Well, if you didn't figure it out. Here's the official haps... Flashback81 put out the call and I answered it. Technically before that thread went up. But since then, the call has been answered, the names are picked, the teams are decided upon and soon designing will begin. I'll give you one little teaser of what's to come.
-Mike
Continue reading...
Tuesday, October 28, 2008
Monday, October 27, 2008
X-Force Week.
Man, I'm not quite sure about these guys yet. X-Factor, Exiles, they hit me immediately. These guys... I don't know. It seems cool. I love Domino and X-23. Techno-Organic Virus is sweet as hell. Everything else I just don't think gels together the way Exiles and X-Factor did. Take a look for yourself.
http://www.vsrealms.com/forum/showthread.php?t=62644
So they have a cool theme, I think. I guess I just don't see enough of it here. The idea of lots of plot twists is pretty cool. I really like Lust For Power, and had a strong build of Elektra.dec with 3-drop Dr. Doom and Lust to load up on for the turn pumps.
Domino is very interesting, situational, but very interesting. She can shut down defensive pumps very easily. She kills upswings for the cost of playing plot twists. She can't stop search, out of combat tricks, any of that, but controlling combat is more than enough to warrant consideration.
X-23 is immediately powerful though. Punisher 4-drop is a character that, with work, cleared boards. X-23 is even easier to enable. Instead of multiple equipments, you only need an attack pump. Considering the theme of this team, that will be VERY easy. If X-23 doesn't kill a LOT of 4 drops I will be absolutely shocked. Oh and I know it doesn't have to be an attack pump, just saying that makes the stuns come easier.
Cable and Shift could be an important part of this team, but at this point it seems more like something to play with Exiles. We'll see where this all goes. I hope they're good. I'd like to play with Domino, Cable and Deadpool.
Deadpool's not on X-Force?
Yeah. I know. Just saying that's what I'd want to play. Hehe.
So, I've been a bit busy with a little project (and WoW... I know... Sorry!) and that's kept my VS system thoughts occupied. I don't know what I can say about it yet so... Nothing from me! You'll be able to find out soon for sure. Hey, search for stuff on VSRealms.com and maybe you can figure it out yourself.
-Mike Continue reading...
http://www.vsrealms.com/forum/showthread.php?t=62644
So they have a cool theme, I think. I guess I just don't see enough of it here. The idea of lots of plot twists is pretty cool. I really like Lust For Power, and had a strong build of Elektra.dec with 3-drop Dr. Doom and Lust to load up on for the turn pumps.
Domino is very interesting, situational, but very interesting. She can shut down defensive pumps very easily. She kills upswings for the cost of playing plot twists. She can't stop search, out of combat tricks, any of that, but controlling combat is more than enough to warrant consideration.
X-23 is immediately powerful though. Punisher 4-drop is a character that, with work, cleared boards. X-23 is even easier to enable. Instead of multiple equipments, you only need an attack pump. Considering the theme of this team, that will be VERY easy. If X-23 doesn't kill a LOT of 4 drops I will be absolutely shocked. Oh and I know it doesn't have to be an attack pump, just saying that makes the stuns come easier.
Cable and Shift could be an important part of this team, but at this point it seems more like something to play with Exiles. We'll see where this all goes. I hope they're good. I'd like to play with Domino, Cable and Deadpool.
Deadpool's not on X-Force?
Yeah. I know. Just saying that's what I'd want to play. Hehe.
So, I've been a bit busy with a little project (and WoW... I know... Sorry!) and that's kept my VS system thoughts occupied. I don't know what I can say about it yet so... Nothing from me! You'll be able to find out soon for sure. Hey, search for stuff on VSRealms.com and maybe you can figure it out yourself.
-Mike Continue reading...
Labels:
Cable,
Domino,
Marvel Evolution,
MEV,
Plot Twists,
X-Force
Saturday, October 18, 2008
Exiles Week Comes to An End.
So I'm sure you've read all the previews now,... What!? No!?
Go read here... It's not long but it has links to all the previews from this week and... Well okay, that's about it.
So, you surely realize by now that Panoptichron is broken. Shadowcat <> Cat: Earth-Unknown is Dr. Light, Proteus: Earth-58163 is Dr. Minerva and Warp Shards is... Well, what ISN'T it?
Yes, I love the Exiles and I love how crazy good they are. The best part is that Weapon X is another Shift team because the Weapon X is NOT the Weapon X I thought it was. Yes, it has Deadpool so there's cross over I assume, but it definitely contains the Weapon X of the Exiles comics. Which means one thing...
HYPERION! Big, nasty, evil, vile, world destroying Hyperion.
/shivers
I hope he's alternative win where you remove 20 Shift counters from him on turn 8 and you win. Maybe 30. Or 40. Gotta be fair after all. ;)
-Mike Continue reading...
Go read here... It's not long but it has links to all the previews from this week and... Well okay, that's about it.
So, you surely realize by now that Panoptichron is broken. Shadowcat <> Cat: Earth-Unknown is Dr. Light, Proteus: Earth-58163 is Dr. Minerva and Warp Shards is... Well, what ISN'T it?
Yes, I love the Exiles and I love how crazy good they are. The best part is that Weapon X is another Shift team because the Weapon X is NOT the Weapon X I thought it was. Yes, it has Deadpool so there's cross over I assume, but it definitely contains the Weapon X of the Exiles comics. Which means one thing...
HYPERION! Big, nasty, evil, vile, world destroying Hyperion.
/shivers
I hope he's alternative win where you remove 20 Shift counters from him on turn 8 and you win. Maybe 30. Or 40. Gotta be fair after all. ;)
-Mike Continue reading...
Tuesday, October 14, 2008
Marvel Evolution Preview: Five In One! That's right... FIVE in ONE!
It sounds like a cheesy infomercial pitch.
"The amazing, stupendous, fabulous, fantastic, Five In One solution for all your problems! Need to draw a card? Five In One. Need to change who you're attacking with? Five In One! Need to remove powers and keywords from a character? Five In One! Need to recover an extra character this turn? Five In One! Need to negate an effect from a non-ongoing Plot Twist during the combat phase? Five! In! One! And if you call now, we'll give you not one... Not two... Not THREE! Not even FOUR copies of this amazing card... But FIVE copies of Five In One!"
So, one thing that really excited me about this set immediately after Deadpool, was the Exiles. I'm a huge fan of that book. Well. I don't know about Claremont's stuff. He kinda scared me off of it. But before then? Absolutely brilliant. And my favorite character was definitely Mimic. The heroic leader figure, part Cyclops, part Wolverine, part Colossus, part Beast and for a while part Angel. He's like Rogue only he can keep his abilities. However, he can only keep five at a time. So Mimic Legend was easily one of my top five picks when Ben Seck asked what I'd be interested in previewing.
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.
This has allows Mimic to play an important role in versions of the powerful X-Stall. His first version, Calvin Rankin gained flight if there was a flyer around, gained range if someone with range was in play and was granted one character's activated effects at the start of the combat phase each turn. Puppet Master was quite pleased with this. As was The World's Most Powerful Telepath version of Professor X. The ability was quite a bit like an early way of breaking uniqueness. Instead of playing multiples of the same character, you could just make multiple characters do the same thing. This as I said, proved to be a very strong strategy. It's also been the basis of many a jankfully jubilant deck.
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.
I haven't seen Mimic, Exile breaking any decks or burning up the tournaments, but his utility is dangerous. If your opponent is trying to burn you with activated effects you can still take those and fight fire with fire, but if he's doing something else like playing Raven, Daughter of Trigon (I'm just saying...) you can gain her "Pay 1 endurance -> Characters and locations target player controls can't ready this turn. Use only during the recovery phase." power and prevent him from readying too.
How about stealing Dark Beast's ability to solve that stat problem, "Discard a card -> Put a +1/+1 counter on Dark Beast. Use only once per turn." Remember any instance of a character's own name in their effect technically means, "[this card]" so when you steal the power the name is changed to Mimic.
Well, you could only do that once per turn. Not anymore. With Five In One, you could do it six times in one turn. Kind of crazy. The thing is since Mimic is a Legend in this set, you know he's getting multiple drops. I've seen a four and a six- Oops. Well, I don't think that's saying too much. Hehe. You'll see them soon enough anyway.
Besides the obvious use of copying your own effects, after all if one use is good, two are better, I think the ability to steal your opponent's thunder can have an unexpected effect. Much like the potential bluff of letting your opponent choose what resource to replace with the new Super Skrull, you can perhaps hinder an opponent from playing characters with powerful payment effects.
Many decks have their main drop and backups in the early game and a suite of Silver Bullets at five and up. Payment powers are one of the most prevalent in the game. While it might not hurt to let your opponent copy Barbara Gorden, Hacker Elite's effect, "Free -> Draw a card. Use only once per turn." It might be another story to give them access to something like... "Pay 2 endurance -> Target player moves his characters until none are adjacent to each other. Use only while Radioactive Man is in combat." or "[Activate] -> Rally for a plot twist card. If you're successful, ready Mr. Fantastic. Use only once per turn." or "[Activate], Remove The Sentry from the game -> Remove target character from the game. At the start of the recovery phase this turn, return The Sentry to play." or "Stun Wolverine -> Stun all opposing attackers and defenders. Use only if Wolverine is in combat and only if you recruited another Wolverine this game." or "Discard a card -> Whenever Luke Cage stuns another character this turn, draw two cards. Use only once per turn and only during the build phase." or... Well... You get the idea.
If you want a better idea what kind of options you have with Five In One go to DocX's search engine and type "->" into the Card Text line and select characters from the card type drop box. There are a LOT of cards there. And if Mimic having their effect may do more harm to your opponent, then your opponent could do to you or even equal harm... Then they might not even play their optimum drop, instead hoping to beat you with their backup plan.
In a Mimic legend deck, I expect the best use will be to double up on your own effects though. Pick a pack of characters with very useful effects and then turn Mimic into the second copy without the hassle of playing Clash of Worlds. Mimic isn't so much his own man, but instead he's every man. Whatever you want him to be, he can. Ahmed the second. Another Quicksilver. Random, Marshall Evan Stone III plays well with Human Torch's various abilities, throw Mimic in and you can copy the enabler OR the payoff.
At first pass Mimic seems like a less exciting legend than others. He doesn't do something new and shocking. He doesn't exhaust everyone or replace himself with smaller copies of himself. He doesn't recover and attack again, he doesn't become invulnerable or unstunnable or anything like that. He just becomes... Whatever you want him too.
-Mike Continue reading...
"The amazing, stupendous, fabulous, fantastic, Five In One solution for all your problems! Need to draw a card? Five In One. Need to change who you're attacking with? Five In One! Need to remove powers and keywords from a character? Five In One! Need to recover an extra character this turn? Five In One! Need to negate an effect from a non-ongoing Plot Twist during the combat phase? Five! In! One! And if you call now, we'll give you not one... Not two... Not THREE! Not even FOUR copies of this amazing card... But FIVE copies of Five In One!"
So, one thing that really excited me about this set immediately after Deadpool, was the Exiles. I'm a huge fan of that book. Well. I don't know about Claremont's stuff. He kinda scared me off of it. But before then? Absolutely brilliant. And my favorite character was definitely Mimic. The heroic leader figure, part Cyclops, part Wolverine, part Colossus, part Beast and for a while part Angel. He's like Rogue only he can keep his abilities. However, he can only keep five at a time. So Mimic Legend was easily one of my top five picks when Ben Seck asked what I'd be interested in previewing.
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.
This has allows Mimic to play an important role in versions of the powerful X-Stall. His first version, Calvin Rankin gained flight if there was a flyer around, gained range if someone with range was in play and was granted one character's activated effects at the start of the combat phase each turn. Puppet Master was quite pleased with this. As was The World's Most Powerful Telepath version of Professor X. The ability was quite a bit like an early way of breaking uniqueness. Instead of playing multiples of the same character, you could just make multiple characters do the same thing. This as I said, proved to be a very strong strategy. It's also been the basis of many a jankfully jubilant deck.
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.
I haven't seen Mimic, Exile breaking any decks or burning up the tournaments, but his utility is dangerous. If your opponent is trying to burn you with activated effects you can still take those and fight fire with fire, but if he's doing something else like playing Raven, Daughter of Trigon (I'm just saying...) you can gain her "Pay 1 endurance -> Characters and locations target player controls can't ready this turn. Use only during the recovery phase." power and prevent him from readying too.
How about stealing Dark Beast's ability to solve that stat problem, "Discard a card -> Put a +1/+1 counter on Dark Beast. Use only once per turn." Remember any instance of a character's own name in their effect technically means, "[this card]" so when you steal the power the name is changed to Mimic.
Well, you could only do that once per turn. Not anymore. With Five In One, you could do it six times in one turn. Kind of crazy. The thing is since Mimic is a Legend in this set, you know he's getting multiple drops. I've seen a four and a six- Oops. Well, I don't think that's saying too much. Hehe. You'll see them soon enough anyway.
Besides the obvious use of copying your own effects, after all if one use is good, two are better, I think the ability to steal your opponent's thunder can have an unexpected effect. Much like the potential bluff of letting your opponent choose what resource to replace with the new Super Skrull, you can perhaps hinder an opponent from playing characters with powerful payment effects.
Many decks have their main drop and backups in the early game and a suite of Silver Bullets at five and up. Payment powers are one of the most prevalent in the game. While it might not hurt to let your opponent copy Barbara Gorden, Hacker Elite's effect, "Free -> Draw a card. Use only once per turn." It might be another story to give them access to something like... "Pay 2 endurance -> Target player moves his characters until none are adjacent to each other. Use only while Radioactive Man is in combat." or "[Activate] -> Rally for a plot twist card. If you're successful, ready Mr. Fantastic. Use only once per turn." or "[Activate], Remove The Sentry from the game -> Remove target character from the game. At the start of the recovery phase this turn, return The Sentry to play." or "Stun Wolverine -> Stun all opposing attackers and defenders. Use only if Wolverine is in combat and only if you recruited another Wolverine this game." or "Discard a card -> Whenever Luke Cage stuns another character this turn, draw two cards. Use only once per turn and only during the build phase." or... Well... You get the idea.
If you want a better idea what kind of options you have with Five In One go to DocX's search engine and type "->" into the Card Text line and select characters from the card type drop box. There are a LOT of cards there. And if Mimic having their effect may do more harm to your opponent, then your opponent could do to you or even equal harm... Then they might not even play their optimum drop, instead hoping to beat you with their backup plan.
In a Mimic legend deck, I expect the best use will be to double up on your own effects though. Pick a pack of characters with very useful effects and then turn Mimic into the second copy without the hassle of playing Clash of Worlds. Mimic isn't so much his own man, but instead he's every man. Whatever you want him to be, he can. Ahmed the second. Another Quicksilver. Random, Marshall Evan Stone III plays well with Human Torch's various abilities, throw Mimic in and you can copy the enabler OR the payoff.
At first pass Mimic seems like a less exciting legend than others. He doesn't do something new and shocking. He doesn't exhaust everyone or replace himself with smaller copies of himself. He doesn't recover and attack again, he doesn't become invulnerable or unstunnable or anything like that. He just becomes... Whatever you want him too.
-Mike Continue reading...
Labels:
Five In One,
Marvel Evolution,
MEV,
Mimic Legend,
preview
Monday, October 13, 2008
Survival of the Fittest: The Marvel Zombies Essential Collection Rises From The Dead
So, before my blog stalled out and went on semi-hiatus I had posted the first version of the Survivors team affiliation. They were not cool. Well, they were but in that bad, "Attack Power 1200! I play Exodia!" kinda way. They were too good in testing. And too convoluted too now that I think about it. Sadly I didn't want to change them that much because I like convoluted sometimes. It's easy to over think things. That's kind of why I did stop posting. I kept wracking my brain on how to fix them and just couldn't figure it out.
Well, now with Marvel Evolution introducing Energize I've been inspired to take up the creative part of my VS fandom again. No, the Survivors aren't going to be an Energize team, after all the problem with the FIRST draft was that they were broken! Not gonna do that again!
I kid, UDE! I kid! Energize isn't broken. Yet. ;)
Instead, the discussion of Armed Escort made me think of attack redirection. So inspired by that I sat down and started first looking at the old list and seeing if anything could be kept as it was. There was one or two that I thought still fit my new vision and they were imported to a new file first. Next I made changes to the cards that could be merely edited. Then I wrote new abilities for all the cards that needed to totally change. In a matter of an hour I had a first draft for a whole new team!
Before I start showing cards here though, I'm going to try play testing them with real people this time. I don't have MWS and it's a little out of my budget so if anyone wants to volunteer putting a MZE set together for me let know. If not I'll make a patch for OCTGN myself. Anyone who would want to play test a few games can reply here as well.
-Mike Continue reading...
Well, now with Marvel Evolution introducing Energize I've been inspired to take up the creative part of my VS fandom again. No, the Survivors aren't going to be an Energize team, after all the problem with the FIRST draft was that they were broken! Not gonna do that again!
I kid, UDE! I kid! Energize isn't broken. Yet. ;)
Instead, the discussion of Armed Escort made me think of attack redirection. So inspired by that I sat down and started first looking at the old list and seeing if anything could be kept as it was. There was one or two that I thought still fit my new vision and they were imported to a new file first. Next I made changes to the cards that could be merely edited. Then I wrote new abilities for all the cards that needed to totally change. In a matter of an hour I had a first draft for a whole new team!
Before I start showing cards here though, I'm going to try play testing them with real people this time. I don't have MWS and it's a little out of my budget so if anyone wants to volunteer putting a MZE set together for me let know. If not I'll make a patch for OCTGN myself. Anyone who would want to play test a few games can reply here as well.
-Mike Continue reading...
Labels:
Essential Collection,
Fan Cards,
Marvel Zombies
Thursday, October 9, 2008
I got the email with my preview today.
Man, is it exciting to be a blogger right now!
I can't say a word about what was IN the email, but I got it and when you see what I have seen, you will be excited. Very, very excited. I have so much to write about and yet I can't. Such torture! Hehe.
-Mike Continue reading...
I can't say a word about what was IN the email, but I got it and when you see what I have seen, you will be excited. Very, very excited. I have so much to write about and yet I can't. Such torture! Hehe.
-Mike Continue reading...
Labels:
Marvel Evolution,
MEV,
Previews,
TBS,
Torture
Wednesday, October 8, 2008
Played Some VS Tonight! Yay! I missed this game....
After a little Magic and some Netrunner, Netrunner is very fun by the way, but then I got down to the real stuff. The best game in existence, Versus System.
First we played casual golden age, I brought out the classic Curve Sentinels. Dead Betrayals and all. I should switch them out to Micro Sentinels, knowing my most common opponent plays a lot of swarm decks and rarely, if ever, off team characters. In any case it was fun playing a bunch of pumps on Bastion, Cover Firing and then swinging across with a 16/16. Powergirl tried to take him down, but just couldn't manage.
He had missed a couple early drops, but I flipped Total Anarchy, swung back on his Kate Spencer <> Manhunter for a one sided stun KO'ing her. Finishing Move on Powergirl and then the Hounds munched on Thunderbolt to complete the board wipe. I miss that. So fun!
Then we played some Little Deck. I played my very crappy Kree-Mate deck, that seems to draw well for some reason and he played Teen Titans. Duela Dent, Donna Troy, that was a tough two turns, I had Dr. Minerva on 2 and then Brother I Sattellite for Ahmed. I couldn't touch him until turn 4. I ended up at like 28 or so thanks to T-Jet, Tamaran and Mega-Blast.
Turn four I press out to Commander Dylon Cir with Minerva and Kona Lor. Snagging Ronan off Minerva for next turn. Combat was pretty basic and I caught up a little, by reinforcing mostly and then opting to attack with Ahmed instead of grabbing Penal Colony. Probably shoulda got it, I had to grab it next turn anyway. Penal'd Minerva, Slaughter Swamp on Minerva and had to play Clumsy Foulup to press out Ronan. lol A Knightmare Scenario kept his cosmic in tact and probably won me the game.
Dylon Cir and Kona Lor I would find out had a lot to do with it too. They nuked Tamaran and rowed three characters that could have been the difference makers in closing me out before I was able to force massive damage through on turn 6. I finished at 9 and couldn't believe I had actually won after being so low by turn three.
Ahh, I love this game.
-Mike Continue reading...
First we played casual golden age, I brought out the classic Curve Sentinels. Dead Betrayals and all. I should switch them out to Micro Sentinels, knowing my most common opponent plays a lot of swarm decks and rarely, if ever, off team characters. In any case it was fun playing a bunch of pumps on Bastion, Cover Firing and then swinging across with a 16/16. Powergirl tried to take him down, but just couldn't manage.
He had missed a couple early drops, but I flipped Total Anarchy, swung back on his Kate Spencer <> Manhunter for a one sided stun KO'ing her. Finishing Move on Powergirl and then the Hounds munched on Thunderbolt to complete the board wipe. I miss that. So fun!
Then we played some Little Deck. I played my very crappy Kree-Mate deck, that seems to draw well for some reason and he played Teen Titans. Duela Dent, Donna Troy, that was a tough two turns, I had Dr. Minerva on 2 and then Brother I Sattellite for Ahmed. I couldn't touch him until turn 4. I ended up at like 28 or so thanks to T-Jet, Tamaran and Mega-Blast.
Turn four I press out to Commander Dylon Cir with Minerva and Kona Lor. Snagging Ronan off Minerva for next turn. Combat was pretty basic and I caught up a little, by reinforcing mostly and then opting to attack with Ahmed instead of grabbing Penal Colony. Probably shoulda got it, I had to grab it next turn anyway. Penal'd Minerva, Slaughter Swamp on Minerva and had to play Clumsy Foulup to press out Ronan. lol A Knightmare Scenario kept his cosmic in tact and probably won me the game.
Dylon Cir and Kona Lor I would find out had a lot to do with it too. They nuked Tamaran and rowed three characters that could have been the difference makers in closing me out before I was able to force massive damage through on turn 6. I finished at 9 and couldn't believe I had actually won after being so low by turn three.
Ahh, I love this game.
-Mike Continue reading...
Labels:
Casual,
Little Deck,
Slice of Life
Sunday, October 5, 2008
Energize Breaks Armed Escort
Read the thread here...
So you obviously now know my thoughts on the situation.
Or you can read on and hear them here. Hey, it's my blog, I can damn well repeat myself as much as I want.
Energize with Armed Escort is an infinite combo that readies a character with Energize as much as you want. The Energizer also becomes a defender an infinite number of times.
Under that scenario, this guy over to my right means infinite burn. Or you know, an opponent who never attacks again. Reign of Terror. Meltdown. Play Time. (You go look that last one up.) They all destroy it. So, no, it's probably not consistent in that manner. It's potentially very resilient. Especially if you can put a Fate Set on Red Skull and Pier 4 a Hellboy-Cloak onto the Energizer Bunny.
That alone doesn't mean it shouldn't be fixed.
Maybe you forget some important VS history. Things like Frankie Raye were allowed to roam the meta free and loose before they were banned while others like Valeria were banned before they made any impact at all. Maybe Valeria was beatable. Maybe she wasn't even that good. Poor Detective Chimp, he was so fun, yet broken all the same.
Some would argue that because there isn't a major metagame to break that nothing should be done. That because Golden Age and large money tournaments are passe, that fixing things is out of style too. After all, why fix something that will potentially never see play?
Because it's the right thing to do. If there's a combo on turn three that breaks the game, even if it only goes off one game in a thousand, it should be fixed because it's broken and broken things should be fixed.
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.
The original wording for the three drop Secret Six Parademon was...
"Reveal Parademon -> Whenever a Secret Six character you control with cost 4 or greater becomes stunned this turn, you may put Parademon into your front row if you don't control a character named Parademon. Use only if Parademon is in your hand."
This had a broken interaction with the Morlock 6-drop Callisto who bounced a character adjacent to her to put a +1/+1 counter on target character. You could reveal Parademon an infinite number of times, evade a four drop Morlock who was teamed up and then put him down, pick him up, put him down, pick him up, until your entire board was infinitely larger than they started out.
It made it's grand VS entrance at Pro Circuit: San Francisco. It went off five times and didn't even make day 2. But R&D fixed it, because it was broken. They didn't need to fix it, they could have let it go, see if a better version might break the metagame or if with warning it wouldn't even go off once. They didn't. Because it didn't do what it was supposed to do. They don't like cards doing things that are not intended.
So, while Parademon now says, "Remove Parademon From The Game" I can assure you that Armed Escort will soon read, "Use this ability only once per turn."
-Mike
Continue reading...
So you obviously now know my thoughts on the situation.
Or you can read on and hear them here. Hey, it's my blog, I can damn well repeat myself as much as I want.
Energize with Armed Escort is an infinite combo that readies a character with Energize as much as you want. The Energizer also becomes a defender an infinite number of times.
Under that scenario, this guy over to my right means infinite burn. Or you know, an opponent who never attacks again. Reign of Terror. Meltdown. Play Time. (You go look that last one up.) They all destroy it. So, no, it's probably not consistent in that manner. It's potentially very resilient. Especially if you can put a Fate Set on Red Skull and Pier 4 a Hellboy-Cloak onto the Energizer Bunny.
That alone doesn't mean it shouldn't be fixed.
Maybe you forget some important VS history. Things like Frankie Raye were allowed to roam the meta free and loose before they were banned while others like Valeria were banned before they made any impact at all. Maybe Valeria was beatable. Maybe she wasn't even that good. Poor Detective Chimp, he was so fun, yet broken all the same.
Some would argue that because there isn't a major metagame to break that nothing should be done. That because Golden Age and large money tournaments are passe, that fixing things is out of style too. After all, why fix something that will potentially never see play?
Because it's the right thing to do. If there's a combo on turn three that breaks the game, even if it only goes off one game in a thousand, it should be fixed because it's broken and broken things should be fixed.
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.
The original wording for the three drop Secret Six Parademon was...
"Reveal Parademon -> Whenever a Secret Six character you control with cost 4 or greater becomes stunned this turn, you may put Parademon into your front row if you don't control a character named Parademon. Use only if Parademon is in your hand."
This had a broken interaction with the Morlock 6-drop Callisto who bounced a character adjacent to her to put a +1/+1 counter on target character. You could reveal Parademon an infinite number of times, evade a four drop Morlock who was teamed up and then put him down, pick him up, put him down, pick him up, until your entire board was infinitely larger than they started out.
It made it's grand VS entrance at Pro Circuit: San Francisco. It went off five times and didn't even make day 2. But R&D fixed it, because it was broken. They didn't need to fix it, they could have let it go, see if a better version might break the metagame or if with warning it wouldn't even go off once. They didn't. Because it didn't do what it was supposed to do. They don't like cards doing things that are not intended.
So, while Parademon now says, "Remove Parademon From The Game" I can assure you that Armed Escort will soon read, "Use this ability only once per turn."
-Mike
Continue reading...
Friday, October 3, 2008
Marvel Evolution - Previews BEGIN! My Thoughts
So early this afternoon a card image was released to the VS System facebook page. If you're not a friend of VS System, go become one now! This image features the ever popular Nightcrawler with what I'm told to believe is a member of the Power Pack. Now I know the Power Pack by reputation and ill repute at that, but whatever, the important thing is Nightcrawler. Well... Take a look...
In Ze Munich Circus... Zey Call Me The Nightcrawler!
I love this card. Nightcrawler legend? Yes please! Better yet, we have no idea just yet what it does. Why is this good? Well, personally, I love the rampant and wild speculation.
There's so many things that it could be. Attack protected and hidden characters, reinforcement, character movement, unstunnable attackers. Maybe even defense resetting? Or just remove attackers? He is a sneaky devil and as a legend plot twist it's likely to be powerful. As a rare, it's even more potentially powerful and complex.
Personally, I just am happy to see the fuzzy blue guy getting some legend content.
Mere hours later however, things hit the page that really started the ball rolling. Four cards, two sets of two cards that fit into two of the themes listed the other day. Cyclops and Multiple Man legends. These ones have text and... Yeah, WOW. The first is an 8-drop Cyclops. Cyke at 8! Who needs a 7-drop? Hehe. Okay, yeah, he still should have a 7-drop, but 8 is a sure sign of respectability. That's some rare air for Scott Summers. It also spoils Energize. Which is mind blowing, by the way.
So, Energize characters ready whenever they defend. That means when you attack them, they can use their activated abilities, which TBS has said most of them will have.
"The majority of Energize characters have an activated power, and this allows them to use it twice, or use it and attack (if your opponent chooses to attack it) and a few other tricks that will become apparent once you see the whole set!"
Cyclops, if your opponent is stupid enough to attack him, starts the combat with a 16 point swing in your favor. Their 8 attacks, you exhaust it, you ready, you hit it again Professor X style and ding another 8 burn on there. You thought double stun endurance was nasty? This, this is nasty. 17/17 is a slight downturn in 8-drop stats, so if you don't want to trade you can just exhaust their 8-drop before the attack and still come out 8 points ahead.
TBS also confirms that Scott has a 3, 4 and 6 drop. So... Your three drops locks down two of their characters, your 4 drop Doom (who else? Spider-man? Okay, sure, Spider-Man too!) locks down a third and you could even have Puppet Master for all we know. Yes, yes please! Two cards for two characters, this card is borderline. Not over the edge, but hell yeah, it's close.
Get this, apprently it STUNNED two characters before! Oh my god, how did that get past even FIRST draft? Hopefully TBS meant you stunned your Cyke to stun two characters. If not... Jesus. The Captain, 3-drop Cyclops, lots of way to get this off. This will really shine with an ability to buy it back. Black Manta? Is there another way? I know someone mentioned John Walker <> U.S. Agent on the Realms, but this doesn't target.
If this is any indication of Cyclops's theme and potential, he may be the new leader of the Control game. Cyclops, Spider-Man, Dr. Doom... It's becoming a crowded fight and with tools like this, Scott Summer may just clear the board. Or at least turn it sideways.
Very interesting ability.
Jamie ensures you keep your investment on the field. 5 resource points is a lot in this game. So losing them is brutal. If you have another copy of Jamie Prime, you don't lose anything except 5 stun endurance. That's very nice by itself. What really gets my motor running is the idea of swarming with him after you get him stunned. 5 1-drops? Well, he has more than one. And the name or identity work around solves issues with previous Multiple Man's who put copies of himself into play very smoothly.
What it doesn't stop is throwing 5 weenies down and with the right Multiple Man, you can double those and turn 5 points into upwards of 10! Yes, this requires a LARGE hand size, but hey... Stu? Longshot works if you call Jamie Madrox and Multiple Man now, huh? ;) Oh yes, yes he does. Sure it's golden, but Golden is for fun now!
So, you lost all those weenies too? Well, instead of just throwing them away, suck them up. Gain some life, draw some cards, be ready to flood the field again.
It's hard for me to say much about this card, it's just so self explanitory. I mean, what more is there to say? We all know drawing cards and gaining life is good.
At the cost of losing characters you likely lost all ready? Wonderful! It's like free card draw and life gain. If you do it on turns 3 or 4 before your five drop comes into play you may even be loading your hand with cards to replace those 5 points with 10 like we talked about above. You've got the KO'd pile full of replacements after all.
Well, that's all for tonight, more as we're granted the info. And don't forget to keep checking back for an exclusive world premiere preview here on RSVSB!
Hey, that doesn't sound half bad.
-Mike
Continue reading...
In Ze Munich Circus... Zey Call Me The Nightcrawler!
I love this card. Nightcrawler legend? Yes please! Better yet, we have no idea just yet what it does. Why is this good? Well, personally, I love the rampant and wild speculation.
There's so many things that it could be. Attack protected and hidden characters, reinforcement, character movement, unstunnable attackers. Maybe even defense resetting? Or just remove attackers? He is a sneaky devil and as a legend plot twist it's likely to be powerful. As a rare, it's even more potentially powerful and complex.
Personally, I just am happy to see the fuzzy blue guy getting some legend content.
Mere hours later however, things hit the page that really started the ball rolling. Four cards, two sets of two cards that fit into two of the themes listed the other day. Cyclops and Multiple Man legends. These ones have text and... Yeah, WOW. The first is an 8-drop Cyclops. Cyke at 8! Who needs a 7-drop? Hehe. Okay, yeah, he still should have a 7-drop, but 8 is a sure sign of respectability. That's some rare air for Scott Summers. It also spoils Energize. Which is mind blowing, by the way.
So, Energize characters ready whenever they defend. That means when you attack them, they can use their activated abilities, which TBS has said most of them will have.
"The majority of Energize characters have an activated power, and this allows them to use it twice, or use it and attack (if your opponent chooses to attack it) and a few other tricks that will become apparent once you see the whole set!"
Cyclops, if your opponent is stupid enough to attack him, starts the combat with a 16 point swing in your favor. Their 8 attacks, you exhaust it, you ready, you hit it again Professor X style and ding another 8 burn on there. You thought double stun endurance was nasty? This, this is nasty. 17/17 is a slight downturn in 8-drop stats, so if you don't want to trade you can just exhaust their 8-drop before the attack and still come out 8 points ahead.
TBS also confirms that Scott has a 3, 4 and 6 drop. So... Your three drops locks down two of their characters, your 4 drop Doom (who else? Spider-man? Okay, sure, Spider-Man too!) locks down a third and you could even have Puppet Master for all we know. Yes, yes please! Two cards for two characters, this card is borderline. Not over the edge, but hell yeah, it's close.
Get this, apprently it STUNNED two characters before! Oh my god, how did that get past even FIRST draft? Hopefully TBS meant you stunned your Cyke to stun two characters. If not... Jesus. The Captain, 3-drop Cyclops, lots of way to get this off. This will really shine with an ability to buy it back. Black Manta? Is there another way? I know someone mentioned John Walker <> U.S. Agent on the Realms, but this doesn't target.
If this is any indication of Cyclops's theme and potential, he may be the new leader of the Control game. Cyclops, Spider-Man, Dr. Doom... It's becoming a crowded fight and with tools like this, Scott Summer may just clear the board. Or at least turn it sideways.
Very interesting ability.
Jamie ensures you keep your investment on the field. 5 resource points is a lot in this game. So losing them is brutal. If you have another copy of Jamie Prime, you don't lose anything except 5 stun endurance. That's very nice by itself. What really gets my motor running is the idea of swarming with him after you get him stunned. 5 1-drops? Well, he has more than one. And the name or identity work around solves issues with previous Multiple Man's who put copies of himself into play very smoothly.
What it doesn't stop is throwing 5 weenies down and with the right Multiple Man, you can double those and turn 5 points into upwards of 10! Yes, this requires a LARGE hand size, but hey... Stu? Longshot works if you call Jamie Madrox and Multiple Man now, huh? ;) Oh yes, yes he does. Sure it's golden, but Golden is for fun now!
So, you lost all those weenies too? Well, instead of just throwing them away, suck them up. Gain some life, draw some cards, be ready to flood the field again.
It's hard for me to say much about this card, it's just so self explanitory. I mean, what more is there to say? We all know drawing cards and gaining life is good.
At the cost of losing characters you likely lost all ready? Wonderful! It's like free card draw and life gain. If you do it on turns 3 or 4 before your five drop comes into play you may even be loading your hand with cards to replace those 5 points with 10 like we talked about above. You've got the KO'd pile full of replacements after all.
Well, that's all for tonight, more as we're granted the info. And don't forget to keep checking back for an exclusive world premiere preview here on RSVSB!
Hey, that doesn't sound half bad.
-Mike
Continue reading...
Labels:
cyclops,
Marvel Evolution,
MEV,
multiple man,
nightcrawler,
Previews,
StuBarnes,
teasers
Got my Mxy!
Found Mr. Mxyzptlk: Troublesome Trickster real cheap on Ebay. Been wanting him for so long. 4x for under 6 dollars plus shipping. It got in today (yesterday, but I started typing this post 12 hours ago!)
Ahhh, the wonders of ebay. Sad to see such a mighty money rare go by the wayside, but I will take it where I can get it. Ahh, now to get out Poison Ivy: Deadly Rose, Deadshot: Floyd Lawton and some Fate Artifacts to relive Banana Hammock. Was my favorite modern age deck at the time, perhaps ever, and I never got to play it except proxied up for testing. :Sigh:
But it's never too late for VS. :)
Continue reading...
Ahhh, the wonders of ebay. Sad to see such a mighty money rare go by the wayside, but I will take it where I can get it. Ahh, now to get out Poison Ivy: Deadly Rose, Deadshot: Floyd Lawton and some Fate Artifacts to relive Banana Hammock. Was my favorite modern age deck at the time, perhaps ever, and I never got to play it except proxied up for testing. :Sigh:
But it's never too late for VS. :)
Continue reading...
Labels:
banana hammock,
Modern Age,
Mr. Mxyzptlk,
vs system
Wednesday, October 1, 2008
Marvel Evolution - Previews Officially Announced!
TBS, you remember him, right? Started a thread today on the Realms announcing the beginning of preview season. You can read it here.
Along with the start date and telling us that VS Bloggers would again get to preview cards, he also told us WHICH bloggers would get previews and even spoiled the themes they were be covering!
Now, this is cool enough on it's own. However, infinitely cooler is this... I'm on the list! We get a preview! Snazzy! For those of you who didn't follow the link here's a list of the themes TBS mentioned as preview material.
"X-Factor"
1. Cyclops Legend
2. Multiple Man Legend
3. Energize
"X-Force"
1. Cable Legend
2. Combat Plot Twists
"Marauders"
1. Gambit Legend
2. "Press the Advantage" Opposing Stunned
3. Mr. Sinster Legend
4. Mystique Legend
"Exiles"
1. Blink Legend
2. Mimic Legend
3. Shift
"Weapon X"
1. Deadpool
2. Shift
3. Hunter
"Runaways"
1. Secret Mechanic
"The Horseman of Apocalypse"
1. "The Coming of Apocalypse"
"Starjammers"
1. "Piracy"
"Generics"
1. Including- "M'Kraan Crystal" and "Kid Omega"
Now seriously. It's hard not to be uber-geeked getting a preview. It's impossible not to be full on geeked out of my head after reading that list! We're supposedly going to be doing some sort of blogger draft to see which theme we preview, so I have my fingers crossed to get my hands on Deadpool or Mimic for the Exiles. Blink or Shift is fine by me too, but Mimic has always been my favorite Exile and Deadpool is one of my favorite comic characters period.
To think I have Rob Liefield to thank for that. ::Shudder::
Anyway, beyond that all that we have right now is rampant speculation. Which, I should point out, is hella fun. So let's try some.
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!
And she can lock me up anytime... Rowr. She seems nice, not at all like a cat with a mouse. Not at all. Eeep.
We know there's a Cable and Deadpool named Plot Twist in the set, I'm hoping it's not JUST an X-Force/Weapon X team up. I'm hoping it's something real complicated. Something that teams up Cable and Deadpool, but also does something funky and off the wall. Like team up all teams that Cable and Deadpool that you control have and when something effects one it effects the other. Bodyslide one, bodyslide the other. Even if it has to be a payment power. Pay 3-5 Endurance -> Copy target effect targeting a Cable or Deadpool you control, choose a new target named Cable or Deadpool.
Considering Deadpool and Cable are both the first theme listed for their teams, I would hope they're considered worthy of such thought out and complex strategy.
The Hunter keyword for Weapon X, I feel probably is something we've seen before. "When this character enters play choose a character in play..." and then some effect that revolves around that character. Dominus, Despero, Hank Henshaw <> Cyborg, all had them. So did Wolverine, Sabretooth and Mavrick. Point being the later three were ON the Weapon X team. I think a team that keeps bouncing back to hand might be fun. Just as long as it's at LEAST as good as the X-Statix. The idea of Deadpool sucking breaks my heart more than a little bit.
I had to look up the M'Kraan Crystal, but it sounds very interesting. I hope we maybe get some of the Marvel Ultimate Alliance storyline here, since apparently it would mean Dr. Doom + Some Power Stolen From Odin, which to me = freaking awesome. I'm a fan of Doom and any chance to see him kicking more ass is to be savored. Also we know UDE doesn't shy away from letting Marvel video games influence their designs. Charging Star and the rest of the Captain America suite, anyone?
I noticed both Exiles and Weapon X will have a focus on the Shift ability or keyword, whatever that is. Considering the Exiles are dimension hoppers and my thoughts on Hunter... I have to think "shift" is a keyworded form of Bodyslide. Maybe you stun the character, remove them from the game and at the start of the next turn they come into play all shiny and new? Allowing you to pick new Hunter targets and representing very well the way the Exiles move from one altered reality to the next.
Kid Omega... Well, I have a very love/hate deal for Grant Morrison's X-Men run. Mostly I hate what follow ups did to the characters and the situations it set up. I'm very curious to see if maybe this will mean a good chunk of unaffiliated characters in Evolution, which would be cool. He is listed as a "Generic" theme, after all.
All will be known very soon though. Previews start this week!
-Mike Continue reading...
Along with the start date and telling us that VS Bloggers would again get to preview cards, he also told us WHICH bloggers would get previews and even spoiled the themes they were be covering!
Now, this is cool enough on it's own. However, infinitely cooler is this... I'm on the list! We get a preview! Snazzy! For those of you who didn't follow the link here's a list of the themes TBS mentioned as preview material.
"X-Factor"
1. Cyclops Legend
2. Multiple Man Legend
3. Energize
"X-Force"
1. Cable Legend
2. Combat Plot Twists
"Marauders"
1. Gambit Legend
2. "Press the Advantage" Opposing Stunned
3. Mr. Sinster Legend
4. Mystique Legend
"Exiles"
1. Blink Legend
2. Mimic Legend
3. Shift
"Weapon X"
1. Deadpool
2. Shift
3. Hunter
"Runaways"
1. Secret Mechanic
"The Horseman of Apocalypse"
1. "The Coming of Apocalypse"
"Starjammers"
1. "Piracy"
"Generics"
1. Including- "M'Kraan Crystal" and "Kid Omega"
Now seriously. It's hard not to be uber-geeked getting a preview. It's impossible not to be full on geeked out of my head after reading that list! We're supposedly going to be doing some sort of blogger draft to see which theme we preview, so I have my fingers crossed to get my hands on Deadpool or Mimic for the Exiles. Blink or Shift is fine by me too, but Mimic has always been my favorite Exile and Deadpool is one of my favorite comic characters period.
To think I have Rob Liefield to thank for that. ::Shudder::
Anyway, beyond that all that we have right now is rampant speculation. Which, I should point out, is hella fun. So let's try some.
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!
And she can lock me up anytime... Rowr. She seems nice, not at all like a cat with a mouse. Not at all. Eeep.
We know there's a Cable and Deadpool named Plot Twist in the set, I'm hoping it's not JUST an X-Force/Weapon X team up. I'm hoping it's something real complicated. Something that teams up Cable and Deadpool, but also does something funky and off the wall. Like team up all teams that Cable and Deadpool that you control have and when something effects one it effects the other. Bodyslide one, bodyslide the other. Even if it has to be a payment power. Pay 3-5 Endurance -> Copy target effect targeting a Cable or Deadpool you control, choose a new target named Cable or Deadpool.
Considering Deadpool and Cable are both the first theme listed for their teams, I would hope they're considered worthy of such thought out and complex strategy.
The Hunter keyword for Weapon X, I feel probably is something we've seen before. "When this character enters play choose a character in play..." and then some effect that revolves around that character. Dominus, Despero, Hank Henshaw <> Cyborg, all had them. So did Wolverine, Sabretooth and Mavrick. Point being the later three were ON the Weapon X team. I think a team that keeps bouncing back to hand might be fun. Just as long as it's at LEAST as good as the X-Statix. The idea of Deadpool sucking breaks my heart more than a little bit.
I had to look up the M'Kraan Crystal, but it sounds very interesting. I hope we maybe get some of the Marvel Ultimate Alliance storyline here, since apparently it would mean Dr. Doom + Some Power Stolen From Odin, which to me = freaking awesome. I'm a fan of Doom and any chance to see him kicking more ass is to be savored. Also we know UDE doesn't shy away from letting Marvel video games influence their designs. Charging Star and the rest of the Captain America suite, anyone?
I noticed both Exiles and Weapon X will have a focus on the Shift ability or keyword, whatever that is. Considering the Exiles are dimension hoppers and my thoughts on Hunter... I have to think "shift" is a keyworded form of Bodyslide. Maybe you stun the character, remove them from the game and at the start of the next turn they come into play all shiny and new? Allowing you to pick new Hunter targets and representing very well the way the Exiles move from one altered reality to the next.
Kid Omega... Well, I have a very love/hate deal for Grant Morrison's X-Men run. Mostly I hate what follow ups did to the characters and the situations it set up. I'm very curious to see if maybe this will mean a good chunk of unaffiliated characters in Evolution, which would be cool. He is listed as a "Generic" theme, after all.
All will be known very soon though. Previews start this week!
-Mike Continue reading...
Labels:
Cable,
Deadpool,
Marvel Evolution,
preview,
themes
Monday, September 29, 2008
Oh yeah! More Marvel Evolutions preview material!
Things are getting pretty exciting here. We've been shown an uncut sheet of proof cards. I.E. no text, just pictures to make sure they're on the right cards. You can see it at the VS Facebook.
http://www.facebook.com/photo.php?pid=1448970&id=12722434186
So who can you make out? I see Deadpool, Cyclops, Shatter Star, The Tallus (The Exiles dimension hopping device!), Beast, Morph looking like Marilyn Monroe, Tabitha Smith, another Cyclops I think, Psylocke, Siryn, Orphan and a plot twist with the Astonishing X-Men. The image where they're walking down the hall back in spandex. Love that image.
This is where my eyes start to bleed so I'll stop here. Needless to say... This is awesome. They also have a picture showing a black out sheet that shows where foil goes on the pictures, which is pretty interesting.
The final new picture is a "Sweet Ass" Ultimate playmat that will be in a future hobby league kit. Booyah! There you go doubters. Future plans confirmed. :) That is an awesome mat too.
-Mike Continue reading...
http://www.facebook.com/photo.php?pid=1448970&id=12722434186
So who can you make out? I see Deadpool, Cyclops, Shatter Star, The Tallus (The Exiles dimension hopping device!), Beast, Morph looking like Marilyn Monroe, Tabitha Smith, another Cyclops I think, Psylocke, Siryn, Orphan and a plot twist with the Astonishing X-Men. The image where they're walking down the hall back in spandex. Love that image.
This is where my eyes start to bleed so I'll stop here. Needless to say... This is awesome. They also have a picture showing a black out sheet that shows where foil goes on the pictures, which is pretty interesting.
The final new picture is a "Sweet Ass" Ultimate playmat that will be in a future hobby league kit. Booyah! There you go doubters. Future plans confirmed. :) That is an awesome mat too.
-Mike Continue reading...
Labels:
Behind The Scenes,
Future,
Marvel Evolution,
preview
Friday, September 26, 2008
Marvel Evolution... Just. Got. REAL!
So, THE Ben Seck, master of one of those cool Aussie accents and esteemed member of our beloved R&D Overlords has done the unbelievable... Posted a preview that was up for over an HOUR before someone posted it on VSRealms! Grats to our good friend Bloke of Lost Hemisphere demi-fame for scooping everybody... Hmmm... This doesn't happen to be one of those "foreigner conspiracies" does it? HMMMM? HMMM? Did you just find it, or did you get a TIP OFF!? HUH!? HUH!?
Erm... Anyway...
How sweet is that!?
So, Skrulls have a pretty good 5-drop, Paibok who gives a pump to all your Skrulls with a lot of team affiliations. Is this guy better? Hmmm, maybe. Different. I think that's better than an outright "replacement" drop. Having options is ALWAYS good.
So what does he really do?
Evasion. Evasion is great, for the mere cost of 5-endurance which you probably were taking anyway, and some extra breakthrough you get to keep an extra character going into a turn where you have initiative and can make the attacks that go YOUR way. So, your opponent gets an endurance advantage, but loses their ability to control your board. This can be very powerful. Decks like the Morlocks and Spider-Friends use evasion extraordinarily well. While the Skrulls haven't played with this ability in the past, that doesn't mean it can't work in your favor. Plus, with his other effects, he could be the catalyst for a fun team up.
Invulnerability. Invulnerability is great. If you don't need it, you don't discard, or get a different useful ability, but if you do you can save 5 endurance on an unexpected stun back. Opponent thinks they're going to eat your end because you left Super Skrull out to the side and they took out the guy next to him? Discard a card for invulnerability, play a reinforce effect like Poker Night and take NOTHING instead of "A LOT!" Turns fair trades into a sweet five endurance swing in your favor. Very nice.
Energize. It... Well... You can... I have no idea! Hopefully we find out real soon. If it has the utility of Evasion and Invulnerability, Super Skrull may indeed be a World Champion.
Wait... He does MORE!?
He also has an activate ability with three options. The first is a simple discard. UDE R&D has a good memory. Discards outside of the combat phase are bah-roken. So he can make your opponent drop a card from their hand. Discard is hard to pull off as a main strategy, in fact the only time it's worked, it was banned. So, discard is... Nice. It's nothing special, but options? They're good. Unless they're all bad... Sort of. But that's a whole other discussion!
Target player loses 3 endurance. So you discard for invulnerability, you activate to burn for 3 and a fair trade becomes an EIGHT endurance swing? Yes! Nice! It also gives you protection against exhaustion effects in a manner of speaking. They try to lock up your boy and he burns for three instead. It's not 9 attack, but it's better than twiddling your thumbs!
The final power is the best I think. Target player replaces a face-up resource. Now, obviously you can replace whatever you want. However, you can also play some mentalism on your opponent. Let him pick. Maybe you don't care about what he replaces. Maybe you're playing a lot of reservists and most of your stuff is face down or will potentially draw into your next turn's drop. Maybe you want to protect your face-ups and by letting him choose he'll over think it. Maybe you misdirect them and they think you WANT your resources replaced. Thus instead of replacing your resources they cycle their own stuff, forgoing their own replacement effects? May be. I like it. Plus, you can just replace whatever you want anyway.
Choices, this card is all about choices! And choices allow you to fill in a gap wherever you need it. How many decks have you seen over the years that are brutally dominate because they have options for every threat coming their way. Decks like New School, Crisis Doom, Teen Titans (even if their option for every threat was... Roy Harper!) and Deadshot.dec. I personally liked the name Banana Hammock, but I guess it was too risque for Metagame.com. Hehe. Options are the best thing in VS System. Overwhelming power can win games, stall can win games, but options can win games you were supposed to lose.
Options separate the best of players from the good players from the bad players. Making the right choice at the right time is the hardest skill to learn. Some people never do. So more choices, in my estimation, is always better. I like to think I'm a good player, I know I'm not one of the best, but cards like this are a quick way to find out.
-Mike Continue reading...
Erm... Anyway...
How sweet is that!?
So, Skrulls have a pretty good 5-drop, Paibok who gives a pump to all your Skrulls with a lot of team affiliations. Is this guy better? Hmmm, maybe. Different. I think that's better than an outright "replacement" drop. Having options is ALWAYS good.
So what does he really do?
Evasion. Evasion is great, for the mere cost of 5-endurance which you probably were taking anyway, and some extra breakthrough you get to keep an extra character going into a turn where you have initiative and can make the attacks that go YOUR way. So, your opponent gets an endurance advantage, but loses their ability to control your board. This can be very powerful. Decks like the Morlocks and Spider-Friends use evasion extraordinarily well. While the Skrulls haven't played with this ability in the past, that doesn't mean it can't work in your favor. Plus, with his other effects, he could be the catalyst for a fun team up.
Invulnerability. Invulnerability is great. If you don't need it, you don't discard, or get a different useful ability, but if you do you can save 5 endurance on an unexpected stun back. Opponent thinks they're going to eat your end because you left Super Skrull out to the side and they took out the guy next to him? Discard a card for invulnerability, play a reinforce effect like Poker Night and take NOTHING instead of "A LOT!" Turns fair trades into a sweet five endurance swing in your favor. Very nice.
Energize. It... Well... You can... I have no idea! Hopefully we find out real soon. If it has the utility of Evasion and Invulnerability, Super Skrull may indeed be a World Champion.
Wait... He does MORE!?
He also has an activate ability with three options. The first is a simple discard. UDE R&D has a good memory. Discards outside of the combat phase are bah-roken. So he can make your opponent drop a card from their hand. Discard is hard to pull off as a main strategy, in fact the only time it's worked, it was banned. So, discard is... Nice. It's nothing special, but options? They're good. Unless they're all bad... Sort of. But that's a whole other discussion!
Target player loses 3 endurance. So you discard for invulnerability, you activate to burn for 3 and a fair trade becomes an EIGHT endurance swing? Yes! Nice! It also gives you protection against exhaustion effects in a manner of speaking. They try to lock up your boy and he burns for three instead. It's not 9 attack, but it's better than twiddling your thumbs!
The final power is the best I think. Target player replaces a face-up resource. Now, obviously you can replace whatever you want. However, you can also play some mentalism on your opponent. Let him pick. Maybe you don't care about what he replaces. Maybe you're playing a lot of reservists and most of your stuff is face down or will potentially draw into your next turn's drop. Maybe you want to protect your face-ups and by letting him choose he'll over think it. Maybe you misdirect them and they think you WANT your resources replaced. Thus instead of replacing your resources they cycle their own stuff, forgoing their own replacement effects? May be. I like it. Plus, you can just replace whatever you want anyway.
Choices, this card is all about choices! And choices allow you to fill in a gap wherever you need it. How many decks have you seen over the years that are brutally dominate because they have options for every threat coming their way. Decks like New School, Crisis Doom, Teen Titans (even if their option for every threat was... Roy Harper!) and Deadshot.dec. I personally liked the name Banana Hammock, but I guess it was too risque for Metagame.com. Hehe. Options are the best thing in VS System. Overwhelming power can win games, stall can win games, but options can win games you were supposed to lose.
Options separate the best of players from the good players from the bad players. Making the right choice at the right time is the hardest skill to learn. Some people never do. So more choices, in my estimation, is always better. I like to think I'm a good player, I know I'm not one of the best, but cards like this are a quick way to find out.
-Mike Continue reading...
Labels:
Marvel Evolutions,
MEV,
preview,
Super Skrull
Tuesday, September 23, 2008
Little Deck Creations: Hidden (Little) Evil
All right, time for another of my ideas. I think I like this one quite a bit. Enough I may try and ebay the cards for it. Luckily with Little Deck even the most expensive card is only a one of so you never break the bank on them. Hehe.
Faces of Evil is a pivotal card in VS history. It rocked the world in Avengers sealed and had a starring role at PC Atlanta, where two of twenty players using the card made the top 8, though they didn't pass the second round. I'm sure somebody won a 10K with it too. I'm not looking that one up though, no matter how fun it is to read the old event coverage sometimes. (I seriously mean that!) I miss reading about big events more than going to big events I think.
Anyway, one variant that had some time in the sun and may have helped lead to the ban on Detective Chimp was Hidden Faces. The idea being that you could play a bunch of little guys in the concealed area and while you sacrificed swing through to the face, you always got to attack back. And because your board was replacable, or even dead at the end of the turn anyway (Hard Sound Construct) you could make great leaps in board position with the right attacks. Better yet, you could make great leaps in the endurance total.
I won't even mention the Kent Farm trick.
Anyway, I built my first copy of Hidden Faces for the Random Punks event way back when. It was long past Bobo T. Champanzee's time, but it still hit hard on a good draw. It was fun and I still play it casually. It still packs no rares and it still kicks a fair share of ass. So, when making that Revenge Squad Little Deck the other day I got the inspiration to put this together too.
After a little testing, I made some changes and it seemed to perk up quite a bit. Here's the list as it stands.
1 Drop
Anti-Green Lantern, Army
Black Bolt, Enemy Within
Dallas Riordan, Mayoral Aide
Green Goblin, Insanity Unleashed
Mr. Mxyzptlk, Troublesome Trickster
Surveillance Pawn, Army
Terry Sloane <> Mr. Terrific, Golden Age Gold Medalist
Yellowjacket, Rita DeMara
2 Drop
Beetle, Armorsmith
Bullseye, Lester
Captain America, The Patriot - Secret Avenger
Franklin Richards, Creator of Counter Earth
Joystick, Fun and Games
Melissa Gold <> Screaming Mimi, Mimi Schwartz
Warskrull, Infilltrator
3 Drop
Crystal, Elementelle
Shadow Thief, Carl Sands
Wolverine, Skrunucklehead
5 Drop
Paibok, The Power Skrull
Equipment
Image Inducer
Quantum Bands, Unique
Locations
Birthing Chamber
Hunte Castle
Soul World
The Hellfire Club
Plot Twists
Act of Defiance, Team-Up
Cannibal Tech
Faces of Evil, Team-Up
Tech Upgrade
Underground Movement, Team-Up
I started with the auto inclusions. Faces of Evil, Beetle, Yellowjacket, Dallas, Hunte Castle, Hellfire Club, Birthing Chamber. Then I added some personal favorites, Crystal, Surveillance Pawn, Terry Sloane, Shadow Thief, AGL, Captain America.
I thought I had a solid base here, but I was trying to think of more ways to turn up global pumps. This led me to think of Act of Defiance. Thinking about it, made me think of the typical Skrull deck with poor little kidnapped Franklin Richards doing all the dirty work. Hiding the evil Skrulls in the hidden area. Where Hunte Castle and The Hellfire Club could pump them even more!
Along with Act and Franklin I added Warskrull for his search effect and Wolverine: Skrunucklehead for his potential to swing for 12-13 or more. Paibok was added because with so little deck space, I imagine I wouldn't have more than my Global +1 pumps and so having a five drop that could provide another "global" pump would be a smart move.
To make sure I could share that pump with everyone though I had to think. What could I do? What granted everybody the same affiliation on my side. Well, Super Human Registration Act does. And it lets you recruit off your deck, which would be nice for off curve, but wait... Isn't there another team-up like that? Something that has something to do with the hidden area? Hehe. Oh yeah. Underground Movement, how I love thee! While SHRA hogs the spotlight, I think Underground is honestly an out and out better card.
In this deck it allows those great characters like Beetle and Melissa Gold and Joystick to jump into the hidden area and hang out in the castles and clubs the rest of the deck chills in. They're the kind of characters you'd play even if you couldn't hide them, which says a lot. Normally, in a full size deck, I'd play the one drop Joystick, but I added the two drop instead after another idea struck me.
When looking for small Skrulls I was reminded of Black Bolt: Enemy Within. What's better than a board full of hidden characters with global pumps? The same thing but with a fat, juicy 1 drop soaking damage in the visible area! With just the cards in the deck all ready, Black Bolt plus Quantum Bands had potential to be very large. Like a four drop on turn three or even just four.
With the addition of some of the dual affiliated Thunderbolts in Marvel Universe, the potential is even better. Joystick and Green Goblin add Sinister Syndicate while Bullseye provides his S.H.I.E.L.D. credentials. There's still other affiliations on the character list, I believe meaning with just my board he could (potentially!) be an 14/14. Wanting to ensure that if I hit Black Bolt I'd get him all affiliated up, I added an Image Inducer to the list giving me two equipments to bloat him up. Also added two search cards for the equipment. With Yellowjacket to search for Beetle, Beetle to search for Black Bolt and the two equipment searchers, it seems like he'll hit the board pretty consistently with a good bit of pumped up brawn.
Now, if I had all my affiliations out it might be a pretty bad situation for me, cause that'd take a long time and late turns aren't exactly where you wanna be with any Face variant. But Quantum Bands gives you every affiliation around. So most of the time your opponent will give him 2-3 points himself. Hopefully that's enough to end the game before their big hitters come out and snuff the (little) evil hanging out in the concealed area.
-Mike Continue reading...
Faces of Evil is a pivotal card in VS history. It rocked the world in Avengers sealed and had a starring role at PC Atlanta, where two of twenty players using the card made the top 8, though they didn't pass the second round. I'm sure somebody won a 10K with it too. I'm not looking that one up though, no matter how fun it is to read the old event coverage sometimes. (I seriously mean that!) I miss reading about big events more than going to big events I think.
Anyway, one variant that had some time in the sun and may have helped lead to the ban on Detective Chimp was Hidden Faces. The idea being that you could play a bunch of little guys in the concealed area and while you sacrificed swing through to the face, you always got to attack back. And because your board was replacable, or even dead at the end of the turn anyway (Hard Sound Construct) you could make great leaps in board position with the right attacks. Better yet, you could make great leaps in the endurance total.
I won't even mention the Kent Farm trick.
Anyway, I built my first copy of Hidden Faces for the Random Punks event way back when. It was long past Bobo T. Champanzee's time, but it still hit hard on a good draw. It was fun and I still play it casually. It still packs no rares and it still kicks a fair share of ass. So, when making that Revenge Squad Little Deck the other day I got the inspiration to put this together too.
After a little testing, I made some changes and it seemed to perk up quite a bit. Here's the list as it stands.
1 Drop
Anti-Green Lantern, Army
Black Bolt, Enemy Within
Dallas Riordan, Mayoral Aide
Green Goblin, Insanity Unleashed
Mr. Mxyzptlk, Troublesome Trickster
Surveillance Pawn, Army
Terry Sloane <> Mr. Terrific, Golden Age Gold Medalist
Yellowjacket, Rita DeMara
2 Drop
Beetle, Armorsmith
Bullseye, Lester
Captain America, The Patriot - Secret Avenger
Franklin Richards, Creator of Counter Earth
Joystick, Fun and Games
Melissa Gold <> Screaming Mimi, Mimi Schwartz
Warskrull, Infilltrator
3 Drop
Crystal, Elementelle
Shadow Thief, Carl Sands
Wolverine, Skrunucklehead
5 Drop
Paibok, The Power Skrull
Equipment
Image Inducer
Quantum Bands, Unique
Locations
Birthing Chamber
Hunte Castle
Soul World
The Hellfire Club
Plot Twists
Act of Defiance, Team-Up
Cannibal Tech
Faces of Evil, Team-Up
Tech Upgrade
Underground Movement, Team-Up
I started with the auto inclusions. Faces of Evil, Beetle, Yellowjacket, Dallas, Hunte Castle, Hellfire Club, Birthing Chamber. Then I added some personal favorites, Crystal, Surveillance Pawn, Terry Sloane, Shadow Thief, AGL, Captain America.
I thought I had a solid base here, but I was trying to think of more ways to turn up global pumps. This led me to think of Act of Defiance. Thinking about it, made me think of the typical Skrull deck with poor little kidnapped Franklin Richards doing all the dirty work. Hiding the evil Skrulls in the hidden area. Where Hunte Castle and The Hellfire Club could pump them even more!
Along with Act and Franklin I added Warskrull for his search effect and Wolverine: Skrunucklehead for his potential to swing for 12-13 or more. Paibok was added because with so little deck space, I imagine I wouldn't have more than my Global +1 pumps and so having a five drop that could provide another "global" pump would be a smart move.
To make sure I could share that pump with everyone though I had to think. What could I do? What granted everybody the same affiliation on my side. Well, Super Human Registration Act does. And it lets you recruit off your deck, which would be nice for off curve, but wait... Isn't there another team-up like that? Something that has something to do with the hidden area? Hehe. Oh yeah. Underground Movement, how I love thee! While SHRA hogs the spotlight, I think Underground is honestly an out and out better card.
In this deck it allows those great characters like Beetle and Melissa Gold and Joystick to jump into the hidden area and hang out in the castles and clubs the rest of the deck chills in. They're the kind of characters you'd play even if you couldn't hide them, which says a lot. Normally, in a full size deck, I'd play the one drop Joystick, but I added the two drop instead after another idea struck me.
When looking for small Skrulls I was reminded of Black Bolt: Enemy Within. What's better than a board full of hidden characters with global pumps? The same thing but with a fat, juicy 1 drop soaking damage in the visible area! With just the cards in the deck all ready, Black Bolt plus Quantum Bands had potential to be very large. Like a four drop on turn three or even just four.
With the addition of some of the dual affiliated Thunderbolts in Marvel Universe, the potential is even better. Joystick and Green Goblin add Sinister Syndicate while Bullseye provides his S.H.I.E.L.D. credentials. There's still other affiliations on the character list, I believe meaning with just my board he could (potentially!) be an 14/14. Wanting to ensure that if I hit Black Bolt I'd get him all affiliated up, I added an Image Inducer to the list giving me two equipments to bloat him up. Also added two search cards for the equipment. With Yellowjacket to search for Beetle, Beetle to search for Black Bolt and the two equipment searchers, it seems like he'll hit the board pretty consistently with a good bit of pumped up brawn.
Now, if I had all my affiliations out it might be a pretty bad situation for me, cause that'd take a long time and late turns aren't exactly where you wanna be with any Face variant. But Quantum Bands gives you every affiliation around. So most of the time your opponent will give him 2-3 points himself. Hopefully that's enough to end the game before their big hitters come out and snuff the (little) evil hanging out in the concealed area.
-Mike Continue reading...
Labels:
Black Bolt,
Faces of Evil,
Little Deck,
Little Deck Creations
Saturday, September 20, 2008
Little Deck Creations: Revenge Squad - Ongoing
All right, untested deck reports rule. :)
I saw some mention of Revenge Squad in the VSR MWS Little Deck tournament and I figured before I saw any sort of decklist from the two people playing it I should try my own version and see what differences there were later. I figure it'll make for a fun comparison.
Jumping straight in, here's my list.
1 Drop
Hope, Amazon Bodyguard
2 Drop
Atomic Skull, Joe Martin
Brainiac 13, Mental Giant
Mole Man, Leader of the Moloids
Mr. Mxyzptlk, Fifth Dimension Imp
Terra-Man, Toby Manning
3 Drop
Lex Luthor, Champion of the Common Man
Lex Luthor, Megalomaniac
Lex Luthor, President Luthor
Professor Emil Hamilton <> Ruin
4 Drop
Atomic Skull, Cursed
Kiman, Chief Weaponer
Maxima, Empress of Almerac
Metallo, Kryptonite Heart
5 Drop
Preus, Citizen's Patrol
Mongul, Tyrant of Warworld
6 Drop
Brainiac 12, Upgrade Complete
Brainiac 2.5, Future Intelligence
7 Drop
Braniac 13, B-13
Battle for Metropolis
Bizarro Ray
Concrete Jungle
Death of Superman
Executive Privilege
Hostile Takeover
Null Time Zone
Omnipotence
Revenge Pact
Standoff
Toy Soldiers
Standoff may be one to jettison as I don't know how often it's really going to burn anybody for a significant amount, but without play testing it I like the card. If it had a lower threshold I'd like it more. It's probably best kept to a full size format where you can flip multiple of it on turn 4.
I also dabble in the 0 Defense Stun theme, as you can see. Kiman, Bizarro Ray and the Brainiac's all combine to provide some good potential for out of combat stuns. If nothing else stun backs or extra damage can't be scoffed at. Not when a game can be decided by getting that last 1-2 points on your initiative or losing next turn. I went this direction because the Revenge Squad 4 drops didn't excite me enough to include any but the ones I have.
That being said Metallo, Atomic Skull and Maxima are awesome. Burn, stun and big attacks are all very nice. In a perfect world I would hit Atomic Skull every game though. The reason why is he forces your opponent's attack order and controlling your opponent off-initiative wins games. Even optimal attacks can turn bad. But if they have to save Atomic Skull for last, chances are you can reinforce every swing that comes your way.
In my last post I mentioned the one major problem in the Little Deck format, Deck Out decks, but there's another thing that can cause problems for you. I don't see it as a problem with the format that needs to be fixed, but it's certainly something that will challenge you as you build with this format in mind.
Consistency.
While one-of's are often found in the most consistent of control decks, that's because they're able to manipulate the deck as much as possible by stacking a ton of search, mill and sifting effects. Four Enemy, four Mobilize, four Straight To The Grave, four Wild Ride is excessive, but there are tons of winning decks that run some 8-10 card combination of those to vast success. Yet, nearly all winning decks have something in common. The early game is full of 4x cards on the decklist. Four of the optimal two drop, four of the power one drop (often a search effect themselves), four of the best three drop.
In Little Deck you just can't do that. You can't even play Enemy of My Enemy or Mobilize ONCE, let alone four to eight times. So, the point of all this?
Look at Mole Man and look at Terra-Man on turn two. They serve vastly the same purpose. In fact the only difference in playing one of each as opposed to two of Terra-Man is flight/range, some Plot Twist interaction with team affiliation (pretty important if you need to fill 2 points on 5 and miss because Mole Man can't be picked up by Revenge Pact) is that you can have BOTH of them out on the field if you're lucky enough.
In fact, I'd be pretty pleased to set Terra-Man on turn two and Mole Man with Hope on turn three. Ruin is the obvious better choice, but if you have a row full of Ongoings without him, these growth minded 2 drops can swell into your second and third four drop on turn 5.
In what I've played of little deck, finding similar cards like this is one of the best strategies. Consistency is the best way to victory in our little game. If you can stack a ton of similar effects into your Little Deck you may find it playing very much like it's older brother varients.
The suite of Lex Luthors on three seemed the best option to me as backup for Ruin. They each do something effective and provide me with a way to power up in a format not very conducive to such a thing, which could lead to many surprise bricks on Defense or stuns on offense. It does lock me out of playing Lex at any other drop though, because I think his best options are at four and five and if you lose your three on those turns you're in bad shape.
This may be another change that has to be made to the deck once I start play testing, because while I'm very happy with the turn four options, the turn five options without Lex seriously SUCK. Preus is incredible. Mongul is a nostalgia choice. I had many great turns thanks to Mongul back in Man of Steel sealed pack. I don't think there's any better options for the Revenge Squad at five, but I all most considered playing Preus or Die as my turn five option. After all, with Revenge Pact and Executive Privilege I have a fair chance of cycling through a lot of my deck.
With them both active on turn three I can see more than half my deck. By turn 5 I will have cycled through it's entirety and begun drawing into cards stacked as I chose. Which can be used to your advantage by simply taking quick notes during play.
Which reminds me... I need to make a Longshot Little Deck. Hehe.
If I do have to replace Standoff, a strong choice might be Thinking Outside the Box which forces you to draw from the bottom of your deck instead of the top. Which means instead of waiting for your good cards to cycle back through the deck, you just pick them up next turn.
With such strong effects that simply require you to lay down your blues every turn, this concept seems like a powerhouse. You have to be wary though, because without Ruin you can end up rowing characters and losing your biggest advantage. Little Deck, like sealed, seems best suited for a 20/10 spread of characters vs. others. Meaning it's not that hard to face a hand full of characters on an early or mid-game turn.
With that in mind, in goldfishing the deck I've mulliganed for a hand full of blue or Ruin each time. So far it hasn't led me wrong.
To give you an idea of how different I expect this deck and the ones in the tournament to be, I heard mention of Reign of Terra and Total Anarchy. Yeah, Reign of Terra. The worst card in VS System history. lol And it was praised! So, I can't wait to see how that works. To further illustrate my point, here's a list of Ongoings I considered.
HONORABLE MENTIONS
Absolute Dominance
Anti-Life
Assault and Battery
Bad Press
Banished To The Anti-Matter Universe
Blood In The Dark
Carrying The Torch
Dimensional Deal, Team-Up
Foiled
Global Domination
Help Wanted
Hostage Situation
Knowledge Is Power
Magical Lobotomy, Magic
Mob Mentality
New and Improved
New Mutations (before I realized I had a fair amount of flight and plenty of range, if I needed it)
No Hope
Research and Development
State of the Union
Thinking Outside The Box
Total Anarchy
Trapped In The Sciencells
That's a BIG list. Many of them would change the deck quite a bit. Well, I would be forced to change the deck quite a bit that is. I could just slot them in and it'd suck and they'd be useless. Hehe. But from teaming up to focusing on certain characters there's a lot of ways to build this, it'll be fun finding out which ones are most effective and how many of them are effective.
-Mike
Continue reading...
I saw some mention of Revenge Squad in the VSR MWS Little Deck tournament and I figured before I saw any sort of decklist from the two people playing it I should try my own version and see what differences there were later. I figure it'll make for a fun comparison.
Jumping straight in, here's my list.
1 Drop
Hope, Amazon Bodyguard
2 Drop
Atomic Skull, Joe Martin
Brainiac 13, Mental Giant
Mole Man, Leader of the Moloids
Mr. Mxyzptlk, Fifth Dimension Imp
Terra-Man, Toby Manning
3 Drop
Lex Luthor, Champion of the Common Man
Lex Luthor, Megalomaniac
Lex Luthor, President Luthor
Professor Emil Hamilton <> Ruin
4 Drop
Atomic Skull, Cursed
Kiman, Chief Weaponer
Maxima, Empress of Almerac
Metallo, Kryptonite Heart
5 Drop
Preus, Citizen's Patrol
Mongul, Tyrant of Warworld
6 Drop
Brainiac 12, Upgrade Complete
Brainiac 2.5, Future Intelligence
7 Drop
Braniac 13, B-13
Battle for Metropolis
Bizarro Ray
Concrete Jungle
Death of Superman
Executive Privilege
Hostile Takeover
Null Time Zone
Omnipotence
Revenge Pact
Standoff
Toy Soldiers
Standoff may be one to jettison as I don't know how often it's really going to burn anybody for a significant amount, but without play testing it I like the card. If it had a lower threshold I'd like it more. It's probably best kept to a full size format where you can flip multiple of it on turn 4.
I also dabble in the 0 Defense Stun theme, as you can see. Kiman, Bizarro Ray and the Brainiac's all combine to provide some good potential for out of combat stuns. If nothing else stun backs or extra damage can't be scoffed at. Not when a game can be decided by getting that last 1-2 points on your initiative or losing next turn. I went this direction because the Revenge Squad 4 drops didn't excite me enough to include any but the ones I have.
That being said Metallo, Atomic Skull and Maxima are awesome. Burn, stun and big attacks are all very nice. In a perfect world I would hit Atomic Skull every game though. The reason why is he forces your opponent's attack order and controlling your opponent off-initiative wins games. Even optimal attacks can turn bad. But if they have to save Atomic Skull for last, chances are you can reinforce every swing that comes your way.
In my last post I mentioned the one major problem in the Little Deck format, Deck Out decks, but there's another thing that can cause problems for you. I don't see it as a problem with the format that needs to be fixed, but it's certainly something that will challenge you as you build with this format in mind.
Consistency.
While one-of's are often found in the most consistent of control decks, that's because they're able to manipulate the deck as much as possible by stacking a ton of search, mill and sifting effects. Four Enemy, four Mobilize, four Straight To The Grave, four Wild Ride is excessive, but there are tons of winning decks that run some 8-10 card combination of those to vast success. Yet, nearly all winning decks have something in common. The early game is full of 4x cards on the decklist. Four of the optimal two drop, four of the power one drop (often a search effect themselves), four of the best three drop.
In Little Deck you just can't do that. You can't even play Enemy of My Enemy or Mobilize ONCE, let alone four to eight times. So, the point of all this?
Look at Mole Man and look at Terra-Man on turn two. They serve vastly the same purpose. In fact the only difference in playing one of each as opposed to two of Terra-Man is flight/range, some Plot Twist interaction with team affiliation (pretty important if you need to fill 2 points on 5 and miss because Mole Man can't be picked up by Revenge Pact) is that you can have BOTH of them out on the field if you're lucky enough.
In fact, I'd be pretty pleased to set Terra-Man on turn two and Mole Man with Hope on turn three. Ruin is the obvious better choice, but if you have a row full of Ongoings without him, these growth minded 2 drops can swell into your second and third four drop on turn 5.
In what I've played of little deck, finding similar cards like this is one of the best strategies. Consistency is the best way to victory in our little game. If you can stack a ton of similar effects into your Little Deck you may find it playing very much like it's older brother varients.
The suite of Lex Luthors on three seemed the best option to me as backup for Ruin. They each do something effective and provide me with a way to power up in a format not very conducive to such a thing, which could lead to many surprise bricks on Defense or stuns on offense. It does lock me out of playing Lex at any other drop though, because I think his best options are at four and five and if you lose your three on those turns you're in bad shape.
This may be another change that has to be made to the deck once I start play testing, because while I'm very happy with the turn four options, the turn five options without Lex seriously SUCK. Preus is incredible. Mongul is a nostalgia choice. I had many great turns thanks to Mongul back in Man of Steel sealed pack. I don't think there's any better options for the Revenge Squad at five, but I all most considered playing Preus or Die as my turn five option. After all, with Revenge Pact and Executive Privilege I have a fair chance of cycling through a lot of my deck.
With them both active on turn three I can see more than half my deck. By turn 5 I will have cycled through it's entirety and begun drawing into cards stacked as I chose. Which can be used to your advantage by simply taking quick notes during play.
Which reminds me... I need to make a Longshot Little Deck. Hehe.
If I do have to replace Standoff, a strong choice might be Thinking Outside the Box which forces you to draw from the bottom of your deck instead of the top. Which means instead of waiting for your good cards to cycle back through the deck, you just pick them up next turn.
With such strong effects that simply require you to lay down your blues every turn, this concept seems like a powerhouse. You have to be wary though, because without Ruin you can end up rowing characters and losing your biggest advantage. Little Deck, like sealed, seems best suited for a 20/10 spread of characters vs. others. Meaning it's not that hard to face a hand full of characters on an early or mid-game turn.
With that in mind, in goldfishing the deck I've mulliganed for a hand full of blue or Ruin each time. So far it hasn't led me wrong.
To give you an idea of how different I expect this deck and the ones in the tournament to be, I heard mention of Reign of Terra and Total Anarchy. Yeah, Reign of Terra. The worst card in VS System history. lol And it was praised! So, I can't wait to see how that works. To further illustrate my point, here's a list of Ongoings I considered.
HONORABLE MENTIONS
Absolute Dominance
Anti-Life
Assault and Battery
Bad Press
Banished To The Anti-Matter Universe
Blood In The Dark
Carrying The Torch
Dimensional Deal, Team-Up
Foiled
Global Domination
Help Wanted
Hostage Situation
Knowledge Is Power
Magical Lobotomy, Magic
Mob Mentality
New and Improved
New Mutations (before I realized I had a fair amount of flight and plenty of range, if I needed it)
No Hope
Research and Development
State of the Union
Thinking Outside The Box
Total Anarchy
Trapped In The Sciencells
That's a BIG list. Many of them would change the deck quite a bit. Well, I would be forced to change the deck quite a bit that is. I could just slot them in and it'd suck and they'd be useless. Hehe. But from teaming up to focusing on certain characters there's a lot of ways to build this, it'll be fun finding out which ones are most effective and how many of them are effective.
-Mike
Continue reading...
Thursday, September 18, 2008
How I Learned to Love MWS
Instead of rambling about how I'm "back" or going to try and post daily again, instead I'm just going to post and if you're out there, I appreciate it. I know somebody has been visiting every week, I've had hits and all. Sorry I didn't have anything for you before now.
Before this last two weeks the only thing I could tell you about MWS is that it's terrible and doesn't work and ugly and annoying and gives me conniptions. I couldn't remember specifics, but the first time I tried it, I could not for the life of me to get it installed properly. It wouldn't let me switch from library mode to deck editor mode and I couldn't get the cards out of the Magic template. You know, all squashed up inside the little art box? Ugh, I hated that so much.
I don't like Magic, I play it, because it's there. I know players and we have fun. It's very casual. I enjoy myself, but it's just... Not the same. It's so frustrating. To see my beloved VS squeezed into a Magic card hit some psychological nerve with me. After a couple days I just jettisoned it all, chucked it, deleted it, round filed it and didn't look back.
After all, OCTGN worked very well, it was easy to find the sets and I don't play online nearly enough to justify trying to force it. The online tournaments I had played at the time had all been on OCTGN or the precursor for online VS play Apprentice. I was resistant to switching from Apprentice to OCTGN at the time, but I actually LIKED OCTGN. I _still_ like OCTGN.
Really, I do.
But you know what else I like? I like Little Deck. I love Little Deck. It's such a brilliant format. It's like constructed sealed. Sealed is one of my favorite formats. Not draft, which is fun, but sealed. The only problem in sealed is bad packs = bad packs. Hard to beat the guy who opened two Faces, Yellowjacket, Beetle AND Joystick.
So, when Flashback81, now the newly appointed VSRealms Online Tournament Organizer (in caps because it's an official title!), told me about putting together an online Little Deck tournament for his big 2000th post I was very excited. OCTGN he said!
Suuuch a dirty, dirty liar. Hehe. After a public vote willed things the way of MWS I was in a terrible dilemma. To play Little Deck I had to soil my PC with MWS again. This was a new PC, a PC that hadn't been there to see the horrors of MWS before. I could scar it's young soul! What to do, what to do!
Being something of an unintentional masochist I asked Flashback to help me get MWS installed so I could play. I really, really wanted to play. This time things went better. I had a bit of a snag trying to install the sets, but Flashback got it all straightened out real quick and thank the heavens it actually WORKED! Holy crap, I was not prepared for that! I had no idea what to play so I grabbed my box of Little Decks (I have 10 put together) and started looking through them. Most are pretty horrible, because I just threw them together with whatever I had lying around.
Little Deck isn't supposed to be good, it's supposed to be fun. :)
After paring it down to three choices that seemed to play pretty well in the games I've had I was left with Crisis Doom, SecSoc/Manhunters Deckout and Suicide Sinister Syndicate. My choice was easy. Not because I'm a power monger (I am) or because I thought it would do well (I did), but simply because Little Deck offers a unique chance that no other format does.
In Little Deck you can very well decimate an opponent by depleting their deck and leaving them with NO resources but a vastly dwindling hand. The Deck Out, which is deadly in Magic is non-existent in VS. Deck out is one strategy I really enjoy in Magic. So to try it out in VS was attractive. Here's the problem, it's not that it's just "deadly" in Little Deck, it's that it's EASY and that it's a painful, brutal process.
BANNED IN THE V S R (Online Little Deck Tournament)
Characters
1 Drop
Lana Lang, Manhunter Sleeper
Manhunter Clone, Clone of Paul Kirk
Riddler, Riddle Me This
2 Drop
Dr. Sivana, Mad Scientist
James Jesse <> Trickster, Giovanni Giuseppe
3 Drop
Floronic Man, Jason Woodrue
Kate Spencer <> Manhunter, Vigilante Justice
Manhunter Soldier, Army
Quakemaster, Robert Coleman
4 Drop
Black Cat, Felicia Hardy
Felix Faust, Dark Bargain
Gorilla Grodd, Grodd Awful
Pan, Manhunter Duplicate
5 Drop
Black Manta, Underwater Marauder
Hank Henshaw <> Cyborg, Manhunter Grandmaster
Manhunter Giant, Army
6 Drop
Manhunter Conqueror, Grandmaster
7 Drop
Solomon Grundy, Buried On A Sunday
Locations
Gorilla City
Slaughter Swamp
Plot Twists
Attend or Die!
Funky's Big Rat Code
Gravesite
Overpowered
Sorcerer's Treasure
The Fall of Oa
Unnatural Selection
With Prejudice
Turns out, I'm not the only person who was going for the Deck Out. When Flashback WISELY banned the purposeful attempt to mill your opponent's deck into the KO'd pile an outpouring of people posted about their need for a new deck now. How sick is it?
Turn 3 in one game, Manhunter Clone double evaded on turns one and two, Riddler and Lana Lang came out on two with Funky's Big Rat Code, Kate Spencer stunned their two on three, I played Overpowered, I replayed it with Sorcerer's Treasure. I then drew my deck with Fall of Oa. I didn't even need Overpowered twice, I just did it because I could. lol He only had one card left on the Sorcerer's Treasure replay. It took me three more turns to kill him even though he missed 5 and 6 because he had one card in hand and played it as a resource on turn 5.
Yes, it's that sick. Worse yet? I did it in much the same way with a few differences in a game I played after the ban came down. That was 2 out of 3 games with a turn 3 deck out. So, there's ONE problem with Little Deck. While the format is genius, it's not perfect. Enemy and Mobilize are banned, can't have anything but one of's in your deck... But the Red Robots from Space break the format in half. I think the only way to work around the problem is to ban the deckout concept. Which is kind of hard. Maybe cards milled by an opponent should be put into a secondary KO'd pile and when your deck is empty, that's shuffled into your deck? Fall of Oa still lets them pick up their deck, but it doesn't let them pick up their deck and smack you in the face with it.
In any case, this isn't about the (one) problems with Little Deck, this is about loving MWS!
Needing a new deck I didn't really think about it until the pairings went up, in fact I didn't install MWS until the day before that. I was paired up with the Lost Hemisphere's own Captain Spud. When he contacted me about playing the next day is when it suddenly hit me that I should build a deck.
I opened MWS and figured I'd try the deck editor out to start with. I needed to get used to it and the best way to test a deck editor, in my opinion, is to see if you can build a deck from scratch with just their filters.
Well, you cannot build a deck from scratch with JUST MWS' deck editor. Well, you can but it's a pain in the ass. I had to use the fantastic little website DocX give's us over at, my home page. I do not like MWS' deck editor at all, but it does it's job well enough to pass. Throwing together a Thunderbolts deck mostly focused on their "Growth" theme emboldened me to try another.
After thinking back to my previous choices I thought, "Let's play with the Syndicate a bit." Because, after all, I've always loved Spidey's rogue's gallery. Even back in Web of Spiderman, as bad as they sucked, I thought that Sinister Syndicate had some AMAZING drops. Stuff like Tombstone: Lonnie Lincoln, Hammerhead: Gangster (he's a GANGSTER yo!) Vulture: Adrian Toomes, Green Goblin: Norman Osborn and Goblin Glider scream out for blood.
Suicide Syndicate (more fitting than you know!)
Characters
1 Drop
Basilisk, Basil Elks
Fusion, Markley
Doppleganger, Killer Clone
Razorfist, Sociopathic Mercenary
Slyde, Jalome Beacher
Tinkerer, Phineas Mason
Tombstone: Lonnie Lincoln
Vulture: Adrian Toomes
2 Drop
Electro, Shock Jock
Swarm, Fritz Von Meyer
Hammerhead, Gangster
Shriek, Frances Barrison
Silvermane, Silvio Manfredi
Trapster, Peter Putski
3 Drop
Bullseye, Assassin For Hire
Venom, Mac Gargan
Spider-Man Robot, Timespinner
4 Drop
Carnage, Psychopath
5 Drop
Green Goblin, Norman Osborn
Equipment
Goblin Glider
Locations
Doc Ock's Lab
Plot Twists
Blinding Rage
Crushing Blow
Flying Kick
Legacy of Evil
Sadistic Choice
Sand Trap
Savage Beatdown
Sinister Salvo
Spider Hunt
Spider Slayers
Well, this is what I decided to play. Oh noes! My secret tech! lol To put it mildly I don't think I have to worry. Even without warning I have been severely trounced in both rounds one and two. The first match against Spud was a nicely thematic beating with Spider-Man and a motley crew providing the beat down.
(You can read a report by Spud at the Realms in the following post.)
Ironically, the second round was against Pi_3.14159 who you should all know from his awesome blog in my links over to the left. The irony is he played a Counter Growth deck based mostly around the Thunderbolts. I wasn't too surprised as I know he plays a full size deck around the theme after all.
In anycase, while having to mulligan Carnage, Bullseye and Green Goblin in my opening hand against Spud could have cost me the match in round one, in round two I had a pretty dang good draw and still got absolutely trounced.
But I had fun. I always have fun when playing VS System.
The thing is I had fun and it was very easy. Which is not always the case with online play. MWS wasn't just easy, it was COOL! With Spud talking me through it I learned the ropes and some of the features are just awesome. I wish there was a graphical reference for your KO'd pile so you could see the cards, but that's a minor complaint. Also would be nice to roll over your face down resources and be able to see them, like OCTGN, but again... Minor complaint.
The thing that makes MWS super awesome and, now in my opinion, better than OCTGN?
The arrows. You can right click your card and drag to another, drop it on and you get a big red arrow from your card to the other card. Why is that so helpful? Well, instead of typing, "Declare an attack on Spider-Man with Venom" you just right click Venom and drop him on Spidey. Have an effect that targets? You can shift click, drag a card and drop it on the target and you get a big YELLOW arrow to the card.
Man does that sound like a silly reason to love something now that I type it out.
I don't care. I love MWS for the arrows. The arrows are awesome! The arrows are WIN! And besides making the game play easier, they've got another thing going for them. As I sat staring at a board with 4-5 arrows going all over the place as effects and attacks piled up... It reminded me of one of the reasons I love VS System itself.
The tangle of arrows was a perfect representation of the complex computations that go into a game of VS. It was like looking at my thought process during a game graphed out. That is cool. Very cool. I love MWS.
-Mike Continue reading...
Before this last two weeks the only thing I could tell you about MWS is that it's terrible and doesn't work and ugly and annoying and gives me conniptions. I couldn't remember specifics, but the first time I tried it, I could not for the life of me to get it installed properly. It wouldn't let me switch from library mode to deck editor mode and I couldn't get the cards out of the Magic template. You know, all squashed up inside the little art box? Ugh, I hated that so much.
I don't like Magic, I play it, because it's there. I know players and we have fun. It's very casual. I enjoy myself, but it's just... Not the same. It's so frustrating. To see my beloved VS squeezed into a Magic card hit some psychological nerve with me. After a couple days I just jettisoned it all, chucked it, deleted it, round filed it and didn't look back.
After all, OCTGN worked very well, it was easy to find the sets and I don't play online nearly enough to justify trying to force it. The online tournaments I had played at the time had all been on OCTGN or the precursor for online VS play Apprentice. I was resistant to switching from Apprentice to OCTGN at the time, but I actually LIKED OCTGN. I _still_ like OCTGN.
Really, I do.
But you know what else I like? I like Little Deck. I love Little Deck. It's such a brilliant format. It's like constructed sealed. Sealed is one of my favorite formats. Not draft, which is fun, but sealed. The only problem in sealed is bad packs = bad packs. Hard to beat the guy who opened two Faces, Yellowjacket, Beetle AND Joystick.
So, when Flashback81, now the newly appointed VSRealms Online Tournament Organizer (in caps because it's an official title!), told me about putting together an online Little Deck tournament for his big 2000th post I was very excited. OCTGN he said!
Suuuch a dirty, dirty liar. Hehe. After a public vote willed things the way of MWS I was in a terrible dilemma. To play Little Deck I had to soil my PC with MWS again. This was a new PC, a PC that hadn't been there to see the horrors of MWS before. I could scar it's young soul! What to do, what to do!
Being something of an unintentional masochist I asked Flashback to help me get MWS installed so I could play. I really, really wanted to play. This time things went better. I had a bit of a snag trying to install the sets, but Flashback got it all straightened out real quick and thank the heavens it actually WORKED! Holy crap, I was not prepared for that! I had no idea what to play so I grabbed my box of Little Decks (I have 10 put together) and started looking through them. Most are pretty horrible, because I just threw them together with whatever I had lying around.
Little Deck isn't supposed to be good, it's supposed to be fun. :)
After paring it down to three choices that seemed to play pretty well in the games I've had I was left with Crisis Doom, SecSoc/Manhunters Deckout and Suicide Sinister Syndicate. My choice was easy. Not because I'm a power monger (I am) or because I thought it would do well (I did), but simply because Little Deck offers a unique chance that no other format does.
In Little Deck you can very well decimate an opponent by depleting their deck and leaving them with NO resources but a vastly dwindling hand. The Deck Out, which is deadly in Magic is non-existent in VS. Deck out is one strategy I really enjoy in Magic. So to try it out in VS was attractive. Here's the problem, it's not that it's just "deadly" in Little Deck, it's that it's EASY and that it's a painful, brutal process.
BANNED IN THE V S R (Online Little Deck Tournament)
Characters
1 Drop
Lana Lang, Manhunter Sleeper
Manhunter Clone, Clone of Paul Kirk
Riddler, Riddle Me This
2 Drop
Dr. Sivana, Mad Scientist
James Jesse <> Trickster, Giovanni Giuseppe
3 Drop
Floronic Man, Jason Woodrue
Kate Spencer <> Manhunter, Vigilante Justice
Manhunter Soldier, Army
Quakemaster, Robert Coleman
4 Drop
Black Cat, Felicia Hardy
Felix Faust, Dark Bargain
Gorilla Grodd, Grodd Awful
Pan, Manhunter Duplicate
5 Drop
Black Manta, Underwater Marauder
Hank Henshaw <> Cyborg, Manhunter Grandmaster
Manhunter Giant, Army
6 Drop
Manhunter Conqueror, Grandmaster
7 Drop
Solomon Grundy, Buried On A Sunday
Locations
Gorilla City
Slaughter Swamp
Plot Twists
Attend or Die!
Funky's Big Rat Code
Gravesite
Overpowered
Sorcerer's Treasure
The Fall of Oa
Unnatural Selection
With Prejudice
Turns out, I'm not the only person who was going for the Deck Out. When Flashback WISELY banned the purposeful attempt to mill your opponent's deck into the KO'd pile an outpouring of people posted about their need for a new deck now. How sick is it?
Turn 3 in one game, Manhunter Clone double evaded on turns one and two, Riddler and Lana Lang came out on two with Funky's Big Rat Code, Kate Spencer stunned their two on three, I played Overpowered, I replayed it with Sorcerer's Treasure. I then drew my deck with Fall of Oa. I didn't even need Overpowered twice, I just did it because I could. lol He only had one card left on the Sorcerer's Treasure replay. It took me three more turns to kill him even though he missed 5 and 6 because he had one card in hand and played it as a resource on turn 5.
Yes, it's that sick. Worse yet? I did it in much the same way with a few differences in a game I played after the ban came down. That was 2 out of 3 games with a turn 3 deck out. So, there's ONE problem with Little Deck. While the format is genius, it's not perfect. Enemy and Mobilize are banned, can't have anything but one of's in your deck... But the Red Robots from Space break the format in half. I think the only way to work around the problem is to ban the deckout concept. Which is kind of hard. Maybe cards milled by an opponent should be put into a secondary KO'd pile and when your deck is empty, that's shuffled into your deck? Fall of Oa still lets them pick up their deck, but it doesn't let them pick up their deck and smack you in the face with it.
In any case, this isn't about the (one) problems with Little Deck, this is about loving MWS!
Needing a new deck I didn't really think about it until the pairings went up, in fact I didn't install MWS until the day before that. I was paired up with the Lost Hemisphere's own Captain Spud. When he contacted me about playing the next day is when it suddenly hit me that I should build a deck.
I opened MWS and figured I'd try the deck editor out to start with. I needed to get used to it and the best way to test a deck editor, in my opinion, is to see if you can build a deck from scratch with just their filters.
Well, you cannot build a deck from scratch with JUST MWS' deck editor. Well, you can but it's a pain in the ass. I had to use the fantastic little website DocX give's us over at, my home page. I do not like MWS' deck editor at all, but it does it's job well enough to pass. Throwing together a Thunderbolts deck mostly focused on their "Growth" theme emboldened me to try another.
After thinking back to my previous choices I thought, "Let's play with the Syndicate a bit." Because, after all, I've always loved Spidey's rogue's gallery. Even back in Web of Spiderman, as bad as they sucked, I thought that Sinister Syndicate had some AMAZING drops. Stuff like Tombstone: Lonnie Lincoln, Hammerhead: Gangster (he's a GANGSTER yo!) Vulture: Adrian Toomes, Green Goblin: Norman Osborn and Goblin Glider scream out for blood.
Suicide Syndicate (more fitting than you know!)
Characters
1 Drop
Basilisk, Basil Elks
Fusion, Markley
Doppleganger, Killer Clone
Razorfist, Sociopathic Mercenary
Slyde, Jalome Beacher
Tinkerer, Phineas Mason
Tombstone: Lonnie Lincoln
Vulture: Adrian Toomes
2 Drop
Electro, Shock Jock
Swarm, Fritz Von Meyer
Hammerhead, Gangster
Shriek, Frances Barrison
Silvermane, Silvio Manfredi
Trapster, Peter Putski
3 Drop
Bullseye, Assassin For Hire
Venom, Mac Gargan
Spider-Man Robot, Timespinner
4 Drop
Carnage, Psychopath
5 Drop
Green Goblin, Norman Osborn
Equipment
Goblin Glider
Locations
Doc Ock's Lab
Plot Twists
Blinding Rage
Crushing Blow
Flying Kick
Legacy of Evil
Sadistic Choice
Sand Trap
Savage Beatdown
Sinister Salvo
Spider Hunt
Spider Slayers
Well, this is what I decided to play. Oh noes! My secret tech! lol To put it mildly I don't think I have to worry. Even without warning I have been severely trounced in both rounds one and two. The first match against Spud was a nicely thematic beating with Spider-Man and a motley crew providing the beat down.
(You can read a report by Spud at the Realms in the following post.)
Ironically, the second round was against Pi_3.14159 who you should all know from his awesome blog in my links over to the left. The irony is he played a Counter Growth deck based mostly around the Thunderbolts. I wasn't too surprised as I know he plays a full size deck around the theme after all.
In anycase, while having to mulligan Carnage, Bullseye and Green Goblin in my opening hand against Spud could have cost me the match in round one, in round two I had a pretty dang good draw and still got absolutely trounced.
But I had fun. I always have fun when playing VS System.
The thing is I had fun and it was very easy. Which is not always the case with online play. MWS wasn't just easy, it was COOL! With Spud talking me through it I learned the ropes and some of the features are just awesome. I wish there was a graphical reference for your KO'd pile so you could see the cards, but that's a minor complaint. Also would be nice to roll over your face down resources and be able to see them, like OCTGN, but again... Minor complaint.
The thing that makes MWS super awesome and, now in my opinion, better than OCTGN?
The arrows. You can right click your card and drag to another, drop it on and you get a big red arrow from your card to the other card. Why is that so helpful? Well, instead of typing, "Declare an attack on Spider-Man with Venom" you just right click Venom and drop him on Spidey. Have an effect that targets? You can shift click, drag a card and drop it on the target and you get a big YELLOW arrow to the card.
Man does that sound like a silly reason to love something now that I type it out.
I don't care. I love MWS for the arrows. The arrows are awesome! The arrows are WIN! And besides making the game play easier, they've got another thing going for them. As I sat staring at a board with 4-5 arrows going all over the place as effects and attacks piled up... It reminded me of one of the reasons I love VS System itself.
The tangle of arrows was a perfect representation of the complex computations that go into a game of VS. It was like looking at my thought process during a game graphed out. That is cool. Very cool. I love MWS.
-Mike Continue reading...
Labels:
Little Deck,
MWS,
OCTGN,
Online Tournament
Monday, August 25, 2008
Wow, it's been a long time...
Sorry, I just haven't had too much to say or talk about. Yeesh, you'd think I could at least keep a weekly update. >_< That's the problem with World of Warcraft though I think. Instead of sitting at the computer, doing nothing and deciding to update my blog... I play WoW. Instead of sitting here doing nothing and deciding to cruise Ebay for random junk I'm not gonna buy... I play WoW. So on and etc. Click below to see the rest. This'll probably be a bit rambley.
Well, yesterday I went to try and make a new deck and I had forgotten I barely have any Infinite Crisis so I have like 20 Villains United cards. Argh. It's so frustrating. I basically work for room and board, apprenticing to be a tattoo artist with my Mom and we own a shop together, which is awesome and all, but it means I'm always broke. I'm kinda used to that, I've always been broke most of my adult life, largely due to personal issues.
But anyway, normally I woulda just made a deck using which is my home page I use it so often and then seen what I had, filled it out with proxies and seen how I liked it before trying to buy some singles, but the main person I play with doesn't like proxies so I kinda try and not use them. He doesn't make a big deal, but it's just one of those things where I'm trying to be polite. I seem to go out of my way to not inconvenience other people a lot, which I guess isn't the worst "flaw" a guy could have.
I think I want to do a burn deck with a heavy low curve. Dr. Light and Talia 5-drop letting me spam out extra guys. I haven't looked at the cards in a long time I don't remember really the ideas I used to have except Dr. Light being cool. And Deathstroke-4 is awesome. I've actually wanted to build the deck for a long time, I just always got distracted by other ideas.
I'd also love to have a Rock of Eternity or Blackbriar Thorn/Magic deck. I always thought both were incredibly cool. With Power Girl on 5 I think the Rock deck is absolutely ridiculous. I guess you would still have to play Ahmed because, I mean... Ahmed. Rock. Locations. Duh.
Guess this is rambling a little more than I thought. I'm gonna get some sleep and try and post something more substantive soon.
-Mike Continue reading...
Well, yesterday I went to try and make a new deck and I had forgotten I barely have any Infinite Crisis so I have like 20 Villains United cards. Argh. It's so frustrating. I basically work for room and board, apprenticing to be a tattoo artist with my Mom and we own a shop together, which is awesome and all, but it means I'm always broke. I'm kinda used to that, I've always been broke most of my adult life, largely due to personal issues.
But anyway, normally I woulda just made a deck using which is my home page I use it so often and then seen what I had, filled it out with proxies and seen how I liked it before trying to buy some singles, but the main person I play with doesn't like proxies so I kinda try and not use them. He doesn't make a big deal, but it's just one of those things where I'm trying to be polite. I seem to go out of my way to not inconvenience other people a lot, which I guess isn't the worst "flaw" a guy could have.
I think I want to do a burn deck with a heavy low curve. Dr. Light and Talia 5-drop letting me spam out extra guys. I haven't looked at the cards in a long time I don't remember really the ideas I used to have except Dr. Light being cool. And Deathstroke-4 is awesome. I've actually wanted to build the deck for a long time, I just always got distracted by other ideas.
I'd also love to have a Rock of Eternity or Blackbriar Thorn/Magic deck. I always thought both were incredibly cool. With Power Girl on 5 I think the Rock deck is absolutely ridiculous. I guess you would still have to play Ahmed because, I mean... Ahmed. Rock. Locations. Duh.
Guess this is rambling a little more than I thought. I'm gonna get some sleep and try and post something more substantive soon.
-Mike Continue reading...
Tuesday, July 22, 2008
Marvel Zombies - The Survivors = Broken!
So I've been putting off continuing this because I haven't had a chance to do any work on FIXING the Survivors team, but I figure, who cares? I'd prefer to be a daily blog, I tried really hard to keep up the pace, but if I can only do 1-3 posts a week I might as well go with it. So click below and you'll see the raw text for the Survivors as they stand. They need fixing.
The idea was a strategy of Reverse King, kind of. Force them to attack the hidden area and the Distraction who stands alone weathers the storm. But the fact is, it's easy to go too far with control. I think Sue is the worst of the bunch. She'll be getting a definite overhaul. Especially since she can no Force Field Project to boot.
AU = Alternate Universe. The idea was that this would be a mechanic to allow you to play Ultimate Mr. Fantastic with regular Mr. Fantastic without something like Clash of Worlds to enable it. Basically, you have Alternate Universe: Ultimates and you're only unique to characters from THAT universe. Considering UDE doesn't seem to want to play that way, I'll probably remove the keyword and design something else for the Survivors. I all ready have an idea, actually.
You can see where I made some changes in play testing, it wasn't enough however. They still were way too strong.
Here, you go, enjoy.
Asteroid M: Zombie Earth
2 Cost
Location
Whenever a character comes into play under your control, if they're the only character in the area they come into play in, put a +1 ATK/+1 DEF counter on them.
Activate -> Move target +1 ATK/+1 DEF counter to a character you control.
Interdimensional Teleporter: Zombie Earth
1 Cost
Location
Activate -> Move a character you control with the printed affiliation Survivors to your hidden or visible area.
"What happened? This is _horrible_,"
ORIGINAL
Narrow Sewers
3 Cost
Location
Activate -> Target character with the printed Survivors team affiliation cannot be team attacked this turn unless they have all ready been attacked at least once this turn.
NEW
Narrow Sewers
3 Cost
Location
Activate -> Target character with the printed Survivors team affiliation cannot be team attacked this turn unless they have all ready been a defender this turn.
Railway Tunnel
4 Cost
Location
When you flip up Railway Tunnel, you may discard a character card. If you do search your deck for a Survivors character card.
Replace Railway Tunnel -> Stun target character with cost 3 or less with more than double it's printed attack value. Use this power only if all characters you control share a printed team affiliation.
Distraction
3 Cost
ONGOING: While you control one hidden character, your opponent's characters may attack hidden characters and must attack hidden characters before visible characters.
Can't Eat Us All At Once
3 Cost
Target defender you control gets +2 DEF for each other character you control in the same area and -2 DEF for each other character you control in another area this attack.
Reed To The Rescue
2 Cost
Move a character you control to the hidden area. Move any number of characters you control to the visible area.
"I can't believe we never thought of this. Did you hear what Mindy _said_?"
Mindy Glidewell: Diabetic Genius
0 Drop
Survivors
0/0
Loyalty - Hardfast.
Mindy has reinforcement.
Whenever Mindy defends move her to your Hidden Area.
Human Torch: Ultimate Johnny Storm
1 Drop
Survivors/Fantastic Four
1/2 Flight/Range
Concealed. AU - Ultimate
Activate -> Search your deck for a character card that shares a printed affiliation with Human Torch. Use this power only once per turn and only if Human Torch is visible.
"Yo, Sue. You seen Reed?"
Black Panther: Light Snack
2 Drop
Survivors/Avengers
2/3
Concealed. AU - Zombie Earth. Reservist.
Reveal Black Panther -> Target character you control who is the only character you control in your hidden or your visible area may attack hidden characters this turn. Use this power only while Black Panther is in your hand or resource row.
Mr. Fantastic: Ultimate Reed Richards
2 Drop
Survivors/Fantastic Four
3/3 Range
Concealed - Optional. AU - Ultimate.
Whenever you are attacked directly you may exhaust Mr. Fantastic. If you do gain endurence equal to Mr. Fantastic's defense.
ORIGINAL
Invisible Woman: Ultimate Sue Storm
3 Drop
Survivors/Fantastic Four
4/5
Concealed - Optional. AU - Ultimate.
Activate -> Target character you control gets plus X defense this turn where X is equal to Invisble Woman's defense. Invisible Woman gets minus X defense for the turn.
"I don't know how long I can _hold_ them."
NEW
Invisible Woman: Ultimate Sue Storm
3 Drop
Survivors/Fantastic Four
4/3
Concealed - Optional. AU - Ultimate.
Activate -> Target character you control gets plus X defense this turn during your opponent's attack step where X is equal to Invisble Woman's defense. Invisible Woman gets minus X defense for the turn.
"I don't know how long I can _hold_ them."
Silver Surfer: Zombie Killing Space Surfer
3 Drop
Survivors/Heralds of Galactus
5/5 Flight/Range
Concealed - Optional. AU - Zombie Earth.
Silver Surfer gets -1 ATK/-1 DEF for each character you control in the same area.
Silver Surfer gets +1 ATK/+1 DEF for each character you control in a different area.
Thing: Ultimate Benjamin Grimm
4 Drop
Survivors/Fantastic Four
6/9
Concealed. AU - Ultimate.
At the start of your attack step, you may exhaust Thing. If you do exhaust target character with attack less than or equal to Thing's defense.
"Always _wondered_ if I could take this freak!"
Fabian Cortez: Leader in Exile
5 Drop
Survivors/Acolytes
9/9 Range
Concealed. Reservist. AU - Zombie Earth.
Reveal Fabian Cortez -> KO Fabian Cortez, search your deck for a location, reveal it and put it face down in your resource row. Use this power only if all characters you control share a printed affiliation with Fabian Cortez.
Magneto: Appetizer
5 Drop
Survivors/Acolytes
9/10 Flight/Range
Concealed - Optional. AU - Zombie Earth.
Free -> If you control an attacker, Magneto becomes an attacker. If you control a defender, Magneto becomes a defender and remove all other defenders from this attack. Use this power only while Magneto is the only hidden or only visible character you control and only once per turn.
Silver Surfer: Entree
6 Drop
Survivors/Heralds of Galactus
12/13 Flight/Range
Concealed - Optional. AU - Zombie Earth.
If Silver Surfer is the only character in your hidden area or the only character in your visible area he has Invulnerability.
Galactus: Main Course
7 Drop
Survivors/Heralds of Galactus
16/16 Flight/Range
AU - Zombie Earth.
When Galactus enters your hidden area move all other characters you control to your visible area. When Galactus enters your Visible Area move all other characters you control to your hidden area.
"YOU hunger!?" Continue reading...
The idea was a strategy of Reverse King, kind of. Force them to attack the hidden area and the Distraction who stands alone weathers the storm. But the fact is, it's easy to go too far with control. I think Sue is the worst of the bunch. She'll be getting a definite overhaul. Especially since she can no Force Field Project to boot.
AU = Alternate Universe. The idea was that this would be a mechanic to allow you to play Ultimate Mr. Fantastic with regular Mr. Fantastic without something like Clash of Worlds to enable it. Basically, you have Alternate Universe: Ultimates and you're only unique to characters from THAT universe. Considering UDE doesn't seem to want to play that way, I'll probably remove the keyword and design something else for the Survivors. I all ready have an idea, actually.
You can see where I made some changes in play testing, it wasn't enough however. They still were way too strong.
Here, you go, enjoy.
Asteroid M: Zombie Earth
2 Cost
Location
Whenever a character comes into play under your control, if they're the only character in the area they come into play in, put a +1 ATK/+1 DEF counter on them.
Activate -> Move target +1 ATK/+1 DEF counter to a character you control.
Interdimensional Teleporter: Zombie Earth
1 Cost
Location
Activate -> Move a character you control with the printed affiliation Survivors to your hidden or visible area.
"What happened? This is _horrible_,"
ORIGINAL
Narrow Sewers
3 Cost
Location
Activate -> Target character with the printed Survivors team affiliation cannot be team attacked this turn unless they have all ready been attacked at least once this turn.
NEW
Narrow Sewers
3 Cost
Location
Activate -> Target character with the printed Survivors team affiliation cannot be team attacked this turn unless they have all ready been a defender this turn.
Railway Tunnel
4 Cost
Location
When you flip up Railway Tunnel, you may discard a character card. If you do search your deck for a Survivors character card.
Replace Railway Tunnel -> Stun target character with cost 3 or less with more than double it's printed attack value. Use this power only if all characters you control share a printed team affiliation.
Distraction
3 Cost
ONGOING: While you control one hidden character, your opponent's characters may attack hidden characters and must attack hidden characters before visible characters.
Can't Eat Us All At Once
3 Cost
Target defender you control gets +2 DEF for each other character you control in the same area and -2 DEF for each other character you control in another area this attack.
Reed To The Rescue
2 Cost
Move a character you control to the hidden area. Move any number of characters you control to the visible area.
"I can't believe we never thought of this. Did you hear what Mindy _said_?"
Mindy Glidewell: Diabetic Genius
0 Drop
Survivors
0/0
Loyalty - Hardfast.
Mindy has reinforcement.
Whenever Mindy defends move her to your Hidden Area.
Human Torch: Ultimate Johnny Storm
1 Drop
Survivors/Fantastic Four
1/2 Flight/Range
Concealed. AU - Ultimate
Activate -> Search your deck for a character card that shares a printed affiliation with Human Torch. Use this power only once per turn and only if Human Torch is visible.
"Yo, Sue. You seen Reed?"
Black Panther: Light Snack
2 Drop
Survivors/Avengers
2/3
Concealed. AU - Zombie Earth. Reservist.
Reveal Black Panther -> Target character you control who is the only character you control in your hidden or your visible area may attack hidden characters this turn. Use this power only while Black Panther is in your hand or resource row.
Mr. Fantastic: Ultimate Reed Richards
2 Drop
Survivors/Fantastic Four
3/3 Range
Concealed - Optional. AU - Ultimate.
Whenever you are attacked directly you may exhaust Mr. Fantastic. If you do gain endurence equal to Mr. Fantastic's defense.
ORIGINAL
Invisible Woman: Ultimate Sue Storm
3 Drop
Survivors/Fantastic Four
4/5
Concealed - Optional. AU - Ultimate.
Activate -> Target character you control gets plus X defense this turn where X is equal to Invisble Woman's defense. Invisible Woman gets minus X defense for the turn.
"I don't know how long I can _hold_ them."
NEW
Invisible Woman: Ultimate Sue Storm
3 Drop
Survivors/Fantastic Four
4/3
Concealed - Optional. AU - Ultimate.
Activate -> Target character you control gets plus X defense this turn during your opponent's attack step where X is equal to Invisble Woman's defense. Invisible Woman gets minus X defense for the turn.
"I don't know how long I can _hold_ them."
Silver Surfer: Zombie Killing Space Surfer
3 Drop
Survivors/Heralds of Galactus
5/5 Flight/Range
Concealed - Optional. AU - Zombie Earth.
Silver Surfer gets -1 ATK/-1 DEF for each character you control in the same area.
Silver Surfer gets +1 ATK/+1 DEF for each character you control in a different area.
Thing: Ultimate Benjamin Grimm
4 Drop
Survivors/Fantastic Four
6/9
Concealed. AU - Ultimate.
At the start of your attack step, you may exhaust Thing. If you do exhaust target character with attack less than or equal to Thing's defense.
"Always _wondered_ if I could take this freak!"
Fabian Cortez: Leader in Exile
5 Drop
Survivors/Acolytes
9/9 Range
Concealed. Reservist. AU - Zombie Earth.
Reveal Fabian Cortez -> KO Fabian Cortez, search your deck for a location, reveal it and put it face down in your resource row. Use this power only if all characters you control share a printed affiliation with Fabian Cortez.
Magneto: Appetizer
5 Drop
Survivors/Acolytes
9/10 Flight/Range
Concealed - Optional. AU - Zombie Earth.
Free -> If you control an attacker, Magneto becomes an attacker. If you control a defender, Magneto becomes a defender and remove all other defenders from this attack. Use this power only while Magneto is the only hidden or only visible character you control and only once per turn.
Silver Surfer: Entree
6 Drop
Survivors/Heralds of Galactus
12/13 Flight/Range
Concealed - Optional. AU - Zombie Earth.
If Silver Surfer is the only character in your hidden area or the only character in your visible area he has Invulnerability.
Galactus: Main Course
7 Drop
Survivors/Heralds of Galactus
16/16 Flight/Range
AU - Zombie Earth.
When Galactus enters your hidden area move all other characters you control to your visible area. When Galactus enters your Visible Area move all other characters you control to your hidden area.
"YOU hunger!?" Continue reading...
Labels:
broken,
cards,
Essential Collection,
Marvel Zombies,
Survivors
Saturday, July 19, 2008
"You wanna know how I got these scars...?"
No Spoilers, short review of the Dark Knight, various thoughts, updates.
AHHAHHHAHAHAHAHHAHAHHHHAHAHAHAAHHAAHAHAHHAAHAHAHHAAHAHAAAAAAAAAAA
HAHAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAHAHAHhahahahahahahahahaHAHAHAHAHAHAHAHAHAAHAHHAHA
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HAHAHAHAHAAHHAHAHhhhhAAAAaaahahaahahahahahahahaahhhAHHAHAHAHAAHAHAHAAHAHAHHAHAHAHA
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AAHHHAAAAAHAHAHAHehehehehhHEHEHHEHEHEHEHHEEEHHHEHEHEHEBWWWAAAHHAHAHAHAHAHAHAHA!
/takes a deep breath.
I needed that. The Dark Knight was exactly what I needed, exactly what I wanted, everything I expected and more. Heath Ledger's performance was haunting, transcendent and I'd just like to say that the idea of a posthumous Oscar has true merit. If there is justice he will at least get the nomination. Will it be because he died? Probably. But never once did I stop to think, "Wow, it's creepy watching this knowing that he's dead." or "What a legacy." or anything of the sort in fact. I was so enraptured by The Joker that I forgot about actors and real life for two and half hours. And if Daniel Day-Lewis can get an Oscar for "just acting" regardless of the movie as some people claim (I haven't seen it yet, I want to, but I have a billion movies, comics, books and the like to catch up on) then why not Ledger? Whom Mr. Day-Lewis dedicated his Screen Actor's Guild award too, calling him "unique, perfect."
But it WASN'T "just acting" because the meat of this film is The Joker. They gave him so much to work with. He revels in it. He takes it and runs. It's... It's Oscar worthy, genre picture stigma be damned.
Look at the rest of the cast! Christian Bale, Maggie Gyllenhaal, Morgan Freeman, Michael Caine, Gary Oldman, Aaron Eckhart... Wow, look at that cast folks. That's serious weighty actor folk there. They all deliver intense, amazing performances.
And if they hadn't set up the continuation of the franchise so well I'd wonder how the hell they move on from here. I think this is the 21rst century answer to James Bond. Batman can be forever. Just don't remind us of Batman Forever, okay guys?
Speaking of Bond, I'm really looking forward to the next one. I always like the idea of Bond more than the actual movies, but the new Bond series is exactly what he should be. No nonsense, tough as nails, witty super spy who bangs molten hot tail and then leaves without saying goodbye and never calls again, but cares.
Since there isn't any Bond VS I'll leave that there and move on.
UDE recently updated the points store and I was one of the lucky people to slip in early and grab my playset of Clash of Worlds. I told you all I was getting ready! I wasn't kidding, I popped my codes ASAP from my two MUN boxes and I grabbed 4x Clash as soon as they updated. I'm on Realms everyday and I was checking UDE.com/points every other day. Realms to the rescue as they were put up on my off day. Special thanks to KardKrazy who put the thread up. You can still grab Roshambo, Origin Story, Royal Flush Gang, Agility, 52, I think Superman/Batman Robot and some other nice cards though. I think I wanna play around with a Joker-Clash deck in honor of TDK. We'll see.
ALSO! Big news, Marvel Universe is getting a reprint! UDE listens and apparently enough of you played re-orders with stores. MAKE SURE YOU FOLLOW THROUGH! It's decidedly important that MUN does not end up festering on shelves, because seriously folks this is a HUGE step. UDE is taking a massive risk to the bottom line and this is sink or swim. We NEED a reprint, but at the same time we need to BUY that reprint, you know? I'm honestly not sure what to do. I have about a hundred bucks left from selling my guitar right now. I may pick up another box of MUN instead of saving it towards Evolutions. I just don't know what to do though.
Any thoughts?
Who's buying more MUN?
Anyway, that's it, sorry for updating so sparsely. I've taken up WoW. Not the card game, the MMO. I'm not sure which is worse. Hehe.
-Mike Continue reading...
AHHAHHHAHAHAHAHHAHAHHHHAHAHAHAAHHAAHAHAHHAAHAHAHHAAHAHAAAAAAAAAAA
HAHAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAHAHAHhahahahahahahahahaHAHAHAHAHAHAHAHAHAAHAHHAHA
AHhaHHAHAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAHAHABWAHAHAHAHAHAHABWAHHHHAAAHAHAHAHAHAHAHAA
AHAHAHAHAHAAHAHAHAHAHAHAHhahahahahahahahahaHAHAHAHAHAHAHAHAHAHEHEHEHEBWWWAAAHHAHAH
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HAHAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAHAHAHhahahahahahahahahaHAHAHAHAHAHAHAHAHAAHAHHAHA
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AHAHAHAHAHAAHAHAHAHAHAHAHhahahahahahahahahaHAHAHAHAHAHAHAHAHAHEHEHEHEBWWWAAAHHAHAH
HAHAHAHAHAAHHAHAHhhhhAAAAaaahahaahahahahahahahaahhhAHHAHAHAHAAHAHAHAAHAHAHHAHAHAHA
AAHHHAAAAAHAHAHAHehehehehhHEHEHHEHEHEHEHHEEEHHHEHEHEHEBWWWAAAHHAHAHAHAHAHAHAHA!
/takes a deep breath.
I needed that. The Dark Knight was exactly what I needed, exactly what I wanted, everything I expected and more. Heath Ledger's performance was haunting, transcendent and I'd just like to say that the idea of a posthumous Oscar has true merit. If there is justice he will at least get the nomination. Will it be because he died? Probably. But never once did I stop to think, "Wow, it's creepy watching this knowing that he's dead." or "What a legacy." or anything of the sort in fact. I was so enraptured by The Joker that I forgot about actors and real life for two and half hours. And if Daniel Day-Lewis can get an Oscar for "just acting" regardless of the movie as some people claim (I haven't seen it yet, I want to, but I have a billion movies, comics, books and the like to catch up on) then why not Ledger? Whom Mr. Day-Lewis dedicated his Screen Actor's Guild award too, calling him "unique, perfect."
But it WASN'T "just acting" because the meat of this film is The Joker. They gave him so much to work with. He revels in it. He takes it and runs. It's... It's Oscar worthy, genre picture stigma be damned.
Look at the rest of the cast! Christian Bale, Maggie Gyllenhaal, Morgan Freeman, Michael Caine, Gary Oldman, Aaron Eckhart... Wow, look at that cast folks. That's serious weighty actor folk there. They all deliver intense, amazing performances.
And if they hadn't set up the continuation of the franchise so well I'd wonder how the hell they move on from here. I think this is the 21rst century answer to James Bond. Batman can be forever. Just don't remind us of Batman Forever, okay guys?
Speaking of Bond, I'm really looking forward to the next one. I always like the idea of Bond more than the actual movies, but the new Bond series is exactly what he should be. No nonsense, tough as nails, witty super spy who bangs molten hot tail and then leaves without saying goodbye and never calls again, but cares.
Since there isn't any Bond VS I'll leave that there and move on.
UDE recently updated the points store and I was one of the lucky people to slip in early and grab my playset of Clash of Worlds. I told you all I was getting ready! I wasn't kidding, I popped my codes ASAP from my two MUN boxes and I grabbed 4x Clash as soon as they updated. I'm on Realms everyday and I was checking UDE.com/points every other day. Realms to the rescue as they were put up on my off day. Special thanks to KardKrazy who put the thread up. You can still grab Roshambo, Origin Story, Royal Flush Gang, Agility, 52, I think Superman/Batman Robot and some other nice cards though. I think I wanna play around with a Joker-Clash deck in honor of TDK. We'll see.
ALSO! Big news, Marvel Universe is getting a reprint! UDE listens and apparently enough of you played re-orders with stores. MAKE SURE YOU FOLLOW THROUGH! It's decidedly important that MUN does not end up festering on shelves, because seriously folks this is a HUGE step. UDE is taking a massive risk to the bottom line and this is sink or swim. We NEED a reprint, but at the same time we need to BUY that reprint, you know? I'm honestly not sure what to do. I have about a hundred bucks left from selling my guitar right now. I may pick up another box of MUN instead of saving it towards Evolutions. I just don't know what to do though.
Any thoughts?
Who's buying more MUN?
Anyway, that's it, sorry for updating so sparsely. I've taken up WoW. Not the card game, the MMO. I'm not sure which is worse. Hehe.
-Mike Continue reading...
Labels:
Heath Ledger,
James Bond,
Joker,
MUN Reprint,
The Dark Knight
Friday, July 11, 2008
DCU Preview! Tattooed Man, Mark Richards
So, you're here for a DCU Preview eh? I hope you've been keeping up because this stuff is EXCITING! Direct stun? Check. Reign of Terror effect? Check. Just for SINESTRO!? Check! There was some Hal Jordan and Green Lantern goodies last week, but this week is about the Emerald Enemies.
I've been dying to show off this card, it's amazing. Absolutely, positively, amazing and follows in Sinestro: Deposed Dictator's footsteps of recalling previous effects that rocked the game. What effect is on the comeback? Well continue reading to see...
I'm not going to make you wait through a bunch more text, check out the card.
Whaaaaaaaaaat!? Yeah! No kidding! Dr. Light is back and he's bigger than before! Yes, not only does he gain the power affiliation of Secret Society, but he's also got an extra attack! He loses flight and now he's team stamped, but the only additional cost is that he has to pay the 2 willpower he has for the turn.
Oh no! How terrible- Wait. How insane is that!?
Even more insane is that you don't have to put a printed Emerald Enemy into play, you can put any 2 drop or less that you team up with them into play! You can put something like, oh, say...
Deadshot: Floyd Lawton into play! Did you miss him on 2? Did they play another 3 drop and you want to play your 4-drop? Kill it anyway! Wanna burn a LOT with Wylde: Charlie Wylde in your Outsiders team attack deck? Just start spamming characters old school GLEE style. 6 resource points on 4 could translate into 5 extra burn. Crime Doctor: Bradford Thorne turns Tattooed Man into a Puppet Master like character. You get two exhausts every other turn instead of one a turn, but on the off turn you can drop something like... Puppet Master. Thank you Underground Movement/Superhero Registration Act!
Team up with the X-Men and you can keep dropping Bishop: Age of Apocalypse to search for cards, much like Dr. Light's old buddy Kyle Rayner: Last Green Lantern. Want 3 or 4 copies of X-Men Assemble! online? Tattooed Man will help you!
Writing this preview is so easy. It was like a gift. To be fair, most of the hard work previewing this guy was done by all the people who made such innovative and sometimes obvious decks abusing our "favorite" card board rapist. So to feel like I'm putting a little more work into it, here's a little preview deck list! It's not complete, but it gives you the idea.
4x Emerald Enemy 1-drop
4x Domino, Neena Thurman
2x Shadowcat, Phase Shifter
4x Professor X, Idealistic Dreamer
4x Bishop, Age of Apocalypse
4x Captain America, The Patriot - Secret Avenger
4x Tattooed Man, Mark Richards
4x Wolverine, Age of Apocalypse
1x Blink, Age of Apocalypse
1x Holocaust, Age of Apocalypse
4x Birthing Chamber
4x Muir Island
4x Home Surgery
4x Savage Beatdown
4x Something That Grants Willpower
4x The Spectrum
4x X-Men Assemble
As we see more Emerald Enemies and more plot twists from the DC Universe set, this card just gets more and more powerful. Without even seeing a card in the set that can be put into play with Tattooed Man or enables him to team up more easily, he can all ready be a powerful lynch pin to many controlling or rush strategies.
-Mike Continue reading...
I've been dying to show off this card, it's amazing. Absolutely, positively, amazing and follows in Sinestro: Deposed Dictator's footsteps of recalling previous effects that rocked the game. What effect is on the comeback? Well continue reading to see...
I'm not going to make you wait through a bunch more text, check out the card.
Whaaaaaaaaaat!? Yeah! No kidding! Dr. Light is back and he's bigger than before! Yes, not only does he gain the power affiliation of Secret Society, but he's also got an extra attack! He loses flight and now he's team stamped, but the only additional cost is that he has to pay the 2 willpower he has for the turn.
Oh no! How terrible- Wait. How insane is that!?
Even more insane is that you don't have to put a printed Emerald Enemy into play, you can put any 2 drop or less that you team up with them into play! You can put something like, oh, say...
Deadshot: Floyd Lawton into play! Did you miss him on 2? Did they play another 3 drop and you want to play your 4-drop? Kill it anyway! Wanna burn a LOT with Wylde: Charlie Wylde in your Outsiders team attack deck? Just start spamming characters old school GLEE style. 6 resource points on 4 could translate into 5 extra burn. Crime Doctor: Bradford Thorne turns Tattooed Man into a Puppet Master like character. You get two exhausts every other turn instead of one a turn, but on the off turn you can drop something like... Puppet Master. Thank you Underground Movement/Superhero Registration Act!
Team up with the X-Men and you can keep dropping Bishop: Age of Apocalypse to search for cards, much like Dr. Light's old buddy Kyle Rayner: Last Green Lantern. Want 3 or 4 copies of X-Men Assemble! online? Tattooed Man will help you!
Writing this preview is so easy. It was like a gift. To be fair, most of the hard work previewing this guy was done by all the people who made such innovative and sometimes obvious decks abusing our "favorite" card board rapist. So to feel like I'm putting a little more work into it, here's a little preview deck list! It's not complete, but it gives you the idea.
4x Emerald Enemy 1-drop
4x Domino, Neena Thurman
2x Shadowcat, Phase Shifter
4x Professor X, Idealistic Dreamer
4x Bishop, Age of Apocalypse
4x Captain America, The Patriot - Secret Avenger
4x Tattooed Man, Mark Richards
4x Wolverine, Age of Apocalypse
1x Blink, Age of Apocalypse
1x Holocaust, Age of Apocalypse
4x Birthing Chamber
4x Muir Island
4x Home Surgery
4x Savage Beatdown
4x Something That Grants Willpower
4x The Spectrum
4x X-Men Assemble
As we see more Emerald Enemies and more plot twists from the DC Universe set, this card just gets more and more powerful. Without even seeing a card in the set that can be put into play with Tattooed Man or enables him to team up more easily, he can all ready be a powerful lynch pin to many controlling or rush strategies.
-Mike Continue reading...
Labels:
Broken?,
crazy,
DCU Preview,
Dr. Light
Thursday, July 10, 2008
I'm Stupid. Yay!
So, I need to learn to read the f'n card. I mean, I THOUGHT I could read. I thought for sure I could read, but man... I cannot read. Take a look at this card...
And see how totally NOT broken, but still totally cool it is? ::Sigh:: I thought I was so awesome. But man, I shoulda known somebody woulda been playing a super-tuned version of this at Worlds if it DID work. Damn, damn, damn. One of those days.
-Mike Continue reading...
And see how totally NOT broken, but still totally cool it is? ::Sigh:: I thought I was so awesome. But man, I shoulda known somebody woulda been playing a super-tuned version of this at Worlds if it DID work. Damn, damn, damn. One of those days.
-Mike Continue reading...
Labels:
balanced,
broken,
Cape-Killer Unit,
Stupid
Wednesday, July 9, 2008
A Modern Age Deck - The Accelerometer
So I was working on this idea to abuse Satan Claw with The Captain and Death Warrant. I wasn't going to worlds, but I figured I'd try and build various decks to throw at Paul Sung in case something worked. I don't know if I ever played this one against him, because I made it pretty late in the game, but after that I hadn't gone back to look at it. However, with my boxes of MUN arriving and a thread on
VSRealmstalking about abusing Satan Claw I decided to tweak it some more. It was then I realized what I really had sitting under my nose...
8x A.I.M. Agents, Army - A.I.M.
6x Cape-Killer Units, Army - Agent of S.H.I.E.L.D.
5x MODOC Squad, Army - A.I.M.
4x The Captain, Can't Remember His Real Name
4x Red Skull, Johann Schmidt - HYDRA
4x Baron Strucker, Baron Wolfgang Von Strucks - HYDRA
2x Cosmic Cube
3x Death Warrant
4x Satan Claw
4x Cut Off One Head...
4x Double Agent
2x Finishing Move
3x Underground Laboratory
4x Mobilize
4x Losing The Argument
The idea was simple, Cape-Killer was just there because they helped you pull A.I.M. Agents to hand, grabbed your three or let you throw down two 2-drops on 3. Turn 4 was The Captain and if you had Death Warrant he equipped a Claw and became Baron Strucker. If you had a Cosmic Cube you named him Red Skull to grab whatever you wanted. Red Skull on Five let you burn them when The Captain hit their 4 drop if it was still around, or when Baron Strucker 6 KO'd their 6.
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!
So, when I realized this, I realized that the deck wasn't about breaking the parity of Satan Claw, it was about getting out a 7 drop on turn 5! With that in mind here is the first draft of what I call the Accelerometer.
6x A.I.M. Agents, Army - A.I.M.
8x Cape-Killer Units, Army - Agent of S.H.I.E.L.D.
5x MODOC Squad, Army - A.I.M.
4x The Captain, Can't Remember His Real Name
3x Red Skull, Johann Schmidt - HYDRA
4x Baron Strucker, Baron Wolfgang Von Strucks - HYDRA
1x Red Skull, Master of Creation
1x Magneto, Master of Magnetism
4x Cosmic Cube
3x Death Warrant
2x Satan Claw
4x Cut Off One Head...
3x Superhuman Registration Act
4x HAIL HYDRA!
4x Mobilize
4x Losing The Argument
Thinking about what 7-drops I'd want to play on turn 7, a few came to mind such as Sabretooth: Genocidal Savage, Hulk: Joe Fixit and Galactus: The Maker. However I realized the best choice was probably the most obvious. Magneto: Master of Magnetism is an old stand by and the fact is that he's always been a strong splash for one simple reason. His power is freaking amazing.
I stun you? You're dead. Bad enough I have a 7-drop on turn 5, but I also have one that doesn't even let you keep your biggest character. Any character at that! If I've been KO'ing your characters before now anyway, you're likely going to have a hard time reinforcing against or stunning Magneto.
The first question of course is, how consistent is it? Well, I got a draw good enough to play Magneto on turn 5 in 5 out of 8 test draws so far. He hit the board on 6 in another test draw. And in one of the 5 where he hit on 5 I all most could have forced him out on 4. I just would have needed another Losing The Argument.
The strategy is pretty simple, you wanna hit HAIL HYDRA!, Cape-Killers Unit, Losing The Arguemnt and Cut Off One Head... while ditching copies of the 2 drop into the pile. Turn 5, search out Magneto, stack the deck with Losing and Cut Off One Head... to put two Cape-Killers into play. Hit your rallies, play Magneto. Win. Odd initiatives, obviously, allow you to use Satan Claw on The Captain against their 4 and if you have a Death Warrant, you stun your 4 to KO their 4-drop.
Don't get the combo? Only hit one rally? You can still play Red Skull or Baron Strucker and pull it out next turn. I'm thinking there may be some more ways to make it more consistent, or maybe I should run one copy of The Sleeper: Doomsday Device * RAID.
Is it possible to go off more? Like can you pull off 2 Cut Off The Head... and gain 4 resource points? When? Turn 5? Can you do that on turn 4? Fin Fang Foom eat your heart out!
-Mike Continue reading...
VSRealmstalking about abusing Satan Claw I decided to tweak it some more. It was then I realized what I really had sitting under my nose...
8x A.I.M. Agents, Army - A.I.M.
6x Cape-Killer Units, Army - Agent of S.H.I.E.L.D.
5x MODOC Squad, Army - A.I.M.
4x The Captain, Can't Remember His Real Name
4x Red Skull, Johann Schmidt - HYDRA
4x Baron Strucker, Baron Wolfgang Von Strucks - HYDRA
2x Cosmic Cube
3x Death Warrant
4x Satan Claw
4x Cut Off One Head...
4x Double Agent
2x Finishing Move
3x Underground Laboratory
4x Mobilize
4x Losing The Argument
The idea was simple, Cape-Killer was just there because they helped you pull A.I.M. Agents to hand, grabbed your three or let you throw down two 2-drops on 3. Turn 4 was The Captain and if you had Death Warrant he equipped a Claw and became Baron Strucker. If you had a Cosmic Cube you named him Red Skull to grab whatever you wanted. Red Skull on Five let you burn them when The Captain hit their 4 drop if it was still around, or when Baron Strucker 6 KO'd their 6.
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!
So, when I realized this, I realized that the deck wasn't about breaking the parity of Satan Claw, it was about getting out a 7 drop on turn 5! With that in mind here is the first draft of what I call the Accelerometer.
6x A.I.M. Agents, Army - A.I.M.
8x Cape-Killer Units, Army - Agent of S.H.I.E.L.D.
5x MODOC Squad, Army - A.I.M.
4x The Captain, Can't Remember His Real Name
3x Red Skull, Johann Schmidt - HYDRA
4x Baron Strucker, Baron Wolfgang Von Strucks - HYDRA
1x Red Skull, Master of Creation
1x Magneto, Master of Magnetism
4x Cosmic Cube
3x Death Warrant
2x Satan Claw
4x Cut Off One Head...
3x Superhuman Registration Act
4x HAIL HYDRA!
4x Mobilize
4x Losing The Argument
Thinking about what 7-drops I'd want to play on turn 7, a few came to mind such as Sabretooth: Genocidal Savage, Hulk: Joe Fixit and Galactus: The Maker. However I realized the best choice was probably the most obvious. Magneto: Master of Magnetism is an old stand by and the fact is that he's always been a strong splash for one simple reason. His power is freaking amazing.
I stun you? You're dead. Bad enough I have a 7-drop on turn 5, but I also have one that doesn't even let you keep your biggest character. Any character at that! If I've been KO'ing your characters before now anyway, you're likely going to have a hard time reinforcing against or stunning Magneto.
The first question of course is, how consistent is it? Well, I got a draw good enough to play Magneto on turn 5 in 5 out of 8 test draws so far. He hit the board on 6 in another test draw. And in one of the 5 where he hit on 5 I all most could have forced him out on 4. I just would have needed another Losing The Argument.
The strategy is pretty simple, you wanna hit HAIL HYDRA!, Cape-Killers Unit, Losing The Arguemnt and Cut Off One Head... while ditching copies of the 2 drop into the pile. Turn 5, search out Magneto, stack the deck with Losing and Cut Off One Head... to put two Cape-Killers into play. Hit your rallies, play Magneto. Win. Odd initiatives, obviously, allow you to use Satan Claw on The Captain against their 4 and if you have a Death Warrant, you stun your 4 to KO their 4-drop.
Don't get the combo? Only hit one rally? You can still play Red Skull or Baron Strucker and pull it out next turn. I'm thinking there may be some more ways to make it more consistent, or maybe I should run one copy of The Sleeper: Doomsday Device * RAID.
Is it possible to go off more? Like can you pull off 2 Cut Off The Head... and gain 4 resource points? When? Turn 5? Can you do that on turn 4? Fin Fang Foom eat your heart out!
-Mike Continue reading...
Labels:
Accelerometer,
Cape-Killer Unit,
Crime Lords,
deck,
deck idea,
S.H.I.E.L.D.
Final Analysis - Iron Man vs. Captain America Packs!
So who busts better packs? Captain America or Iron Man?
Pack by pack, Iron Man slightly edged out the All-American hero, but the fact is I think overall pulls count a lot more. So I delved into the cards and while sorting them noted a few particulars that mattered to me. Things like how many 8 drops they pulled or members of Nextwabve. Bad things, good things. Hopefully interesting. And after that I decided to rank the rares from 1 - 10 with 10 being the best and total a score for each of our pack art models. Who wins? Well, read on to find out.
Iron Man Breakdown
# of Foils = 6
# of Uncommons out of 110 = 69
# of Search Cards = 2
# of Uncommon/Rare IM Legend Support = 4
# of Uncommon/Rare CA Legend Support = 3
# of Nextwave Characters = 4 (including The Captain!)
# of Foil Rares = 2
# of Rare 8 Drops = 5
# of Potential Money Rares = 6-8
# of Rares I Didn't Want To Pull = 6 (and not all the 8 drops were in here. LOL)
Rares
1x Vision, Young Avenger
1x Wolverine, Secret Avenger
1x Captain America's Shield
1x Helmut Zemo <> Baron Zemo, Master of the Moonstones
1x Radioactive Man, Containment Suit
1x Thunderbolts Mountain
1x The Sentry, Might Avenger
1x Spider-Man, Unmasked
1x Hulkbuster Armor
1x Stark Armory
2x I'm A Futurist
1x Headcase, Sean Madigan - A.I.M.
1x HYDRA Armageddon Carrier
1x Underground Laboratory
1x Annihilus, The Living Death That Walks
1x Thanos, Mad Titan
1x Negative Zone, Non-Unique - Gateway
1x Alpha Flight Reborn
1x Silent War
1x Loki, Loki Laufeyson
1x Adam Warlock, Savior of the Universe
1x The Beyonder, Inhuman
1x Death, The Second Force of the Universe
1x Fin Fang Foom, He Whose Limbs Shatter Mountains
1x Carrying The Torch
Foils
1x Swordsman, Andrew Von Strucker
1x Iron Man, Director of S.H.I.E.L.D.
1x I'm A Futurist
1x Headcase, Sean Madigan - A.I.M.
1x Red Skull, Johann Schmidt - HYDRA
1x Sub-Mariner, Protector of the Time Gem
Captain America Breakdown
# of Foils = 6
# of Uncommons out of 110 = 67
# of Search Cards = 2
# of Uncommon/Rare IM Legend Support = 4 (counting Secret Government)
# of Uncommon/Rare CA Legend Support = 4 (countin Punisher: Captain America and James Barnes <> Captain America)
# of Nextwave Characters = 3 (no copies of The Captain)
# of Foil Rares = 2
# of Rare 8 Drops = 4
# of Potential Money Rares = 7-9
# of Rares I Didn't Want To Pull = 5 (and yeah, not all the 8 drops were included here, either)
Rares
1x Cable, Secret Avenger
1x Punisher, Secret Avenger
1x Wolverine, Secret Avenger
1x Captain America's Shield
1x Helmut Zemo <> Baron Zemo, Master of the Moonstones
1x Thunderbolts Mountain
1x Life Model Decoy, More Human Than Human
1x Nick Fury, Director of S.H.I.E.L.D.
1x The Sentry, Mighty Avenger
1x You're Under Arrest!
1x The Gorgon, Tomi Shishido - HYDRA
1x Underground Laboratory
1x Cut Off One Head...
1x Ninjas! Ninjas! Ninjas!
1x Hulk Smash!
1x Righteous Anger
1x Annihilus, The Living Death That Walks
1x Negative Zone, Non-Unique - Gateway
1x Gift For Death
1x Beta Ray Bill, Simon Walters - Omega Flight
1x The Infinity Gauntlet
1x Thor, Donald Blake
1x Kang <> Iron Lad, Non-Unique - Young Avenger
1x Punisher, Captain America
1x Carrying The Torch
1x I Got'em All!
Foils
1x Human Torch, Secret Avenger
1x Liberating Number 42
1x Speedball Is Dead
1x Ninjas! Ninjas! Ninjas!
1x Punisher, Captain America
1x Richard Rider <> Nova Centurion, Keeper of the Worldmind
So based on that information I think Captain America edge out Iron Man. With the pack by packs going to Iron Man it looks like a tie until we factor in the rare ratings which will ultimately decide who provides better packs. Now mind you these are my own opinions on the cards, not necessarily a strict playability rating. 5 means, I don't love or hate it, but it could also be good for trades. Below that is something I don't really care for and probably won't trade well. Above is stuff I want, is playable and would definitely trade well.
I also took out any rares that they both had as it would just wash anyway.
Iron Man Rares
1x Vision, Young Avenger = 3
1x Radioactive Man, Containment Suit = 10
1x Spider-Man, Unmasked = 5
1x Hulkbuster Armor = 5
1x Stark Armory = 8
2x I'm A Futurist = 7
1x Headcase, Sean Madigan - A.I.M. = 5
1x HYDRA Armageddon Carrier = 6
1x Thanos, Mad Titan = 5
1x Alpha Flight Reborn = 5
1x Silent War = 5
1x Loki, Loki Laufeyson = 1
1x Adam Warlock, Savior of the Universe = 5
1x The Beyonder, Inhuman = 7
1x Death, The Second Force of the Universe = 7
1x Fin Fang Foom, He Whose Limbs Shatter Mountains = 6
Iron Man scores 97!
Captain America Rares
1x Cable, Secret Avenger = 5
1x Punisher, Secret Avenger = 7
1x Life Model Decoy, More Human Than Human = 7
1x Nick Fury, Director of S.H.I.E.L.D. = 6
1x The Sentry, Mighty Avenger = 5
1x You're Under Arrest! = 5
1x The Gorgon, Tomi Shishido - HYDRA = 5
1x Cut Off One Head... = 7
1x Ninjas! Ninjas! Ninjas! =7
1x Hulk Smash! = 10
1x Righteous Anger = 10
1x Gift For Death = 3
1x Beta Ray Bill, Simon Walters - Omega Flight = 5
1x The Infinity Gauntlet = 6
1x Thor, Donald Blake = 5
1x Kang <> Iron Lad, Non-Unique - Young Avenger = 1
1x Punisher, Captain America = 7
1x I Got'em All! = 8
Captain America scores 109!
So, despite losing pack for pack, in the end Captain America's draws were just better overall. Continue reading...
Pack by pack, Iron Man slightly edged out the All-American hero, but the fact is I think overall pulls count a lot more. So I delved into the cards and while sorting them noted a few particulars that mattered to me. Things like how many 8 drops they pulled or members of Nextwabve. Bad things, good things. Hopefully interesting. And after that I decided to rank the rares from 1 - 10 with 10 being the best and total a score for each of our pack art models. Who wins? Well, read on to find out.
Iron Man Breakdown
# of Foils = 6
# of Uncommons out of 110 = 69
# of Search Cards = 2
# of Uncommon/Rare IM Legend Support = 4
# of Uncommon/Rare CA Legend Support = 3
# of Nextwave Characters = 4 (including The Captain!)
# of Foil Rares = 2
# of Rare 8 Drops = 5
# of Potential Money Rares = 6-8
# of Rares I Didn't Want To Pull = 6 (and not all the 8 drops were in here. LOL)
Rares
1x Vision, Young Avenger
1x Wolverine, Secret Avenger
1x Captain America's Shield
1x Helmut Zemo <> Baron Zemo, Master of the Moonstones
1x Radioactive Man, Containment Suit
1x Thunderbolts Mountain
1x The Sentry, Might Avenger
1x Spider-Man, Unmasked
1x Hulkbuster Armor
1x Stark Armory
2x I'm A Futurist
1x Headcase, Sean Madigan - A.I.M.
1x HYDRA Armageddon Carrier
1x Underground Laboratory
1x Annihilus, The Living Death That Walks
1x Thanos, Mad Titan
1x Negative Zone, Non-Unique - Gateway
1x Alpha Flight Reborn
1x Silent War
1x Loki, Loki Laufeyson
1x Adam Warlock, Savior of the Universe
1x The Beyonder, Inhuman
1x Death, The Second Force of the Universe
1x Fin Fang Foom, He Whose Limbs Shatter Mountains
1x Carrying The Torch
Foils
1x Swordsman, Andrew Von Strucker
1x Iron Man, Director of S.H.I.E.L.D.
1x I'm A Futurist
1x Headcase, Sean Madigan - A.I.M.
1x Red Skull, Johann Schmidt - HYDRA
1x Sub-Mariner, Protector of the Time Gem
Captain America Breakdown
# of Foils = 6
# of Uncommons out of 110 = 67
# of Search Cards = 2
# of Uncommon/Rare IM Legend Support = 4 (counting Secret Government)
# of Uncommon/Rare CA Legend Support = 4 (countin Punisher: Captain America and James Barnes <> Captain America)
# of Nextwave Characters = 3 (no copies of The Captain)
# of Foil Rares = 2
# of Rare 8 Drops = 4
# of Potential Money Rares = 7-9
# of Rares I Didn't Want To Pull = 5 (and yeah, not all the 8 drops were included here, either)
Rares
1x Cable, Secret Avenger
1x Punisher, Secret Avenger
1x Wolverine, Secret Avenger
1x Captain America's Shield
1x Helmut Zemo <> Baron Zemo, Master of the Moonstones
1x Thunderbolts Mountain
1x Life Model Decoy, More Human Than Human
1x Nick Fury, Director of S.H.I.E.L.D.
1x The Sentry, Mighty Avenger
1x You're Under Arrest!
1x The Gorgon, Tomi Shishido - HYDRA
1x Underground Laboratory
1x Cut Off One Head...
1x Ninjas! Ninjas! Ninjas!
1x Hulk Smash!
1x Righteous Anger
1x Annihilus, The Living Death That Walks
1x Negative Zone, Non-Unique - Gateway
1x Gift For Death
1x Beta Ray Bill, Simon Walters - Omega Flight
1x The Infinity Gauntlet
1x Thor, Donald Blake
1x Kang <> Iron Lad, Non-Unique - Young Avenger
1x Punisher, Captain America
1x Carrying The Torch
1x I Got'em All!
Foils
1x Human Torch, Secret Avenger
1x Liberating Number 42
1x Speedball Is Dead
1x Ninjas! Ninjas! Ninjas!
1x Punisher, Captain America
1x Richard Rider <> Nova Centurion, Keeper of the Worldmind
So based on that information I think Captain America edge out Iron Man. With the pack by packs going to Iron Man it looks like a tie until we factor in the rare ratings which will ultimately decide who provides better packs. Now mind you these are my own opinions on the cards, not necessarily a strict playability rating. 5 means, I don't love or hate it, but it could also be good for trades. Below that is something I don't really care for and probably won't trade well. Above is stuff I want, is playable and would definitely trade well.
I also took out any rares that they both had as it would just wash anyway.
Iron Man Rares
1x Vision, Young Avenger = 3
1x Radioactive Man, Containment Suit = 10
1x Spider-Man, Unmasked = 5
1x Hulkbuster Armor = 5
1x Stark Armory = 8
2x I'm A Futurist = 7
1x Headcase, Sean Madigan - A.I.M. = 5
1x HYDRA Armageddon Carrier = 6
1x Thanos, Mad Titan = 5
1x Alpha Flight Reborn = 5
1x Silent War = 5
1x Loki, Loki Laufeyson = 1
1x Adam Warlock, Savior of the Universe = 5
1x The Beyonder, Inhuman = 7
1x Death, The Second Force of the Universe = 7
1x Fin Fang Foom, He Whose Limbs Shatter Mountains = 6
Iron Man scores 97!
Captain America Rares
1x Cable, Secret Avenger = 5
1x Punisher, Secret Avenger = 7
1x Life Model Decoy, More Human Than Human = 7
1x Nick Fury, Director of S.H.I.E.L.D. = 6
1x The Sentry, Mighty Avenger = 5
1x You're Under Arrest! = 5
1x The Gorgon, Tomi Shishido - HYDRA = 5
1x Cut Off One Head... = 7
1x Ninjas! Ninjas! Ninjas! =7
1x Hulk Smash! = 10
1x Righteous Anger = 10
1x Gift For Death = 3
1x Beta Ray Bill, Simon Walters - Omega Flight = 5
1x The Infinity Gauntlet = 6
1x Thor, Donald Blake = 5
1x Kang <> Iron Lad, Non-Unique - Young Avenger = 1
1x Punisher, Captain America = 7
1x I Got'em All! = 8
Captain America scores 109!
So, despite losing pack for pack, in the end Captain America's draws were just better overall. Continue reading...
Labels:
Captain America vs. Iron Man,
MUN,
Packs
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