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This card gives you five chances to swap your Mimic's abilities around, taking whatever utility you have access to. Though, sadly, he only keeps this power for the turn. I really enjoy when cards do something that breaks the rules of the game. Like the Royal Flush Gang before it, this card isn't limited to just four copies. Thematically speaking, that's a very good way to represent Mimic. Traditionally he doesn't have powers of his own, but instead is given abilities that let him take other powers from around the field.
After Calvin came another 6-drop. This one a bit of an upgrade in terms of ability. While the stats can often be less than stellar, he has flight and range without relying on any other characters to gain it. And for two endurance he gains any character's payment powers. This is any power with an arrow in it, which includes all activated effects and quite a few others! Plus he can gain this ability at any time, all be it just once per turn.
Quicksilver isn't broken, he sucks. He does what he was intended to do, he readies and he attacks again. UDE R&D said the intention with him was a character to take out weenies. You hit a one and a two and come out safe. Well, the fact is he's a weenie. And weenies typically have to fight upcurve. They made a simple miscalculation and we've paid for it. He works as intended, the intention just turned out to be a bad one.




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Mystique Legend: I'm thinking Bizarro World, Legend stealing effects. Maybe even something like a payment power on an ongoing plot twist to treat your Mystique as if she had a name of your choice. I also imagine she'll do some concealed play as I can't see the Marauders NOT being a concealed heavy team. Mystique is a sneaky little assassin/spy/terrorist and not being able to attack her while she's visible would be a good way to represent her being undercover and make for a very tempting option if you have to pick between always getting attack backs or something juicy while she's hidden. Activate to KO a stunned character? Mystique lock? I like it!



It was fun and all, but I realized something today during a test draw. Do you know what Cut Off One Head... _does_? What it does is gives you 2 resource points. Don't believe me? Read it again! You KO a Crime Lords army character and put two 2-drop or less Army characters into play. When you put Cape-Killers into play they rally for an army character and if they're successful you gain a resource point!