of it? 4 out of 5.

Card Name: Brood, Brood Creature 2 of 6
Type: Character
Affiliation: Warbound
Cost: 4
Atk/Def: 7/7
Abilities: Flight
Rules Text:
Whenever Brood becomes stunned, you may remove her from the game. If you do, characters you control named Hulk have “Whenever Hulk stuns a character, KO that character.”
Rarity: Common
Card #: MUN-180

Lorenzo: Brood is average all around (though flight is nice, of course), but she’s got a wild removed-from-game effect that transforms any Hulk you control from that point forward into a Punisher, Guns Blazing. It’s difficult to gauge her and similar Warbound characters because they all focus on strengthening one character, but presuming that you get a decent number of the common Hulks, she’s a 4 out of 5.

Fred: In Constructed, Brood is one of the two Warbound that you need to hit to get full mileage out of your loner Hulks. KOing any character the Hulk stuns is a potent effect that ensures that you won’t get overwhelmed by an enemy board with constantly increasing character count. 5 out of 5.

Card Name: Caiera, The Oldstrong
Type: Character
Affiliation: Warbound
Cost: 6
Atk/Def: 13/12
Abilities:
Rules Text:
Whenever Caiera becomes stunned, you may remove her from the game. If you do, characters named Hulk have “Whenever Hulk stuns a character, ready Hulk. This power triggers only once per turn.”
Rarity: Uncommon
Card #: MUN-181

Lorenzo: Caiera has decent aggressive stats for a 6-drop, but little else going for her since you typically would much rather have the 6-drop Hulk around as a finisher. Readying to attack again is all well and good, so it’s a shame that the best Hulk for that job has the same cost. 2 out of 5.

Fred: Hulk 6 will normally clock in at 18/18, bigger even than the 7-drop Hulk, and Hercules 7 has a preferred readying effect. If you’re not afraid to underdrop, though, Caiera can be used to attack up the curve into the opposing 7-drop, remove herself from the game, and ready the oversized 6-drop Hulk to smash face into the opponent. Caiera may do just as well in a Marvel Defenders deck that seeks to abuse the readying Hulk 7 or a Marvel Knights deck that wants its Savage Hulk to hit twice. 4 out of 5.

Card Name: Elloe Kaifi, Slave of the Empire
Type: Character
Affiliation: Warbound
Cost: 1
Atk/Def: 2/1
Abilities:
Rules Text:
Whenever Eloe Kaffi becomes stunned, you may remove her from the game. If you do, characters you control named Hulk get +1/+1.
Rarity: Uncommon
Card #: MUN-182

Lorenzo: A very minor boost, and she’s a 1-drop. 1 out of 5.

Fred: Hulk’s curve is fairly tight as characters go, and the preferred 1-drop leaves no room for anyone else. 1 out of 5.

Card Name: Hiroim, The Shamed
Type: Character
Affiliation: Warbound
Cost: 3
Atk/Def: 4/5
Abilities:
Rules Text:
Whenever Hiroim becomes stunned, you may remove him from the game. If you do, characters you control named Hulk have invulnerability.
Rarity: Common
Card #: MUN-183

Lorenzo: Invulnerability to the Hulk is more of a nifty bonus than an essential piece of the Hulk puzzle. Archangel is the better option, though the stiff 3-drop Hulk cost may merit Hiroim’s consideration. 3 out of 5.

Fred: Hiroim’s Hulk bonus is nice to have, but there doesn’t seem to be a right time to play him. Brood is the preferred 4-drop, so the earliest benefit from Hiroim that you’ll get is with the 5-drop, which is a little late to be seeing Hulk engage the opposition. His stats are lousy for what is designed to be a combat-heavy archetype team. 2 out of 5.

Card Name: Hulk, Exile
Type: Character
Affiliation: Warbound
Cost: 3
Atk/Def: 7/6
Abilities:
Rules Text:
To recruit, discard a card named Hulk.
Flavor Text:“Stupid bugs. Just like the humans.”
Rarity: Common
Card #: MUN-184

Lorenzo: 3-drop Hulk has excellent stats, but a rather prohibitive recruit cost. Since you may not pull that many Hulks and/or see any recursion from your KO pile, this will most probably be a pass. 2 out of 5.

Fred: In Constructed, ditching a Hulk card is less of a hassle, and you get a 7/6 beatstick in return who helps you benefit early from all the Warbound game effects. 4 out of 5.

Card Name: Hulk, Green Scar
Type: Character
Affiliation: Warbound
Cost: 4
Atk/Def: 8/7
Abilities:
Rules Text:
Hulk enters play with a gamma counter.
Whenever Hulk becomes stunned, if you control no other characters, you may remove a gamma counter. If you do, stun all characters with cost 2 or less.
Flavor Text:“You’ll always be a monster to them.”
Rarity: Rare
Card #: MUN-185

Lorenzo: The “no other characters” condition is tough to fulfill in Limited, and the gamma counter one-shot Flame Trap is less useful in the curve-dominant Limited environment. Not to mention, he’s the only average-sized Hulk of the lot. 2 out of 5.

Fred: 4-drop Hulk is a situational one-of, and would be preferable to Brood only against off-curve or army swarm decks. It does allow you to stun a hefty character with the 5-drop, but the Guns Blazing effect is really too good in practice to pass up. 2 out of 5.

Card Name: Hulk, Gladiator
Type: Character
Affiliation: Warbound
Cost: 5
Atk/Def: 10/10
Abilities:
Rules Text:
Boost: KO a Hulk you control with cost X: When Hulk enters play, stun target character with cost X or less.
Flavor Text:“Embrace as brothers, or I’ll kill you myself.”
Rarity: Common
Card #: MUN-186

Lorenzo: Big for a 5-drop with no recruit drawbacks, the 5-drop is one of the linchpins of the Warbound strategy, equally horrific to deal with on either offense or defense. You may not be able to exploit his boost effect, but his size and the fact that he’s Hulk make him a contender. 4 out of 5.

Fred: Normally, you’ll be able to stun at least a 3-drop with Hulk’s boost, which is a strong effect from any 5-drop that is endowed with a similar direct stun ability. Add that to his size and the fact that he is Hulk, gaining benefits from all the Warbound that you’ve managed to remove from the game, and you’ve got a character who will most assuredly swing the game in your favor. 4 out of 5.

Card Name: Hulk, The Green King
Type: Character
Affiliation: Warbound
Cost: 6
Atk/Def: 13/13
Abilities:
Rules Text:
Boost: KO a Hulk you control with cost X: Hulk enters play with X +1/+1 counters.
Rarity: Common
Card #: MUN-187

Lorenzo: Since both Hulk 6 and Hulk 5 are common, it shouldn’t be too hard to see both of them in play, with the 5-drop being sacrificed to make the 6-drop bigger than most 7-drops. An 18/18 Hulk is a finisher, no doubt. 4 out of 5.

Fred: If he doesn’t win the game for you on the turn he comes out, he’ll seal the deal for you the turn after with some Hercules/Caiera action. He’ll always come in too large for an opponent to work around or defeat easily. 5 out of 5.

Card Name: Hulk, Sakaar’Son
Type: Character
Affiliation: Warbound
Cost: 7
Atk/Def: 17/17
Abilities:
Rules Text:
Whenever Hulk becomes stunned during the combat phase, if you control no other characters, you may KO target resource.
Flavor Text:“Never stop making them pay.”
Rarity: Common
Card #: MUN-188

Lorenzo: Well, he’s oversized, at least, but his ability relies on the “no other characters” condition to trigger, he essentially replaces the almighty 6-drop Hulk, and he doesn’t kick as much butt. 2 out of 5.

Fred: 7-drop Hulk is strong medicine against stall decks that seek to end the game in the later turns. With Hulk and self-stun cards like Imperial Dreadnaught and Righteous Anger, you could drag an opponent’s resource count to a point where he won’t be able to recover. More for the stall version than the aggressive version of the Warbound loner strategy. 3 out of 5.

Card Name: Hulk, Worldbreaker
Type: Character
Affiliation: Warbound
Cost: 8
Atk/Def: 20/20
Abilities:
Rules Text:
Whenever Hulk becomes stunned, if you control no other characters, KO all opposing characters.
Flavor Text:“What happens next is on your heads!”
Rarity: Rare
Card #: MUN-189

Lorenzo: 8-drops are not typically favored in Limited, and it’s not the easiest thing to clear the board for his arrival. 1 out of 5.

Fred: If you’re packing the 8-drop and planning to reach that drop point, you’re better off packing Caiera over Hercules for your turn 7 play, as there is no easy way of removing Hercules from the board short of getting him stunned and not recovering him. With that done, one Righteous Anger is all it takes to bash your opponent’s head in by removing all opposition before swinging in for 20. 4 out of 5 in the proper build that uses Worldbreaker as a finisher.

Card Name: Korg, Kronan Warrior
Type: Character
Affiliation: Warbound
Cost: 5
Atk/Def: 10/9
Abilities:
Rules Text:
Whenever Korg becomes stunned, you may remove him from the game. If you do, characters you control named Hulk have “Whenever Hulk becomes stunned, recover him. This power triggers only once per turn.”
Rarity: Uncommon
Card #: MUN-190

Lorenzo: Korg’s essentially a blank box, and he conflicts with the most essential of the Hulk drops, drop 5, who gets the ball rolling. The ability is nice but also somewhat redundant because Hulk will most likely be your recovering character anyway, without losses, and Righteous Anger recovers him as well. 2 out of 5.

Fred: If only we could give Hulk all those Warbound permanent effects! Since we have to be more selective, though, Korg’s ability is one of the less desirable ones, and I’d much rather bring out the 5-drop Hulk with Miek’s and Brood’s abilities active than add another power without benefiting from it until turn 6. 2 out of 5.

Card Name: Mastermind Excello, Amadeus Cho
Type: Character
Affiliation: Warbound
Cost: 1
Atk/Def: 1/2
Abilities:
Rules Text:
{Activate}, Discard a card named Hulk {>} Draw two cards.
{Activate} {>} Return Mastermind Excello to his owner’s hand. Use only during the combat phase.
Rarity: Rare
Card #: MUN-191

Lorenzo: 1-drops without swarm potential are not favored in Limited, and you typically will not have the Hulk cards in hand to take full advantage of Cho. 1 out of 5.

Fred: In Constructed, though, Cho’s a card-drawing monster who can remove himself from play in a pinch if Hulk feels the need to be alone. I’ve never regretted having him down, and would underdrop him if necessary for the card advantage he generates. Seriously, he’s that good. 5 out of 5.

Card Name: Miek, The Unhived
Type: Character
Affiliation: Warbound
Cost: 2
Atk/Def: 4/1
Abilities: Flight
Rules Text:
Whenever Miek becomes stunned, you may move him from the game. If you do, characters you control named Hulk have “While Hulk is attacking, defenders lose and can’t have reinforcement.”
Rarity: Common
Card #: MUN-192

Lorenzo: Nice aggressive stats and flight for a 2-drop, and the ability he grants Hulk is one of the two most important ones for the green giant to have. 4 out of 5.

Fred: One of the major problems of the loner strategy espoused by X-Statix and Hellboy is the matter of dealing breakthrough, since you typically only had one or two attacks, which could easily be reinforced against with the proper formation. Miek removes that concern by enacting a mass Blind Sided against all who would oppose the Hulk, ensuring that he can deal all the breakthrough endurance loss he needs to pound your opponent into the dirt. 5 out of 5.

Card Name: Rick Jones, Monster’s Best Friend
Type: Character
Affiliation: Warbound
Cost: 2
Atk/Def: 2/3
Abilities:
Rules Text:
{Activate} {>} Rally for a card with the word “Hulk” in its name or game text.
{Activate} {>} Return Rick Jones to his owner’s hand. Use only during the combat phase.
Flavor Text:“All this violence…it won’t solve a thing.”
Rarity: Common
Card #: MUN-193

Lorenzo: If you miss Miek, Rick’s not a bad alternative. His Rally helps sift through your deck and should hit more often than not if you’ve packed the Warbound in there, along with all of those plot twists and locations that reference Hulk. 3 out of 5.

Fred: In a typical Warbound deck, Rick will hit his Rally 3 out of 4 times on the average. I’ve had him down with Amadeus Cho and they’ve got me drawing 3 extra cards each turn. Miek’s still the 2-drop star, but Rick is no slouch. 4 out of 5.

Card Name: The Great Arena
Type: Location
Affiliation:
Cost: 4
Atk/Def: /
Abilities:
Rules Text:
{Activate}, Exhaust a Hulk you control with cost X {>} Exhaust target character with cost X or less. Each player loses X endurance. Use only during the build phase.
Rarity: Rare
Card #: MUN-194

Lorenzo: Hulk is already enough of a beast to deal with on-initiative, but UDE graciously provided him with something nasty to do off-initiative, as well. You should be able to use this to limit an opponent’s attacks or leave him unable to attack, while doing some direct endurance loss to him at the same time. 4 out of 5.

Fred: Depending on the Hulk curve that you employ, the Great Arena is a potent stall mechanism that, barring any Pathetic Attempts or similar cards, can pin your opponent down during those turns that you can’t wail on his poor characters. The burn effect is a nice bonus. 4 out of 5.

Card Name: Imperial Dreadnaught
Type: Location
Affiliation:
Cost: 1
Atk/Def: /
Abilities:
Rules Text:
Terraform
[Warbound] characters you control have flight.
{Activate}, Stun a [Warbound] character you control with cost X {>} Gain X endurance.
Rarity: Common
Card #: MUN-195

Lorenzo: The point of this location, aside from the flight, is to provide the Warbound with a painless stun effect so that they don’t have to engage in combat to trigger their Hulk bonuses, or in the case of Hulk, his solo stun Vengeance-like effects. It’s a fine enabler in theory, but not worth it in Limited. 2 out of 5.

Fred: A typical Warbound deck is already jammed full of so many more useful effects than that provided by the Dreadnaught, that it’s more of an afterthought than an essential inclusion. 1 out of 5.

Card Name: Sakaar
Type: Location
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
At the start of the recovery phase, you may stun a [Warbound] character you control. If you do, each opponent stuns a non-stunned character he controls with equal or lesser cost .
Flavor Text:This is the story of the Worldbreaker and how he unbreaks his world.
Rarity: Rare
Card #: MUN-196

Lorenzo: There’s enough self-stunning going around already without having to resort to Sakaar, and if you’re playing Warbound properly, you shouldn’t have to worry about stunning some character during the recovery phase. 1 out of 5.

Fred: I suppose you could use Sakaar after trouncing your opponents to snag some annoying hidden character, but its usage in the Warbound is relatively narrow and comes in a bit late in the turn to be really disruptive. 2 out of 5.

Card Name: Bloodsport
Type: Plot Twist
Affiliation:
Cost: 4
Atk/Def: /
Abilities:
Rules Text:
Play only if you control a defending Hulk.
Target opponent chooses a team attacker he controls, removes all other attackers from this attack, and readies those other attackers.
Rarity: Uncommon
Card #: MUN-197

Lorenzo: The overwhelming size of the Hulk will in most cases draw team attacks from your opponent, particularly since they won’t have any other characters to attack anyway. This card will make those team attacks just as fatal, forcing your opponent to toss a poor schlub into the path of the Hulk, and hopefully leaving him with no further attack options. Particularly nasty if used with defensive cards or Hulk 6. 4 out of 5.

Fred: Eventually, opponents will try to team attack Hulk to get past his size and those Hulk Reds you’ve been packing. This card will make them regret that decision. Not a 4-of, but nice to have for tech purposes, and fun against off-curve. 3 out of 5.

Card Name: The End of the World
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
To play, stun X [Warbound] characters you control. Put X +1/+1 counters on target Hulk.
Rarity: Rare
Card #: MUN-198

Lorenzo: Yet another self-stun effect that makes a big Hulk even bigger, but not by much, and with all the Hulk replacement going on up the curve, not an effect you’ll get a lot out of during the course of a game. 2 out of 5.

Fred: Not a fan of most of the self-stun effects, and this one is no exception. The frequency with which the Hulks replace themselves makes this no better than a pump for the turn in most cases. 1 out of 5.

Card Name: Fight or Die!
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
Target [Warbound] attacker gets +3 ATK this attack.
Boost: Discard a card named Hulk: That attacker gets an additional +3 ATK this attack.
Rarity: Uncommon
Card #: MUN-199

Lorenzo: Well, it’s a combat pump for +3 ATK, which I would snag in Limited any day. The bonus +3 is nice if you’ve got an extra Hulk for the discard. 4 out of 5.

Fred: Hey, it’s a +6 ATK pump for the cost of a discard, essentially. A little iffy because you may find yourself running out of Hulks to discard, but in a Hulk-heavy deck, worth at least a couple of copies. 3 out of 5.

Card Name: Hulk Red
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
Target [Warbound] defender you control gets +2 DEF this attack, or +4 DEF if you control no other characters.
Rarity: Uncommon
Card #: MUN-200

Lorenzo: Mediocre in Limited because it’s harder to get to that one character status, but it’s a DEF pump nonetheless so it passes muster. 3 out of 5.

Fred: Dead Weight was a key defensive card for X-Statix even if the character couldn’t attack afterwards, and Hulk Red is a far superior version for the Hulk loner to smash back after successfully defending against an attack. 5 out of 5.

Card Name: Hulk Smash!
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
Target attacking Hulk gets +8 ATK this attack.
Flavor Text:Not even evil medical school could have prepared him for this.
Rarity: Rare
Card #: MUN-201

Lorenzo: You’re drafting or assembling Warbound if you pull this unbelievable combat pump. +8 ATK is too huge to ignore. 5 out of 5.

Fred: +8 ATK, no drawbacks other than you can only play it on Hulk. If you’re Warbound, what drawback? 5 out of 5.

Card Name: Righteous Anger
Type: Plot Twist
Affiliation:
Cost: 4
Atk/Def: /
Abilities:
Rules Text:
Stun target Hulk you control. If you do, recover and ready him.
That Hulk can’t be the target of effects this turn.
Rarity: Rare
Card #: MUN-202

Lorenzo: If you can avoid getting stunned on the attack, Righteous Anger allows Hulk to attack once more. If necessary, it can also be used as a sort of Pathetic Attempt to effectively negate a nasty incoming effect. 4 out of 5.

Fred: It’s Fate Has Spoken and an uber-Pathetic Attempt rolled into one nifty effect, a fine blade as opposed to the Hulk Smash blunt instrument. Not to be used haphazardly, but a winner if played at the right time. 4 out of 5.

Card Name: The Strongest One There Is
Type: Plot Twist
Affiliation:
Cost: 4
Atk/Def: /
Abilities:
Rules Text:
To play, stun a defending Hulk you control with cost X or more.
KO target attacker with cost X.
Flavor Text:“Puny humans, you’re just making me stronger.”
Rarity: Uncommon
Card #: MUN-203

Lorenzo: There are people who are on the fence about this card, which I consider to be the best of the self-stun effects. The KO of an attacker is a devastating blow to the opponent, particularly since it bypasses all those “can’t be stunned while attacking” effects. Sure, your Hulk gets stunned, but wouldn’t he have gotten stunned anyway if the attack went through? Also, you don’t need a ready Hulk to use it, so Hulk can Great Arena another hapless opposing character before proving that he’s The Strongest One There Is. 4 out of 5.

Fred: What Lorenzo said. With Pathetic Attempt floating around this is a bit of a gamble, but when it hits, your opponent will be out a character. 4 out of 5.

Card Name: Warbound to the End
Type: Plot Twist
Affiliation:
Cost: 3
Atk/Def: /
Abilities:
Rules Text:
To play, discard a character card. Search your deck for a card named Hulk. If you control Hulk, you may search for any [Warbound] character card instead. Reveal that card and put it into your hand.
Rarity: Rare
Card #: MUN-204

Lorenzo: It’s a search card with a simple cost for the most important Warbound character and/or his cohorts.  5 out of 5, definitely.

Fred: The poor Warbound player’s Mobilize, except that it still costs quite a bundle on the secondary market.  If you’re packing Mobilize this is a fine additional search card for the team.  4 out of 5.

Card Name: World War Hulk, Team-Up
Type: Plot Twist
Affiliation:
Cost: 2
Atk/Def: /
Abilities:
Rules Text:
Play only if you control Hulk or a [Warbound] character.
To play, choose an affiliation other than [Warbound].
Ongoing: Crossover [Warbound] and that affiliation.
Rarity:
Card #: MUN-205

Lorenzo: Easy to use team-up if you’re playing Warbound already.  Practically a Midnight Sons.  4 out of 5.

Fred: Better than a Midnight Sons, in certain cases, since it can be played with any Hulk, regardless of affiliation, to give it the Warbound affiliation.  Not seeing the team-up possibilities with Warbound at the moment since the team seems to have all it needs to be a threat, but this is the card for that eventuality.  3 out of 5.

Advertisements

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: