(Metagame Archive) Cerebro XVII

By Paul Ross

Hi All,

We have another Cerebro packed with reader questions for you today. With today’s column, I have at long last officially emptied my inbox, so feel free to start filling it up again by sending your rules questions to vsrules@gmail.com. If you’d like to win three boosters, please include your mailing address and UDE number. Here are this week’s winning questions:

I have some League of Assassins questions that came up during a Hobby League game the other day. If a character is stunned but cannot be KO’d due to Lazarus Pit, does it remain exhausted when all of the other objects ready?

Tom S., BolingbrookIL, USA

 

That’s correct. A stunned character cannot ready.

When Ra’s al Ghul, Immortal Villain comes into play, my opponent’s locations are turned face down. If my opponent has an exhausted location when Immortal Villain’s triggered effect resolves, will it remain exhausted when it is turned face down?

Tom S., BolingbrookIL, USA

Correct again.

If the answer to the above question is yes, when all the other objects ready, would the face-down location ready, too? Or would it remain exhausted?

Tom S., BolingbrookIL, USA

It would ready with all the other objects. Unlike a stunned character, a face-down resource can ready normally.

Let’s say that Total Anarchy is in play, I control Ubu, Ra’s al Ghul’s Bodyguard, and my opponent controls a 3-drop that is able to stun him. I’m assuming that Total Anarchy’s power triggers twice—once for each character.

Jake D.

That’s correct. Two triggered effects go on the chain.

My impression is that I could prevent Ubu from getting KO’d if I target him with Lazarus Pit’s second power.

Jake D.

That’s also correct. If you do, the triggered effect that tries to KO Ubu will do nothing on resolution.

I also assume that if my opponent has an effect to recover his 3-drop, it would essentially be irrelevant, because the character would recover but then still get KO’d.

Jake D.

Three out of three! Total Anarchy’s triggered effect will KO a character whether or not it is stunned on resolution.

There are a number of cards in the Green Lantern expansion that say something like, “You may KO a resource you control.” Is it possible to KO the resource that says you may KO a resource? Take Femme Fatality, for example. Can I KO it and still get the +3 attack? Or does it have to be another resource I KO?

Amit S., London, UK

Yes, you may choose any card in your resource row when Femme Fatality’s effect resolves, including Femme Fatality itself if you played it from your resource row.

I have a face-up Empire of Tears and two other face-down resources, one of which is a second Empire of Tears. If I flip the second, will the first go to the KO’d pile immediately due to uniqueness? Or can I KO the first to pay the cost of the second?

Dimitri D.

The latter. You pay the costs of flipping the second Empire of Tears (KO’ing the first) before the uniqueness rule check.

Player A has no cards in his hand before the draw phase. Player B controls Gravesite. If Player A draws a Brotherhood character card via Gravesite’s effect, can he discard it to use Avalon Space Station’s power before discarding to Gravesite?

Mark A., San AntonioTX, USA

Nope. You have to resolve the Gravesite effect completely (drawing and discarding a card) before either player gets priority to play another effect (like Avalon Space Station’s).

My opponent controls LostCity and discards to power up a Brotherhood character. In response, I flip Unmasked. Is my opponent then able to power up his character again in response?

Brad, Toowoomba, QLD, Australia

Yes. Let’s say your opponent plays power-up A, then you play Unmasked in response, and then your opponent plays power-up B in response to that. After successive passes, power-up B resolves and is replaced by LostCity, giving the target character +3 ATK/+3 DEF. Then, after successive passes, Unmasked resolves. Then, after successive passes, power-up A resolves, but it does nothing because its modifier is suppressed by the Unmasked modifier. As a result, there is no power-up event for Lost City to replace.

I control Lost City and power up Pyro. In response, my opponent replaces Lost City with Have a Blast! Does Pyro get +3 ATK/+3 DEF because I controlled Lost City when I paid the power-up cost? Or does he get +1 ATK/+1 DEF because Lost City is no longer in play on resolution?

Dan O., San AntonioTX, USA

The latter. The effect that goes on the chain is simply a “power-up effect” and cannot be replaced by Lost City until it resolves. If there’s nothing with which to replace it on resolution, it resolves like a normal power-up.

Like in the last question, your opponent can power up again in response to Have a Blast! In that case, the second power-up resolves and is replaced by Lost City, giving Pyro +3 ATK/+3 DEF. However, when the original power-up resolves, it won’t be replaced because Lost City is no longer in play, so Pyro gets the normal +1ATK/+1 DEF.

If I equip Pyro with Advanced Hardware, how much endurance does my opponent lose when I activate him?

Charles A., DubuqueIA, USA

Just 3. The equipped Pyro will have two payment powers, both of which read, “Activate >>> Target player loses 3 endurance.” You can activate Pyro to pay the cost of either one, but not both.

I control Doomsday, Atomic Skull, four face-up Toy Soldiers, two face-up Death of Supermans, and three other resources. Doomsday attacks Garth ◊ Tempest, and my opponent plays Heroic Sacrifice, stunning Dawn Granger ◊ Dove. In response, I reveal Silver Banshee from hand to use Atomic Skull’s power to stun Garth. What happens next?

Dennis C., Manila, Philippines

After successive passes, Atomic Skull’s effect resolves first, stunning Garth. Then, after further successive passes, Heroic Sacrifice is negated because all of its targets are illegal (since Garth is no longer a defender). Finally, after successive passes on an empty chain, the attack concludes with no defender, so all characters with the attacker characteristic ready (such as Doomsday).

I had a couple of questions arise from a game I played recently. I was playing League of Assassins and my opponent was playing The Brave and the Bold. I flipped Tower of Babel to prevent the use of the Teen Titans Go! that I knew was coming on my opponent’s attack step. He responded by using Garth ◊ Tempest’s power to pull a Fizzle from his KO’d pile. However, he was told that by resolving Garth’s effect, he was passing priority and therefore Tower of Babel would resolve. I wasn’t so sure. Couldn’t he have played Fizzle to negate my effect?

Greg L., CovingtonKY, USA

Yes, he was misinformed. Successive passes resolve only the most recent effect added to the chain, not every effect on the chain. So he can resolve Garth’s effect to retrieve Fizzle, and then rather than passing to allow Tower of Babel to resolve, he can play Fizzle instead.

Alternately, once he had Fizzle in his hand and the Tower of Babel effect had resolved, couldn’t he have played Fizzle at that point to cancel the Tower of Babel effect before his attack step?

Greg L., CovingtonKY, USA

No. Effects only exist on the chain. Once an effect resolves (and creates a modifier), there’s nothing for Fizzle to target.

During a tournament, I had the initiative on turn 6 and played Koriand’r <> Starfire. I was informed that I couldn’t use Starfire’s activated power because my opponent hadn’t completed his build phase, so his characters were neither in the front or support row. Can I get a clarification on this rule?

Alvin

Yes, you’ve been misinformed, as well. Characters have either the front row or support row characteristic at all times (except while being moved), and you may use Koriand’r ◊ Starfire’s activated power immediately after she comes into play (or any other time you have priority).

This happened in a recent game. I controlled Lady Shiva, Sandra Woosan in my front row and a GCPD Officer and Dick Grayson ◊ Nightwing, Defender of Blüdhaven in my support row, all ready. My opponent controlled four characters including Shocker. He attacked and stunned the GCPD Officer, then activated Shocker’s power. When I told him I would choose to exhaust Lady Shiva and the stunned GCPD Officer, leaving Dick Grayson ready, he was not happy and claimed that I couldn’t do that. I was sure I could, as Shocker’s power doesn’t specify that the characters must be non-stunned and/or ready.

Nige A., Scotland

You were correct. I’ve mentioned in an earlier column that you can choose exhausted characters when targeted by Shocker, but it’s equally true that you can choose stunned characters.

Who wins? Onslaught or Silver Surfer? If Silver Surfer steals the initiative by discarding a card, does Onslaught still get to use his power?

Benji K.

Sounds like your question starts with the initiative player controlling Onslaught and his or her opponent controlling Silver Surfer. If Surfer’s controller steals the initiative at the start of the combat phase, then Surfer’s controller gets the first attack step. Onslaught’s power will trigger only if he is face up at the start of his own controller’s attack step (after the attack step of Surfer’s controller has concluded).

If my opponent activates The Source targeting my Midnight Sons, and I respond by activating Lacuna to KO the Midnight Sons and search for a Marvel Team-Up, will that negate the rest of The Source’s effect?

Benji K.

That’s correct. If all of an effect’s targets become illegal, the entire effect is negated.

Same question about Search and Destroy. If my opponent’s character gets stunned or removed from play, does the rest of Search and Destroy’s effect work?

Benji K.

If the target gets removed from play, then no, Search and Destroy is negated because all of its targets are illegal on resolution.

However, if the target is merely stunned before Search and Destroy resolves, the effect is not negated because it doesn’t require a non-stunned target. It will resolve as fully as possible by first trying to stun the target and then raiding your opponent’s hand.

If a character card comes into play from a non-hand zone (KO’d pile, deck, and so forth) while there are resource points available, can its boost cost be paid? This question arose with regard to Mysterio’s boost to bring another Mysterio into play. Can the second Mysterio be boosted if there are resource points available? What about if Sentinel Mark V is brought into play by Underground Sentinel Base?

Richard H.

Boost can only be paid when a character card is recruited. The second Mysterio is not being recruited; it’s simply being put into play by the triggered effect of the first. Similarly, any Sentinel put into play by Underground Sentinel Base is not being recruited.

An example of a pre-Avengers card that could allow boost costs to be paid from a non-hand zone is Witching Hour. After it resolves, you could then recruit, say, Zodiak from your KO’d pile with boost.

Of course, the Avengers expansion, as you’ve probably heard by now, turns this question on its head. Any character card with the reservist keyword can be recruited from your resource row, and its boost cost paid if desired.

And that’s the perfect note on which to finish, since by the time this column goes to print, the entire planet will be in the grip of Avengers Sneak Peek mania! Hope everybody has as much fun as I do and joins me the week after next for a column bursting with Avengers questions. As always, please send your contributions to vsrules@gmail.com.

(Metagame Archive) The Avengers Preview: Kang ◊ Earth Mesozoic-24

By Brian Kibler

Ahhh Kang. Good old Kang. As the fifth team in the Avengers set, the time-hopping Kang was something of a red-headed stepchild when I arrived at UDE. No one drafted him and no one used him in any good Constructed decks. In fact, the running joke at the time was that you could make even the best card bad by “Kang-stamping” it.

It stopped being funny when we realized that it wasn’t really a joke. The themes for Kang at the time were activated powers, concealed, and being non-unique. Since Kang is a time traveler who works with copies of himself from the past and future, we thought that letting him meddle with the game from the hidden area in non-combat ways would be thematic and cool. Unfortunately, as the rest of the set shaped up, Kang kept lagging behind. For balance reasons, it’s dangerous to give powerful activated abilities to concealed characters, so we tried average powers with ready effects to reuse them, and even that didn’t cut it. When even our Kang-stamped Cosmic Radiation (“Ready all characters you control named Kang”) fell short of making the team competitive, we decided it was time to scrap the themes we were working with and start over.

Historically, I haven’t been much of a comic fan, but I’ve always been a superhero fan. It sounds like a contradiction, but I could just never get into reading a particular comic week after week or month after month. I love the storylines and characters, but I’d rather digest them in movie or book form than wait for the next issue to come out. It’s the same with TV shows; I’ve watched all of the first three seasons of Smallville because I could get them on DVD, but I have only intermittently seen episodes from season four.

What does this have to do with Kang? Well, when I started working on the set, I had no idea who he was, but once I started learning about the character, I was intrigued. The idea of someone who not only traveled through time but also worked with different versions of himself throughout history was very cool to me. I went through the file and rewrote all of the Kangs with abilities that I thought were thematic for someone who could blip in and out of time. Today’s preview card is one of those rewrites:

Kang ◊ Earth Mesozoic-24 is particularly exciting to me because he’s the first card I ever designed, but even without that attachment, I think he’s pretty damn cool. My original design was a 4-cost character who left play for two turns and came back on turn 6 as a 12 ATK/12 DEF. The team liked the idea, but it was difficult to template him in a way that both functioned in the rules and was easy to understand. Versions that counted turns were hard to track, and versions that counted resources had weird loopholes once you got to the later turns of the game and could just get an under-costed 6-drop. Ultimately, we decided that the 4-cost 10 ATK/10 DEF who blipped in and out of play was sufficiently thematic and cool that it wasn’t worth fighting over Caveman Kang’s original version.

Why “Caveman Kang,” you might be wondering? Well, he has the text “Kang is not unique” for a reason. We decided that because Kang was always working with different versions of himself, it clearly made sense for him to break the uniqueness rule. As a result, there are Kangs all up the curve—sometimes more than one at each drop. So while saying “Magneto 7” might tell someone exactly what you’re talking about, saying “Kang 4” just narrows things down. This fellow is big and from a prehistoric era, so “Caveman” seemed like the perfect nickname.

Tangents aside, Caveman Kang actually significantly improved in the change from my original version. The fact that he only leaves play for a single turn means that you can take odds and play him while your opponent has the initiative on turn 4. Not only will you not take much of a tempo hit (because your 4-drop would likely not get a chance to attack anyway), you’ll also avoid the possibility of losing a character when both your 3- and 4-drop get stunned. To top it all off, you’ll have a 10 ATK/10 DEF character with no drawback ready to attack on your initiative on turn 5 along with whatever character you play that turn. Excited yet?

If that isn’t enough, just think about the implications of this little sentence: “Kang is not unique.” I’ve already told you that there’s a bunch of Kangs in the set, so it’s entirely possible to play a deck jam-packed with the time traveling super-villain. Lots of people have tried to make all Spider-Man or all Superman decks in the past, but such builds often hinged on a particular card or several cards to get around the uniqueness rule. When they worked, they were often extremely powerful, since being able to power up any of your characters with any of the character cards in your hand is pretty close to just having Bastion in play all the time. Combine that with other cards that reward you for playing a lot of cards with the same name (a certain mulleted X-Man, for instance), and you have the makings of a powerful deck.

Of course, all of this hinges on how good the rest of the Kangs are. I can’t tell you much more without giving things away that I’m not supposed to, but I can give you a little anecdote that I, at least, find quite amusing. You see, we have experts on the comics who lend their advice about what sort of power(s) each character should have. When Mike Hummel originally designed the set, he gave all of the Kang characters flight because Kang has a suit of power armor that can essentially do anything short of teleportation. Word from our experts came back later saying that while Kang’s armor can fly, he is not traditionally depicted as flying. Following the precedent we set with Dr. Doom, we decided that even though Kang had the ability to fly via his armor and did so on rare occasions, it was not an ability commonly associated with him, so he shouldn’t have the ability in the game. While for most characters this would be a simple change, the implications for Kang were a bit bigger. Andrew Yip turned to me after reading an email from Mike one day and said, “The entire Kang team just lost flight.” I think that had to be my favorite moment in all of Avengers development.

Flight or not, Kang is a force to be reckoned with, and Caveman Kang is only the tip of the iceberg. Just wait until the Sneak Peek to find out what other tricks the Master of Time has in store for you. Ahhh Kang. Good old Kang. As the fifth team in the Avengers set, the time-hopping Kang was something of a red-headed stepchild when I arrived at UDE. No one drafted him and no one used him in any good Constructed decks. In fact, the running joke at the time was that you could make even the best card bad by “Kang-stamping” it.

 

It stopped being funny when we realized that it wasn’t really a joke. The themes for Kang at the time were activated powers, concealed, and being non-unique. Since Kang is a time traveler who works with copies of himself from the past and future, we thought that letting him meddle with the game from the hidden area in non-combat ways would be thematic and cool. Unfortunately, as the rest of the set shaped up, Kang kept lagging behind. For balance reasons, it’s dangerous to give powerful activated abilities to concealed characters, so we tried average powers with ready effects to reuse them, and even that didn’t cut it. When even our Kang-stamped Cosmic Radiation (“Ready all characters you control named Kang”) fell short of making the team competitive, we decided it was time to scrap the themes we were working with and start over.

 

Historically, I haven’t been much of a comic fan, but I’ve always been a superhero fan. It sounds like a contradiction, but I could just never get into reading a particular comic week after week or month after month. I love the storylines and characters, but I’d rather digest them in movie or book form than wait for the next issue to come out. It’s the same with TV shows; I’ve watched all of the first three seasons of Smallville because I could get them on DVD, but I have only intermittently seen episodes from season four.

 

What does this have to do with Kang? Well, when I started working on the set, I had no idea who he was, but once I started learning about the character, I was intrigued. The idea of someone who not only traveled through time but also worked with different versions of himself throughout history was very cool to me. I went through the file and rewrote all of the Kangs with abilities that I thought were thematic for someone who could blip in and out of time. Today’s preview card is one of those rewrites:

 

 

Kang ◊ Earth Mesozoic-24 is particularly exciting to me because he’s the first card I ever designed, but even without that attachment, I think he’s pretty damn cool. My original design was a 4-cost character who left play for two turns and came back on turn 6 as a 12 ATK/12 DEF. The team liked the idea, but it was difficult to template him in a way that both functioned in the rules and was easy to understand. Versions that counted turns were hard to track, and versions that counted resources had weird loopholes once you got to the later turns of the game and could just get an under-costed 6-drop. Ultimately, we decided that the 4-cost 10 ATK/10 DEF who blipped in and out of play was sufficiently thematic and cool that it wasn’t worth fighting over Caveman Kang’s original version.

 

Why “Caveman Kang,” you might be wondering? Well, he has the text “Kang is not unique” for a reason. We decided that because Kang was always working with different versions of himself, it clearly made sense for him to break the uniqueness rule. As a result, there are Kangs all up the curve—sometimes more than one at each drop. So while saying “Magneto 7” might tell someone exactly what you’re talking about, saying “Kang 4” just narrows things down. This fellow is big and from a prehistoric era, so “Caveman” seemed like the perfect nickname.

 

Tangents aside, Caveman Kang actually significantly improved in the change from my original version. The fact that he only leaves play for a single turn means that you can take odds and play him while your opponent has the initiative on turn 4. Not only will you not take much of a tempo hit (because your 4-drop would likely not get a chance to attack anyway), you’ll also avoid the possibility of losing a character when both your 3- and 4-drop get stunned. To top it all off, you’ll have a 10 ATK/10 DEF character with no drawback ready to attack on your initiative on turn 5 along with whatever character you play that turn. Excited yet?

 

If that isn’t enough, just think about the implications of this little sentence: “Kang is not unique.” I’ve already told you that there’s a bunch of Kangs in the set, so it’s entirely possible to play a deck jam-packed with the time traveling super-villain. Lots of people have tried to make all Spider-Man or all Superman decks in the past, but such builds often hinged on a particular card or several cards to get around the uniqueness rule. When they worked, they were often extremely powerful, since being able to power up any of your characters with any of the character cards in your hand is pretty close to just having Bastion in play all the time. Combine that with other cards that reward you for playing a lot of cards with the same name (a certain mulleted X-Man, for instance), and you have the makings of a powerful deck.

 

Of course, all of this hinges on how good the rest of the Kangs are. I can’t tell you much more without giving things away that I’m not supposed to, but I can give you a little anecdote that I, at least, find quite amusing. You see, we have experts on the comics who lend their advice about what sort of power(s) each character should have. When Mike Hummel originally designed the set, he gave all of the Kang characters flight because Kang has a suit of power armor that can essentially do anything short of teleportation. Word from our experts came back later saying that while Kang’s armor can fly, he is not traditionally depicted as flying. Following the precedent we set with Dr. Doom, we decided that even though Kang had the ability to fly via his armor and did so on rare occasions, it was not an ability commonly associated with him, so he shouldn’t have the ability in the game. While for most characters this would be a simple change, the implications for Kang were a bit bigger. Andrew Yip turned to me after reading an email from Mike one day and said, “The entire Kang team just lost flight.” I think that had to be my favorite moment in all of Avengers development.

 

Flight or not, Kang is a force to be reckoned with, and Caveman Kang is only the tip of the iceberg. Just wait until the Sneak Peek to find out what other tricks the Master of Time has in store for you.

(Metagame Archive) The Avengers Preview: Panacea Potion

By Patrick Sullivan

Card previews serve several functions. First and foremost, they are supposed to entice readers with extremely powerful cards that they can build their decks around. The version of Hulk previewed by Justin Gary is an excellent example, but the previewed card can be a bit more subtle than just a gigantic monster. The other intent, hopefully, is to give the audience a sample of the themes of a certain team or the entire set. The previewed Captain America is a good example of a card that highlights the leader keyword, while Titania gave a glimpse of the Masters of Evil and their use of resource points for alternate effects. Occasionally, a card can serve both of those functions. Without further ado, here is Panacea Potion:

Try to ignore the condition for a second and focus on the effect: a free recovery, at any time, with an additional +1 ATK/+1 DEF counter to boot. In terms of power level, this would be close to the top, or perhaps the very best, of the recovery effects printed to date. Children of the Atom is considered to be the benchmark of recovery effects, and Panacea Potion blows it out of the water—same threshold cost, no additional cost, extra added effect. If you look at the card as a whole, though, a better card to compare it to might be Spin Doctoring, in that the recovery effect is extremely powerful but causes the player to make huge concessions in deck construction to play it. Or so it would seem.

The new reservist mechanic in The Avengers ties in very well with an empty-handed strategy. For those of you not in the know, a reservist can be recruited out of the resource row and then replaced in the resource row with a card from the hand. While reservists can be viewed primarily as a way to mitigate some of the disadvantage associated with drawing no plot twists or locations early on (in that you can play your reservist as a resource early on, then recruit it and replace it with a plot twist or location after you’ve drawn some later in the game), that isn’t the only function. If one was playing an empty-handed strategy, that player could lay reservists into his or her resource row while playing plot twists from the hand, reducing his or her hand size while ensuring that his or her characters are available to recruit later on in the game. You can be sure that the Squadron will have enough reservists to make this possible.

When you think about it, discarding your entire hand isn’t all that difficult. With cards like Break You and GothCorp, along with just playing your plot twists from your hand, getting to zero cards isn’t as hard as it might seem at first. The two obvious questions are, “Why would I want to?” and, “Even if I did, how would I make my drops?” Panacea Potion—and other Squadron Supreme cards that key off of having no cards in your hand—should give you plenty of incentive. As to the second question, reservists allow you to make your drops while keeping your hand empty. To further the analogy with Spin Doctoring, the Squadron will give players access to an entirely new play pattern in much the same way that the X-Statix loner build did. And, much like the X-Statix loner build, the Squadron no-hand build will reward the player who is most able to minimize the disadvantage of playing with no hand while maximizing the gains of the variety of effects. Emptying out your entire hand while maintaining a consistent game isn’t the easiest of tasks, but the reward of a free recovery with an additional bonus is more than worth the effort.

Enjoy your Sneak Previews! Card previews serve several functions. First and foremost, they are supposed to entice readers with extremely powerful cards that they can build their decks around. The version of Hulk previewed by Justin Gary is an excellent example, but the previewed card can be a bit more subtle than just a gigantic monster. The other intent, hopefully, is to give the audience a sample of the themes of a certain team or the entire set. The previewed Captain America is a good example of a card that highlights the leader keyword, while Titania gave a glimpse of the Masters of Evil and their use of resource points for alternate effects. Occasionally, a card can serve both of those functions. Without further ado, here is Panacea Potion:

 

Try to ignore the condition for a second and focus on the effect: a free recovery, at any time, with an additional +1 ATK/+1 DEF counter to boot. In terms of power level, this would be close to the top, or perhaps the very best, of the recovery effects printed to date. Children of the Atom is considered to be the benchmark of recovery effects, and Panacea Potion blows it out of the water—same threshold cost, no additional cost, extra added effect. If you look at the card as a whole, though, a better card to compare it to might be Spin Doctoring, in that the recovery effect is extremely powerful but causes the player to make huge concessions in deck construction to play it. Or so it would seem.

 

The new reservist mechanic in The Avengers ties in very well with an empty-handed strategy. For those of you not in the know, a reservist can be recruited out of the resource row and then replaced in the resource row with a card from the hand. While reservists can be viewed primarily as a way to mitigate some of the disadvantage associated with drawing no plot twists or locations early on (in that you can play your reservist as a resource early on, then recruit it and replace it with a plot twist or location after you’ve drawn some later in the game), that isn’t the only function. If one was playing an empty-handed strategy, that player could lay reservists into his or her resource row while playing plot twists from the hand, reducing his or her hand size while ensuring that his or her characters are available to recruit later on in the game. You can be sure that the Squadron will have enough reservists to make this possible.

 

When you think about it, discarding your entire hand isn’t all that difficult. With cards like Break You and GothCorp, along with just playing your plot twists from your hand, getting to zero cards isn’t as hard as it might seem at first. The two obvious questions are, “Why would I want to?” and, “Even if I did, how would I make my drops?” Panacea Potion—and other Squadron Supreme cards that key off of having no cards in your hand—should give you plenty of incentive. As to the second question, reservists allow you to make your drops while keeping your hand empty. To further the analogy with Spin Doctoring, the Squadron will give players access to an entirely new play pattern in much the same way that the X-Statix loner build did. And, much like the X-Statix loner build, the Squadron no-hand build will reward the player who is most able to minimize the disadvantage of playing with no hand while maximizing the gains of the variety of effects. Emptying out your entire hand while maintaining a consistent game isn’t the easiest of tasks, but the reward of a free recovery with an additional bonus is more than worth the effort.

 

Enjoy your Sneak Previews!

(Metagame Archive) The Avengers Preview: Titania, Vengeful Vixen

By Tim Willoughby

There are three things that will determine whether or not you win or lose any game of Vs. System: strategy, tactics, and luck. Luck is pretty straightforward, and I think that most of the time we’re all fairly well aware of how lucky or unlucky we might be at any given time. There isn’t anything you can reasonably do to improve it, though people have tried since the beginning of time. Think of the rabbits, people! Those feet are doing us no good. Just because they have two more than us doesn’t mean that they owe us anything.

Tactics is how you conduct your actions in a game based on what’s happening in the now. Within the space of a turn, it will represent playing as well as you possibly can, given the information that is explicitly available to you. To some extent, tactics are inherent in every individual play that you make. With a little bit of luck and strong tactical play, players can reasonably expect to do well in most games.

The final element, which I believe is the most important element of one’s game, is strategy. Strategy is forward-looking, whereas tactics are not. You can play perfectly reasonably every turn, but if your actions aren’t directed toward areas of strategic importance and focused on achieving position for subsequent turns, then it is easy to lose to an opponent who sees the game as a whole and acts accordingly. Strategic decisions are often based on imperfect information, which can make them pretty tough. But at the same time, they are often based on finding a single point of leverage in a matchup by boiling things down to the essentials, which can make tactical decisions easier.

With previews for the Avengers set upon us, everyone is looking forward to the new release, and there will no doubt be plenty of speculation about what we will see when it finally hits the shelves. If you look down just a little way, I must warn you, you’ll find quite a bit of speculation in this article. While none of the people who email me trying to find out about new cards believe me, I genuinely haven’t seen the entirety of the Avengers set. The only cards I ever see are the ones that I’m previewing, and I am massively grateful for just those little titbits from the UDE table. If the speculation below is correct, then hopefully I will be hailed as some sort of latter-day Nostradamus, greeted with awe and respect and allowed to sit at the captain’s table. If it isn’t, all I ask is that I get to have a cushion to sit on while I’m in the dunce’s corner.

Today’s card seems to spell an interesting new direction for a team in Vs. System. Here she is.

Titania might be familiar to many as a member of Dr. Doom’s team—part of a fairly exclusive club of Vs. ladies who have fought for the metal-faced menace. Titania was imbued with her powers (much like Darkoth) by the machinations of Doom, but eventually she moved out from under Doom’s wing and joined the Masters of Evil in their fourth incarnation. There she met Absorbing Man, whom she married. As if she didn’t have enough reasons to be less than keen on The Avengers, they rather crashed her wedding. The result: a pretty vengeful vixen.

At 10 ATK/8 DEF, Titania can happily mix it up with other 5-drops, but that is just the beginning of her abilities. Much like Erik Josten ◊ Goliath, who was previewed at Comic Con, Titania’s size and strength is compounded by her bringing a little bit of power to every recruit step.
While I could talk about the current effects on which extra resource points could be spent (Lion’s Den, Manhunter Guardsman, and Optitron seem to be prime examples), I am more interested in looking to the future and thinking a little about what Titania’s and Goliath’s abilities could mean for Vs. System.

I have a sneaking suspicion that their existence hints at big things for the new set that should be very positive in terms of reducing the negative effects of being unlucky, particularly in Sealed Pack formats. Nothing is more horrible in most decks than missing your allotted turn drop. As a feature match reporter at a couple of different Pro Circuits, I have seen great decks left in losing positions purely because they had to under-drop on a single turn of the game. That completely changes the tempo of the game in the least fun of manners.

The traditional solution to this problem has been character search effects, such as Signal Flare or Wild Ride. These are obviously very powerful, but as more and more of them come along, such search effects could do rather naughty things to the overall balance of the game. It isn’t necessarily fun to have a game where everyone is faced with the imperative of playing with some collection of search effects in order to be competitive, as it rather limits space in terms of creativity when some number of slots are locked in stone.

The other solution is to have effects that allow for the spending of “spare” resource points on useful effects so that they aren’t wasted when an appropriately costed character can’t be found. Teen Titans may well have been a little ahead of their time in that they have both Optitron and Red Star with which to ease the sting of occasional under-dropping. Now that Titania, Vengeful Vixen and Erik Josten ◊ Goliath have come to play, it looks like the time of resource payment effects has come, and along with it, yet another incentive toward off-curve play (which is less susceptible to missing its curve). Hopefully, we’ll see some smaller characters or locations with useful payment powers that involve spending resource points so that missing the curve is less devastating.

If all of these predictions are true, not only will I be the Grand High Poobah of Things that are Yet to Be, but Titania, Vengeful Vixen will be an absolute powerhouse, allowing the abilities to be used without even missing your curve. What is it about the bad girls that makes them so tempting? I wouldn’t dwell on it too much . . . just be thankful if this one is on your side.

Have fun and be lucky (but try to be strategic and tactical, too),

Tim “Grand High Poobah Elect” Willoughby

timwilloughby (at) hotmail.com   

There are three things that will determine whether or not you win or lose any game of Vs. System: strategy, tactics, and luck. Luck is pretty straightforward, and I think that most of the time we’re all fairly well aware of how lucky or unlucky we might be at any given time. There isn’t anything you can reasonably do to improve it, though people have tried since the beginning of time. Think of the rabbits, people! Those feet are doing us no good. Just because they have two more than us doesn’t mean that they owe us anything.

 

Tactics is how you conduct your actions in a game based on what’s happening in the now. Within the space of a turn, it will represent playing as well as you possibly can, given the information that is explicitly available to you. To some extent, tactics are inherent in every individual play that you make. With a little bit of luck and strong tactical play, players can reasonably expect to do well in most games.

 

The final element, which I believe is the most important element of one’s game, is strategy. Strategy is forward-looking, whereas tactics are not. You can play perfectly reasonably every turn, but if your actions aren’t directed toward areas of strategic importance and focused on achieving position for subsequent turns, then it is easy to lose to an opponent who sees the game as a whole and acts accordingly. Strategic decisions are often based on imperfect information, which can make them pretty tough. But at the same time, they are often based on finding a single point of leverage in a matchup by boiling things down to the essentials, which can make tactical decisions easier.

 

With previews for the Avengers set upon us, everyone is looking forward to the new release, and there will no doubt be plenty of speculation about what we will see when it finally hits the shelves. If you look down just a little way, I must warn you, you’ll find quite a bit of speculation in this article. While none of the people who email me trying to find out about new cards believe me, I genuinely haven’t seen the entirety of the Avengers set. The only cards I ever see are the ones that I’m previewing, and I am massively grateful for just those little titbits from the UDE table. If the speculation below is correct, then hopefully I will be hailed as some sort of latter-day Nostradamus, greeted with awe and respect and allowed to sit at the captain’s table. If it isn’t, all I ask is that I get to have a cushion to sit on while I’m in the dunce’s corner.

 

Today’s card seems to spell an interesting new direction for a team in Vs. System. Here she is.

 

Titania might be familiar to many as a member of Dr. Doom’s team—part of a fairly exclusive club of Vs. ladies who have fought for the metal-faced menace. Titania was imbued with her powers (much like Darkoth) by the machinations of Doom, but eventually she moved out from under Doom’s wing and joined the Masters of Evil in their fourth incarnation. There she met Absorbing Man, whom she married. As if she didn’t have enough reasons to be less than keen on The Avengers, they rather crashed her wedding. The result: a pretty vengeful vixen.

 

At 10 ATK/8 DEF, Titania can happily mix it up with other 5-drops, but that is just the beginning of her abilities. Much like Erik Josten ◊ Goliath, who was previewed at Comic Con, Titania’s size and strength is compounded by her bringing a little bit of power to every recruit step.

While I could talk about the current effects on which extra resource points could be spent (Lion’s Den, Manhunter Guardsman, and Optitron seem to be prime examples), I am more interested in looking to the future and thinking a little about what Titania’s and Goliath’s abilities could mean for Vs. System.

 

I have a sneaking suspicion that their existence hints at big things for the new set that should be very positive in terms of reducing the negative effects of being unlucky, particularly in Sealed Pack formats. Nothing is more horrible in most decks than missing your allotted turn drop. As a feature match reporter at a couple of different Pro Circuits, I have seen great decks left in losing positions purely because they had to under-drop on a single turn of the game. That completely changes the tempo of the game in the least fun of manners.

 

The traditional solution to this problem has been character search effects, such as Signal Flare or Wild Ride. These are obviously very powerful, but as more and more of them come along, such search effects could do rather naughty things to the overall balance of the game. It isn’t necessarily fun to have a game where everyone is faced with the imperative of playing with some collection of search effects in order to be competitive, as it rather limits space in terms of creativity when some number of slots are locked in stone.

 

The other solution is to have effects that allow for the spending of “spare” resource points on useful effects so that they aren’t wasted when an appropriately costed character can’t be found. Teen Titans may well have been a little ahead of their time in that they have both Optitron and Red Star with which to ease the sting of occasional under-dropping. Now that Titania, Vengeful Vixen and Erik Josten ◊ Goliath have come to play, it looks like the time of resource payment effects has come, and along with it, yet another incentive toward off-curve play (which is less susceptible to missing its curve). Hopefully, we’ll see some smaller characters or locations with useful payment powers that involve spending resource points so that missing the curve is less devastating.

 

If all of these predictions are true, not only will I be the Grand High Poobah of Things that are Yet to Be, but Titania, Vengeful Vixen will be an absolute powerhouse, allowing the abilities to be used without even missing your curve. What is it about the bad girls that makes them so tempting? I wouldn’t dwell on it too much . . . just be thankful if this one is on your side.

 

Have fun and be lucky (but try to be strategic and tactical, too),

 

Tim “Grand High Poobah Elect” Willoughby

 

timwilloughby (at) hotmail.com

(Metagame Archives) PCQ Decklists: July 9-17

By Metagame Staff 

Alabama

7/9/05
Location: Florence, Alabama
Next PCQ: Saturday, August 6, 2005, Birmingham, AL

Winner: Derek Huang

 

Characters

4 Red Star, Leonid Kovar

3 Terra, Tara Markov

1 Roy Harper ◊ Speedy, Mercurial Marksman

4 Garth ◊ Tempest, Atlantean Sorcerer

4 Tim Drake, Young Detective

4 Roy Harper ◊ Arsenal, Sharpshooter

1 Cassie Sandsmark ◊ Wondergirl, Zeus’s Chosen

3 Hank Hall ◊ Hawk, Agent of Chaos

3 Dawn Granger ◊ Dove, Agent of Order

1 Koriand’r ◊ Starfire, Alien Princess

Plot Twists

3 Press the Attack

3 Savage Beatdown

3 Heroic Sacrifice

4 Teen Titans Go!

3 Finishing Move

2 Foiled

2 Kaboom

Locations

3 Tamaran

3 USS Argus

3 Titans Tower

3 Optitron

 

2nd Place: Daniel Lanier

 

Characters

1 Roy Harper ◊ Speedy, Mercurial Marksman

3 Roy Harper ◊ Arsenal, Sharpshooter

3 Dawn Granger ◊Dove, Agent of Order

3 Hank Hall ◊ Hawk, Agent of Chaos

4 Tim Drake, Young Detective

3 Beast Boy, Garfield Logan

4 Terra, Tara Markov

3 Red Star, Leonid Kovar

4 Garth ◊ Tempest, Atlantean Sorcerer

1 Cassie Sandsmark ◊ Wondergirl, Zeus’s Chosen

1 Koriand’r ◊ Starfire, Alien Princess

1 Raven, Daughter of Trigon

Plot Twists

4 Teen Titans Go!

2 Heroic Sacrifice

3 Finishing Move

3 Press the Attack

3 Savage Beatdown

3 Foiled

Locations

2 Optitron

2 Titans Tower

3 Tamaran

3 USS Argus

Equipment

2 Twin Firearms

3rd – 4th Places: Michael Sewell

 

Characters

4 Alfred Pennyworth, Faithful Friend

2 Spoiler, Wildcard

2 Dawn Granger ◊Dove, Agent of Order

2 Hank Hall ◊ Hawk, Agent of Chaos

3 Terra, Tara Markov

1 Batman

1 Dick Grayson ◊ Nightwing, High-Flying Acrobat

1 Dick Grayson ◊ Robin, Sidekick

2 Garth ◊Tempest, Atlantean Sorcerer

2 Beast Boy, Garfield Logan

1 Roy Harper ◊ Speedy, Mercurial Marksman

1 Roy Harper ◊ Arsenal, Sharpshooter

3 Mirage, Miriam Delgado

1 Red Star, Leonid Kovar

Plot Twists

2 Bat-Signal

2 Heroic Sacrifice

4 Teen Titans Go!

4 Fizzle

2 Dynamic Duo

1 Flame Trap

1 Press the Attack

4 The Brave and the Bold

1 Have a Blast

Locations

3 USS Argus

2 Tamaran

3 GCPD Headquarters

3 Optitron

Equipment

1 Utility Belt

3rd – 4th Places: Ben Pearson  

Characters

4 Magneto, Eric Lehnsherr

4 Sabretooth, Feral Rage

1 Sauron, Karl Lykos

3 Rogue, Anna Raven

3 Quicksilver, Petro Maximoff

2 Toad, Mortimer Toynbee

2 Pyro, St. John Allerdyce

2 Avalanche, Dominic Pietros

1 Scarlet Witch, Eldritch Enchantress

2 Destiny, Irene Adler

2 Thornn, Feral Hunter

2 Mastermind, Jason Wyngarde

2 Phantasia, Eileen Harsaw

2 Lorlei, Savage Land Mutate

Plot Twists

4 Surprise Attack

4 Savage Beatdown

4 Mutant Menace

4 The New Brotherhood

4 Flying Kick

Locations

4 Genosha

4 Savage Land

5th Place: Ken Hicks  

Characters

2 Chameleon, Dmitri Smerdyakov

3 Tombstone

4 Vulture, Adrian Toomes

2 Tinkerer, Phineas Mason

3 Shriek

2 Cobra

2 Electro, Maxwell, Dillon

1 Silvermane, Silvio Manfredi

4 Hammerhead, Gangster

1 Stilt-Man, Wilbur Day

1 Mr. Hyde, Calvin Zabo

3 Rhino, Alex O’Hirn

1 Owl, Leland Owlsley

4 Mysterio

1 Masked Marauder, Frank Farnum

2 Carnage, Cletus Kasady

Locations

3 Lion’s Den

2 Doc Ock’s Lab

Plot Twists

3 Savage Beatdown

4 Honor Among Thieves

4 Finishing Move

2 Burn Rubber

3 Nasty Surprise

4 Mega-Blast

1 Flying Kick

6th Place: Jim Still  

Characters

4 Bastion, Leader of Operation: Zero Tolerance

8 Sentinel, Mark V

4 Magneto, Master of Magnetism

7 Sentinel, Mark II

4 Boliver Trask, Creator of the Sentinel Program

4 Nimrod, Mutant Hunter

1 Hounds of Ahab

2 Apocalypse

Plot Twists

4 Reconstruction Program

3 Flame Trap

3 Micro-Sentinels

3 Finishing Move

3 Search and Destroy

4 Savage Beatdown

Locations

4 Genosha

2 South American Sentinel Base

7th Place: Will Nelson  

Characters

4 Alfred Pennyworth, Faithful Friend

4 Dr. Doom, Diabolic Genius

2 Robot Sentry, Army

4 Dagger, Child of Light

4 Micro-Chip

4 Boris, Personal Servant of Dr. Doom

1 Psimon, Dr. Simon Jones

2 Dr. Light, Arthur Light

1 Dr. Doom, Lord of Latveria

1 Glorious Godfrey, Persuader

1 Spider-Man, The Spectacular Spider-man

1 Lacuna, Media Darling

1 Shimmer, Selinda Flinders

1 Commissioner Gordon, James Gordon

Plot Twists

4 Midnight Sons

3 Marvel Team-up

2 Press the Attack

4 Mystical Paralysis

4 Bat-Signal

4 Wild Ride

4 Reign of Terror

2 Fizzle

1 Entangle

Equipment

1 Power Compressor

8th Place: Matthew J Hicks  

Characters

3 Thing, Ben Grimm

1 Mr. Fantastic, Scientific Genius

3 Mr. Fantastic, Stretch

2 Hulk

4 Invisible Woman, Sue Storm

1 Wolverine, New Fantastic Four

4 Mr. Fantastic, Reed Richards

1 Silver Surfer

2 Ghost Rider, New Fantastic Four

3 She-Hulk, Jenn Walters

1 Thing, Ever Lovin’ Blue-Eyed Thing

Plot Twists

2 It’s Clobberin’ Time

3 Salvage

3 Thinking Outside the Box

Locations

3 Pier 4

4 Antarctic Research Base

Equipment

4 Fantasticar

2 The Pogo Plane

4 Unstable Molecules

2 Flamethrower

2 Kevlar Body Armor

1 Armed Escort

1 Twin Firearms

7/9/2005
Claymont, Delaware

Delaware

Dorian Redburn

http://web.archive.org/web/20070610034206/http://www.magicadvisor.com/UDEvs.html 
Next PCQ: 9/17/2005  Rogues Den, Claymont, Delaware

Winner- Ryan Hartman

Characters
1 Apocalypse
4 Magneto, Master of Magnetism
4 Bastion
4 Nimrod
8 Sentinel Mark V
8 Sentinel Mark II
2 Hounds of Ahab
4 Boliver Trask
 
Plot Twists

4 Savage Beatdown
4 Reconstruction  Program
3 Search and Destroy
3 Flame Trap
4 Nasty Surprise
4 Total Anarchy
 
Locations
4 Genosha

Finalist- Marc Paternoster

Characters
1 Apocalypse
4 Magneto, Master of Magnetism
4 Bastion
4 Nimrod
7 Sentinel Mark V
6 Sentinel Mark II
2 Hounds of Ahab
4 Boliver Trask
 
Plot Twists

4 Savage Beatdown
4 Reconstruction  Program
3 Search and Destroy
3 Flame Trap
3 Nasty Surprise
4 Total Anarchy
3 Finishing Move
 
 
Locations
4 Genosha

Third- Mike Garofalo

Characters
1 Apocalypse
4 Magneto, Master of Magnetism
4 Bastion
4 Nimrod
7 Sentinel Mark V
7 Sentinel Mark II
2 Hounds of Ahab
4 Boliver Trask
 
Plot Twists
4 Savage Beatdown
4 Reconstruction  Program
3 Search and Destroy
3 Flame Trap
3 Nasty Surprise
4 Total Anarchy

Locations
4 Genosha

Fourth- Ryan Fee

Characters
3 Dawn Granger ◊ Dove
1 Roy Harper ◊ Speedy
4 Roy Harper ◊  Arsenal
4 Tim Drake ◊  Robin
2 Hank Hall ◊ Hawk
4 Red Star
4 Terra
4 Garth
1 Cassie Sandsmark
1 Starfire
1 Connor Kent
 
Plot Twists
4 Savage Beatdown
4 Finishing Move
3 Press the Attack
2 Heroic Sacrifice
4 Teen Titans Go!
3 Foiled
 
Locations
2 Titans Tower
3 USS Argus
3 Tamaran
3 Optitron

Fifth- Charles Hinkle

Characters
4 Boris, Personal Servant of Dr. Doom
4 Dr. Doom, Diabolic Genius
2 Darkoth, Major Desmund Pitt
4 Luke Cage, Hero for Hire
1 Wolverine, New Fantastic Four
1 Mr. Fantastic, Stretch
1 Robot Destroyer, Army
1 Hulk, New Fantastic Four
1 Human Torch, Super Nova
1 Thing, The Ever-Lovin’ Blue-eyed Thing
1 Sub-Mariner, Ally of Doom
1 Silver Surfer, Norrin Radd

Plot Twists
3 Reign of Terror
4 Savage Beatdown
2 Mystical Paralysis
2 Have a Blast!
4 Signal Flare
1 Tech Upgrade
1 Blind Sided
3 Team Tactics
4 Common Enemy
1 Faces of Doom
3 Cosmic Radiation

Locations 
 
2 Doom’s Throne Room
3 Doomstadt
 
Equipment

1 Power Compressor

 

Sixth- Steve Lahotski

Characters
4 She-Thing
4 She Hulk, Jennifer Walten
3 Medusa
2 Wolverine, New Fantastic Four
4 Invisible Woman, Sue Storm
1 Human Torch, Hothead
4 Thing, Heavy Hitter
4 Hulk, New Fantastic Four
2 Mr. Fantastic, Scientific Genius
1 Thing, The Ever-Lovin’ Blue-eyed Thing
2 Silver Surfer, Norrin Radd
 
Plot Twists

4 Acrobatic Dodge
4 Savage Beatdown
4 It’s Clobberin Time
4 Signal Flare
4 Nasty Surprise
3 Have a Blast!
3 Flying Kick

 
Equipment
3 Kevlar Body Armor

Seventh- Kevin Michael

Characters
3 Dawn Granger ◊ Dove
1 Roy Harper ◊  Speedy
4 Roy Harper ◊ Arsenal
4 Tim Drake ◊  Robin
3 Hank Hall ◊ Hawk
4 Red Star
4 Terra
4 Garth
1 Cassie Sandsmark
1 Starfire
 
Plot Twists
4 Savage Beatdown
3 Finishing Move
1 Kaboom
1 Betrayal
3 Press the Attack
2 Heroic Sacrifice
4 Teen Titans Go!
2 Foiled

Locations
2 Titans Tower
3 USS Argus
4 Tamaran
2 Optitron

Eighth- Pat Coyle

Characters
4 Boris, Personal Servant of Dr. Doom
4 Micro-Chip
4 Dagger, Child of Light
4 Alfred Pennyworth
1 Commissioner Gordon, James Gordon
1 Shimmer
2 Robot Sentry
1 Lacuna
4 Dr. Doom, Diabolic Genius
1 Glorious Godfrey
1 Brimstone
1 Spiderman, The Spectacular Spiderman
2 Dr. Light, Arthur Light
1 Psimon
1 Dr. Doom, Lord of Latveria

Plot Twists
 
3 Marvel Team-up
4 Mystical Paralysis
2 Fizzle
4 Wild Ride
4 Bat-Signal
4 Midnight Sons
1 Flame Trap
2 Press the Attack
3 Reign of Terror
 
 
Equipment

1 Power Compressor

Illinois

7-16-05

PCQ Niles, IL

See us at 10k Chicago on Aug. 6th!  Check out http://web.archive.org/web/20070610034206/http://www.pastimes.net/ for info.

Winner- Amir Bandeali

Characters

4 Terra, Tara Markov

4 Dawn Granger ◊ Dove, Agent of Order

4 Tim Drake ◊ Robin, Young Detective

4 Roy Harper ◊ Arsenal, Sharpshooter

3 Hank Hall ◊ Hawk, Agent of Chaos

4 Red Star, Leonid Kovar

4 Garth ◊ Tempest, Atlantean Sorcerer

1 Koriand’r ◊ Starfire, Alien Princess

1 Roy Harper ◊ Speedy, Mercurial Marksman

Plot Twists

4 Finishing Move

4 Press the Attack

4 Teen Titans Go!

4 Savage Beatdown

3 Foiled

2 Heroic Sacrifice

Locations

4 Tamaran

3 Optitron

3 USS Argus

2nd Place- Eric Permenter

Characters

4 Boliver Trask

2 Apocalypse

3 Hounds of Ahab

7 Sentinel Mark V

4 Nimrod

4 Bastion

6 Sentinel Mark II

4 Magneto, Master of Magnetism

Plot Twists

2 Micro-Sentinels

2 Cover Fire

4 Savage Beatdown

4 Reconstruction Program

4 Total Anarchy

4 Search and Destroy

 

3rd Place- Vincent Blasko

Characters

3 Dawn Granger, Dove

3 Hank Hall, Hawk

1 Roy Harper, Speedy

4 Tim Drake ◊ Robin, Young Detective

1 Beast Boy

4 Roy Harper, Arsenal

3 Red Star

4 Terra, Tara Markov

1 Cassie Sandsmark, Wonder Girl

4 Garth, Tempest

1 Koriand’r, Starfire

Plot Twists

3 Heroic Sacrifice

4 Teen Titans Go!

4 Savage Beatdown

2 Finishing Move

4 Press the Attack

2 Have a Blast

Locations

3 Tamaran

3 USS Argus

3 Optitron

3 Titan’s Tower

4th Place- Francisco Ramirez

Characters

4 Tim Drake ◊ Robin, Young Detective

4 Roy Harper ◊ Arsenal, Sharpshooter

1 Koriand’r ◊ Starfire, Alien Princess

4 Garth ◊ Tempest, Atlantean Sorcerer

3 Hank Hall ◊ Hawk, Agent of Chaos

4 Red Star, Leonid Kovar

4 Terra, Tara Markov

1 Cassie Sandsmark ◊ Wonder Girl

1 Roy Harper ◊ Speedy, Mercurial Marksman

3 Dawn Granger ◊ Dove, Agent of Order

1 Conner Kent◊ Superboy, Tactile Telekenetic

Plot Twists

4 Savage Beatdown

2 Heroic Sacrifice

2 Foiled

4 Teen Titans Go!

3 Press the Attack

2 Finishing Move

1 Have a Blast!

Locations

3 USS Argus

3 Titans Tower

2 Optitron

4 Tamaran

5th Place- John Helt

Characters

4 She-Thing, Sharon Ventura

3 Human Torch, Johnny Storm

3 Luke Cage, Power Man

3 She-Hulk, Jennifer Walters

4 Invisible Woman, Sue Storm

2 Wolverine, New Fantastic Four

4 Mr. Fantastic, Stretch

1 Ghost Rider, New Fantastic Four

3 Hulk, New Fantastic Four

2 Thing, The Ever Lovin’ Blue Eyed Thing

1 Silver Surfer

Plot Twists

4 It’s Clobberin Time

4 Signal Flare

4 Have a Blast

4 Acrobatic Dodge

4 Tech Upgrade

4 Savage Beatdown

Equipment

3 Fantasticar

1 Twin Firearms

1 Mystic Chain

1 Personal Force Field

6th Place- Jeremiah Reistetter

Characters

4 Magneto, Eric Lensherr

4 Sabretooth, Feral Rage

4 Rogue, Anna Raven

2 Quicksilver, Pietro Maximoff

1 Sauron, Dr. Karl Lykos

3 Scarlet Witch, Eldritch Enchantress

2 Toad, Mortimer Toynbee

2 Phantazia, Eileen Harson

2 Destiny, Irene Adler

1 Thornn, Feral Hunter

3 Lorelei, Savage Land Mutate

3 Pyro, St. John Allerdyce

1 Unus, Angelo Unuscione

1 Mastermind, Jason Wyngarde

Plot Twists

4 The New Brotherhood

4 Surprise Attack

3 The Mutant Menace

3 No Man Escapes the Manhunters

2 Savage Beatdown

3 Flying Kick

Locations

4 Savage Land

4 Genosha

7th Place- Brian Ewell

Characters

2 Thornn

2 Phantazia

2 Mastermind

2 Lorelei

2 Destiny

1 Unus, Angelo Unuscione

2 Scarlet Witch, Eldritch Enchantress

1 Avalanche, Dominic Peters

3 Pyro

1 Toad, Mortimer Toynbee

2 Rogue, Anna Raven

2 Quicksilver, Pietro Maximoff

4 Sabretooth, Feral Rage

2 Sauron, Dr. Karl Lykos

2 Quicksilver, Speed Demon

4 Magneto, Eric Lensherr

Plot Twists

4 Surprise Attack

3 Ka-Boom!

2 Foiled

4 The New Brotherhood

3 Flying Kick

4 The Mutant Menace

Locations

4 Genosha

3 Savage Land 

8th Place- George Habermehl

Characters

4 Longshot

3 Pyro

4 Wolverine, Logan

3 Quicksilver, Pietro Maximoff

2 Rogue, Anna Raven

4 Rogue, Power Absorbtion

2 Jean Gray, Marvel Girl

4 Wolverine, James Hewlett

4 Quicksilver, Speed Demon

2 Rogue, Powerhouse

4 Wolverine, Berserker Rage

2 Jean Gray, Phoenix Force

2 Mikado and Mosha

Plot Twists

4 Mutant Nation

3 Global Domination

Location

4 Lost City

4 Avalon Space Station

2 Xavier’s School for Gifted Youngsters

2 Cerebro

1 Metropolis

Indiana 

7/9/05

Indianapolis, IN

 

Winner- Vincent S. Greco III

Characters

1 Roy Harper ◊ Speedy, Mercurial Marksman

3 Dawn Granger, Dove

3 Hank Hall, Hawk

4 Tim Drake ◊ Robin, Young Detective

1 Beast Boy

4 Roy Harper ◊ Arsenal, Sharpshooter

4 Terra, Tara Markov

3 Red Star

4 Garth ◊ Tempest, Atlantean Sorcerer

1 Cassie Sansmark ◊ Wonder Girl

1 Koriander, Alien Princess

1 Connor Kent ◊ Superboy, Tactile Telekinetic

Plot Twists

4 Teen Titans Go!

3 Press the Attack

2 Savage Beatdown

2 Heroic Sacrifice

3 Finishing Move

3 Foiled

Locations

2 Titans Tower

4 Optitron

3 USS Argus

4 Tamaran

Second Place- Jason Green

Characters

1 Ra’s al Ghul, The Demon’s Head

1 Dr. Ebenezar Dark, Original Leader of the League

1 Lady Shiva, Master Assassin

3 Sensei, Martial Arts Master

2 Ubu, One of Many

4 Bane, Ubu

1 Merlyn, Deadly Archer

1 Ra’s Al Ghul, Immortal Villain

4 Ra’s Al Ghul, Eternal Nemesis

2 Ubu, Ra’s Al Ghul’s Bodyguard
4 Kyle Abbot, Demon’s Hand

4 Talia, Daughter of the Demon’s Head

1 Hassim, Loyal Retainer

1 Assassin Initiate

Plot Twists

4 The Demon’s Hand

4 Tower of Babel

2 Savage Beatdown

4 Total Anarchy

Locations

4 Mountain Stronghold

4 Lazarus Pit

2 Flying Fortress

1 Pit of Madness

1 Ubu Encampment

1 Coast City

1 Avalon Space Station

Equipment

3 Dual Sidearms

Third Place- Jason Billingsley

Characters

2 Mastermind, Jason Wyngarde

2 Thornn, Feral Hunter

2 Phantazia, Eileen Harsaw

2 Lorelei, Savage Land Mutate

1 Scarlet Witch, Eldrich Enchantress

1 Avalanche, Dominic Petros

3 Pyro

3 Toad, Mortimer Toynbee

2 Mystique, Raven Darkholme

2 Quicksilver, Pietro Maximoff

2 Rogue, Anna Raven

4 Sabretooth, Feral Rage

1 Blob, Fred Dukes

1 Sauron, Dr. Karl Lykos

4 Magneto, Eric Lehnsherr

Plot Twists

4 The New Brotherhood

3 Megablast

3 Trial By Sword

3 Flying Kick

3 Savage Beatdown

2 Foiled

2 Kaboom!

Locations

4 Savage Land

4 Genosha

Fourth Place- Michael Ballard

Characters

4 Boliver Trask

1 Hounds of Ahab

7 Sentinel Mark II

8 Sentinel Mark V

4 Nimrod, Mutant Hunter

4 Bastion, Leader of Operation: Zero Tolerance

3 Magneto, Master of Magnetism

2 Apocalypse, En Sabah Nur

Plot Twists

4 Savage Beatdown

4 Reconstruction Program

4 Acrobatic Dodge

4 Cover Fire

3 Total Anarchy

2 Flame Trap

3 Not So Fast

Locations

3 Genosha

Fifth Place- Abacu Miranda

Characters

4 Boris, Personal Servant of Dr. Doom

4 She-Thing, Sharon Ventura

4 Thing, Ben Grimm

4 Dr. Doom, Diabolic Genius

1 Robot Destroyer

3 Mr. Fantastic, Stretch

2 Hulk, New Fantastic Four

1 Submariner, Ally of Doom

1 Dr. Doom, Lord of Latveria

1 Silver Surfer, Norrin Radd

Plot Twists

4 Common Enemy

2 Faces of Doom

4 Its Clobberin Time

4 Signal Flare

3 Mystical Paralysis

2 Reign of Terror

1 Savage Beatdown

1 Flying Kick

2 Flame Trap

Locations

1 Avalon Space Station

1 Doom’s Throne Room

2 Latverian Embassy

3 Doomstadt

Equipment

1 Power Compressor

4 Fantasticar

Sixth Place- Sammy Gilly

Characters

1 Mr. Fantastic, Scientific Genius

1 Thing, Heavy Hitter

1 Hulk, New Fantastic Four

1 Robot Destroyer

1 Luke Cage, Hero for Hire

1 Thing, The Ever-Lovin’ Blue-Eyed Thing

4 Dr. Doom, Diabolic Genius

1 Dr. Doom, Lord of Latveria

4 She-Thing, Sharon Ventura

4 She-Hulk, Jennifer Walters

1 Wolverine, New Fantastic Four

2 Silver Surfer, Norrin Radd

4 Boris, Personal Servant of Dr. Doom

1 Dr. Doom, Victor Von Doom

1 Darkoth, Major Desmond Pitt

1 Ghost Rider, New Fantastic Four

Plot Twists

4 Signal Flare

4 Common Enemy

3 Mystical Paralysis

1 Faces of Doom

2 Have a Blast

3 Its Clobberin Time

2 Total Anarchy

3 Reign of Terror

1 Flame Trap

2 Savage Beatdown

Locations

3 Doomstadt

1 Doom’s Throne Room

Equipment

2 Kevlar Body Armor

Seventh Place- Shawn Akridge

Characters

4 Boris, Personal Servant of Dr. Doom

4 She-Thing, Sharon Ventura

4 She-Hulk, Jennifer Walters

1 Purple Man, Zebediah Killgrave

4 Dr. Doom, Diabolic Genius

1 Invisible Woman, Sue Storm

1 Thing, Heavy Hitter

1 Human Torch, Hothead

1 Robot Destroyer

1 Hulk, New Fantastic Four

1 Dr. Doom, Victor Von Doom

1 Mr. Fantastic, Scientific Genius

1 Thing, The Ever-Lovin’ Blue-Eyed Thing

1 Dr. Doom, Lord of Latveria

1 Silver Surfer, Norrin Radd

Plot Twists

4 Common Enemy

4 Signal Flare

4 Its Clobberin Time

3 Mystical Paralysis

3 Reign of Terror

2 Acrobatic Dodge

1 Unmasked

1 Faces of Doom

1 Have A Blast!

1 Flame Trap

1 Tech Upgrade

Locations

4 Doomstadt

2 Latverian Embassy

Equipment

1 Power Compressor

2 Kevlar Body Armor

Eighth Place- Micah Maassen

Characters

4 Boliver Trask, Creator of the Sentinel Program

4 Nimrod, Mutant Hunter

8 Sentinel Mark V

2 Apocalypse, En Sabah Nur

7 Sentinel Mark II

4 Bastion, Leader of Operation: Zero Tolerance

4 Magneto, Master of Magnetism

3 Hounds of Ahab

Plot Twist

4 Have a Blast

4 Acrobatic Dodge

4 Reconstruction Program

4 Total Anarchy

4 Savage Beatdown

Locations

4 Genosha

Massachusetts 

7/10/05

Brighton, MA

Robert Dougherty

http://web.archive.org/web/20070610034206/http://www.yourmovegames.com/events

Winner- Andre Batista

Characters

3 Dawn Granger ◊ Dove

3 Hank Hall ◊ Hawk

1 Roy Harper, Mercurial Marksman

4 Roy Harper, Sharpshooter

4 Garth

4 Tim Drake, Young Detective

1 Connor Kent,  Tactile Telekinetic
1 Koriand’r, Alien Princess

4 Terra, Tara Markov

3 Red Star, Leonid Kovar

Plot Twists

4 Savage Beatdown

3 Press the Attack

3 Teen Titans Go!

2 Foiled

1 Kaboom!

2 Betrayal

2 Finishing Move

3 Heroic Sacrifice

Locations

3 USS Argus

3 Tamaran

3 Optitron

3 Titan’s Tower

2nd Place- Brian Donahue

Characters

1 Strange Visitor

2 Eradicator

2 Superman- Kal-El

2 Superman- Blue

2 Cir El, Supergirl

4 Superman, Clark Kent

4 Superman, Red

3 Gangbuster

3 Girl 13

4 Lois Lane

4 Perry White

2 Jimmy Olsen

Plot Twists

3 Cover Fire

1 Acrobatic Dodge

3 Super Speed

3 No Man Escapes the Manhunters

2 Lanterns in Love

4 Man of Tomorrow

1 Flying Kick

3 Press the Attack

4 Mega-Blast

Locations

3 Cadmus Labs

3rd Place: Daniel Greenleaf

Characters

4 Dagger, Child of Light

4 Boris, Personal Servant of Dr. Doom

4 Talia, Daughter of the Demon’s Head

4 Brother Voodoo

4 Dr. Doom, Diabolic Genius

1 Bane, Ubu

1 Robot Destroyer

1 Spider-man, The Spectacular Spider-man

1 Sensei, Martial Arts Master

1 Dr. Doom, Lord of Latveria

1 Ra’s Al Ghul, The Demon’s Head

2 Apocalypse

Plot Twists

4 Midnight Sons

3 Reign of Terror

3 The Demon’s Head

3 Mystical Paralysis

3 Gamma Bomb

4 Wild Ride

1 Faces of Doom

1 Swift Escape

1 Have a Blast!

Locations

4 Mountain Stronghold

2 Latveria

1 Doomstadt

1 Latverian Embassy

1 Avalon Space Station

4th Place: Greg Bulikowski

Characters

4 Magneto, Eric Lehnsherr

4 Sabretooth, Feral Rage

2 Sauron

1 Quicksilver, Pietro Maximoff

3 Rogue, Anna Raven

3 Pyro

3 Scarlet Witch, Eldritch Enchantress

1 Unus

2 Toad

2 Phantazia

1 Mastermind

2 Destiny

3 Lorelei

2 Thornn

Plot Twists

4 Flying Kick

4 The New Brotherhood

4 Savage Beatdown

4 Foiled

3 Surprise Attack

Locations

4 Genosha
4 Savage Land

5th Place: Nathan Waite

Characters

3 Dawn Granger ◊ Dove

3 Hank Hall ◊ Hawk

3 Roy Harper ◊ Sharpshooter

4 Garth, Atlantean Sorcerer

4 Tim Drake, Young Detective

1 Connor Kent, Tactile Telekinetic

1 Koriand’r, Alien Princess

4 Terra

3 Red Star

2 Beast Boy

1 Cassie Sandsmark

1 Raven

Plot Twists

3 Savage Beatdown

3 Press the Attack

4 Teen Titans Go!

2 Foiled

1 Kaboom!

2 Heroic Sacrifice

1 Have a Blast!

1 Mega-blast

Locations

3 USS Argus

3 Tamaran

2 Optitron

3 Titans Tower

2 Birthing Chamber

6th Place: Chris Carman

Characters

4 Magneto, Eric Lehnsherr

4 Sabretooth, Feral Rage

1 Sauron

1 Blob

4 Quicksilver, Pietro Maximoff

2 Rogue, Anna Raven

4 Pyro

3 Scarlet Witch, Eldritch Enchantress

1 Unus

1 Toad

1 Avalanche

1 Phantazia

1 Mastermind

3 Destiny

1 Thornn

Plot Twists

4 Flying Kick

4 The New Brotherhood

4 Surprise Attack

3 No Man Escapes the Manhunters

3 The Mutant Menace

3 Nasty Surprise

Locations

4 Geonosha
3 Savage Land

7th Place: Richard Latour

Characters

4 Kyle Rayner, Last Green Lantern

2 Sinestro, Green Lantern of Korgar

4 Olapet

3 Black Hand

4 Malvolio

3 Hector Hammond

4 Dr. Light, Master of Holograms

2 Sonar

2 Krona

2 G’Nort

Plot Twists

2 Battle of Wills

4 Hard-Traveling Heroes

4 Cover Fire

3 Breaking Ground

4 Emerald Dawn

4 The Ring has Chosen

Locations

2 Willworld

3 Oa

Equipment

2 Light Armor

1 Chopping Block

8th Place: Nathan Wood

Characters

5 GCPD Officer

4 Dr. Doom, Diabolic Genius

1 Dick Grayson, Defender of Bludhaven

1 Batman, Caped Crusader

2 Darkoth- Death Demon

1 Sub-Mariner, Ally of Doom

2 Lady Shiva, Sandra Woosan

4 Boris

1 Spoiler, The Girl Wonder

4 Alfred Pennyworth, Faithful Friend

1 Dick Grayson, High Flying Acrobat

1 Dr. Doom, Lord of Latveria

1 Azrael, Knightfall

Plot Twists

4 Bat-Signal

4 Acrobatic Dodge

2 Press the Attack

3 Reign of Terror

2 Mystical Paralysis

3 Millennium

3 Fizzle

1 Flame Trap

1 Marvel Team-Up

1 Have A Blast

1 Faces of Doom

Locations

4 Doomstadt

2 Latverian Embassy

Equipment

1 Utility Belt

 
 

New York

7/17/05

PCQ Brooklyn, New York

Winner- Daniel Rosa

Characters

4 Boris

4 Alfred Pennyworth

4 Micro-Chip

4 Dagger

1 Lacuna

1 Commissioner Gordon

1 Shimmer

1 Robot Sentry

4 Dr. Doom, Diabolic Genius

1 Glorious Godfrey

2 Dr. Light, Arthur Light

1 Spider-Man, The Spectacular Spider-Man

1 Psimon

1 Dr. Doom, Lord of Latveria

Plot Twists

4 Wild Ride

4 Bat-Signal

4 Midnight Sons

3 Marvel Team-Up

4 Mystical Paralysis

3 Reign of Terror

2 Press the Attack

2 Fizzle

1 Entangle

1 Crowd Control

1 Have a Blast!

Equipment

1 Power Compressor

2ndPlace- Yu-MingMo

Characters

4 Alfred Pennyworth

4 Mirage

1 Roy Harper ◊ Speedy

2 Dawn Granger ◊ Dove

2 Hank Hall ◊ Hawk

1 Tim Drake ◊ Robin, Young Detective

1 Commissioner Gordon

2 Roy Harper ◊ Arsenal

1 Beast Boy

3 Terra

1 Red Star

1 Dick Grayson ◊ Nightwing, High Flying Acrobat

4 Garth ◊ Tempest

1 Batman, Caped Crusader

1 Koriand’r ◊ Starfire

Plot Twists

2 Bat-Signal

4 The Brave and the Bold

4 Teen Titans Go!

2 Heroic Sacrifice

4 Fizzle

1 Foiled

1 Flame Trap

2 Dynamic Duo

2 Press the Attack

Locations

2 GCPD Headquarters

2 Optitron

3 USS Argus

1 Metropolis

Equipment

1 Utility Belt

3rd Place- Albert Wu

Characters

4 Toad

3 Quicksilver, Pietro Maximoff

3 Mystique, Raven Darkholme

4 Blob

4 Sabretooth, Feral Rage

3 Quicksilver, Speed Demon

4 Magneto, Eric Lensherr

2 Sabretooth, Victor Creed

2 Mystique, Shape-Changing Assassin

3 Magneto, Master of Magnetism

Plot Twists

1 Blind Sided

1 Global Domination

1 Flame Trap

3 Insignificant Threat

3 Have a Blast!

4 Savage Beatdown

4 The New Brotherhood

Locations

3 Genosha

4 Lost City

4 Avalon Space Station

 

4th Place- Ricardo Velez

Characters

1 Thornn

2 Destiny

3 Lorelei

2 Mastermind

2 Phantazia

3 Pyro

2 Toad

1 Scarlet Witch, Eldritch Enchantress

1 Avalanche

2 Rogue, Anna Raven

2 Quicksilver, Pietro Maximoff

1 Unus

4 Sabretooth, Feral Rage

2 Sauron

4 Magneto, Eric Lensherr

Plot Twists

4 Savage Beatdown

4 Surprise Attack

4 The New Brotherhood

4 The Mutant Menace

4 A Death in the Family

Locations

4 Genosha

4 Savage Land

5th Place- Jason Scudder

Characters

4 Alfred Pennyworth

3 Tim Drake ◊ Robin

3 Spoiler ◊ Robin

3 Barbara Gordon ◊ Oracle

4 Cassandra Cain ◊ Batgirl

2 Will o’ the Wisp

2 Daredevil, The Man Without Fear

1 Lady Shiva, Sandra Woosan

1 Batman, Caped Crusader

1 Dick Grayson ◊ Nightwing, Defender of Bludhaven

1 Scarlet Spider, Ben Reilly

1 Iceman, Cool Customer

1 Azrael ◊ Batman, Knightfall

4 Spiderman, The Amazing Spiderman

1 Spiderman, Cosmic Spiderman

2 Apocalypse

Plot Twists

4 Savage Beatdown

4 Bat-Signal

4 Fizzle

3 Detective Work

1 Have a Blast!

1 Flame Trap

3 Nasty Surprise

4 Millennium

Locations

2 Avalon Space Station

6th Place- Adam Hamza

Characters

2 Destiny

3 Lorelei

1 Mastermind

3 Thornn

3 Pyro

2 Avalanche

2 Toad

3 Rogue, Anna Raven

3 Quicksilver, Pietro Maximoff

2 Sauron

4 Sabretooth, Feral Rage

4 Magneto, Eric Lensherr

Plot Twists

4 Savage Beatdown

4 Flying Kick

4 The New Brotherhood

4 The Mutant Menace

4 Surprise Attack

Locations

4 Genosha

4 Savage Land

7th Place- Joe Casalone

Characters

4 Boliver Trask

7 Sentinel Mark V

4 Nimrod

4 Bastion

4 Magneto, Master of Magnetism

2 Hounds of Ahab

2 Apocalypse

7 Sentinel Mark II

Plot Twists

4 Savage Beatdown

2 Flame Trap

4 Nasty Surprise

3 Micro-Sentinels

4 Reconstruction Program

3 Acrobatic Dodge

Locations

4 Genosha

2 Mojoverse

8th Place- David Fashbinder

Characters

4 Alfred Pennyworth

4 Spoiler ◊ Robin

4 Huntress

4 Ra’s al Ghul, Eternal Nemesis

1 Cassandra Cain ◊ Batgirl

1 Dick Grayson ◊ Nightwing, High Flying Acrobat

4 Bane, Ubu

1 Batman, Caped Crusader

2 Ra’s al Ghul, Master Swordsman

1 Dick Grayson ◊ Nightwing, Defender of Bludhaven

1 Lady Shiva, Master Assassin

1 Azrael ◊ Batman, Knightfall

1 Ra’s al Ghul, The Demon’s Head

1 Superman, Big Blue Boy Scout

Plot Twists

4 Acrobatic Dodge

4 Savage Beatdown

4 Bat-Signal

4 Fizzle

4 Tower of Babel

4 My Beloved

1 Flame Trap

Locations

3 Mountain Stronghold

Equipment

2 Utility Belt
 

Australia 

7/10/05

Canberra, Australia

Michael Pittman

http://web.archive.org/web/20070610034206/http://www.vsparadise.com/

Next PCQ: TBA

Winner – Raphael Wong 

Characters

4 Boliver Trask

2 Hounds of Ahab

7 Sentinel Mark II

7 Sentinel Mark V

4 Nimrod

4 Bastion

4 Magneto, Master of Magnetism

2 Apocalypse

Plot Twists

4 Acrobatic Dodge

4 Reconstruction Program

4 Savage Beatdown

4 Total Anarchy

3 Flame Trap

3 No Man Escapes the Manhunters

Locations

4 Genosha

Finalist – Luke Bartter

Characters

4 Mystique, Raven Darkholme

4 Quicksilver, Pietro Maximoff

4 Sabretooth, Feral Rage

3 Blob

4 Scarlet Witch, Wanda Maximoff

3 Quicksilver, Speed Demon

3 Mystique, Shape-Changing Assassin

3 Sabretooth, Victor Creed

4 Magneto, Master of Magnetism

3 Apocalypse

Plot Twists

4 Flame Trap

4 Shape Change

4 Total Anarchy

3 Insignificant Threat

2 Rise to Power

Locations

4 Avalon Space Station

4 Lost City

3rd/4th Place – Alex Brown

Characters

3 Dawn Granger ◊ Dove

1 Pantha

4 Tim Drake ◊ Robin, Young Detective

3 Hank Hall ◊ Hawk

4 Roy Harper ◊ Arsenal

3 Beast Boy

4 Red Star

4 Terra

4 Garth ◊ Tempest

Plot Twists

4 Teen Titans Go!

3 Finishing Move

3 Press the Attack

2 Foiled

2 Heroic Sacrifice

2 Ka-Boom!

2 Savage Beatdown

Locations

4 Optitron

4 Tamaran

4 USS Argus

3rd/4th Place – Ray Isais

Characters

4 Boliver Trask

1 Hounds of Ahab

7 Sentinel Mark II

8 Sentinel Mark V

4 Nimrod

4 Bastion

4 Magneto, Master of Magnetism

2 Apocalypse

Plot Twists

4 Micro-Sentinels

4 Nasty Surprise

4 Reconstruction Program

4 Savage Beatdown

3 Search and Destroy

2 Finishing Move

2 A Death in the Family

Locations

3 Genosha

Philippines

Saturday, July 2, 2005
Robinsons Galleria, Quezon City, Philippines
Edmond M. Mendoza
http://web.archive.org/web/20070610034206/http://www.neutralgrounds.net/talk
Next PCQ: 08/13/05 – AlabangTownCenter, Muntinlupa City, Philippines

Winner- Bryan Falcis

Characters
1 Arisia, Green Lantern of Graxos IV
4 G’Nort, Green Lantern of G’Newt
4 Tomar Tu, Green Lantern of Xudar
4 Olapet, Green Lantern of Southern Goldstar
4 Kyle Rayner, Last Green Lantern
4 Dr. Light, Master of Holograms
1 Tomar Re, Green Lantern of Xudar
1 Ch’p, Green Lantern of H’lven
3 Scarlet Witch, Wanda Maximoff
1 Remoni-Notra ◊ Star Sapphire, Obsessed Warrior Princess
2 Sinestro, Green Lantern of Korugar
1 Krona, Creator of the Anti-Matter Universe
1 Sinestro, Enemy of the Corps

Plot Twists
3 Battle Of Wills
1 Lanterns In Love
2 Guardians Reborn
4 Emerald Dawn
4 The Ring Has Chosen
4 Breaking Ground

Locations
4 Oa
4 Book Of Oa

Equipment
2 Light Armor
1 Chopping Block
 

Finalist- Rex Mendoza

Characters
2 Lorelei, Savage Land Mutate
3 Destiny, Irene Adler
1 Thornn, Feral Hunter
2 Phantasia, Eileen Harsaw
1 Mastermind, Jason Wyngarde
2 Toad, Mortimer Toynbee
3 Pyro, St. John Allerdyce
1 Scarlet Witch, Eldritch Enchantress
1 Avalanche, Dominic Petros
1 Unus, Angelo Unuscione
2 Rogue, Anna Raven
2 Quicksilver, Pietro Maximoff
1 Mystique, Raven Darkholme
4 Sabretooth, Feral Rage
2 Sauron, Dr. Karl Lykos
4 Magneto, Eric Lehnsherr

Plot Twists
4 The New Brotherhood
3 A Death In The Family
1 Foiled
1 Ka-Boom!
4 The Mutant Menace
3 Flying Kick
4 Savage Beatdown

Locations
4 Savage land
4 Genosha
 

3rd-4th Place- Hans Hing

Characters
4 Boris, Personal Servant of Dr. Doom
4 Valeria Richards, Daughter of Doom
4 She-Hulk, Jennifer Walters
2 Darkoth, Major Desmund Pitt
4 Dr. Doom, Diabolic Genius
1 Invisible Woman, Sue Storm
1 Robot Destroyer, Army
1 Ghost Rider, New Fantastic Four
1 Thing, Heavy Hitter
1 Hulk, New Fantastic Four
1 Dr. Doom, Victor Von Doom
1 Thing, The Ever-Lovin’ Blue-Eyed Thing
1 Sub-Mariner, Ally of Doom
1 Dr. Doom, Lord of Latveria
1 Silver Surfer, Norrin Radd

Plot Twists
4 Common Enemy
2 Have A Blast!
3 Savage Beatdown
3 Mystical Paralysis
4 Signal Flare
3 Reign Of Terror
4 It’s Clobberin’ Time
1 Total Anarchy
1 Pleasant Distraction
1 Faces Of Doom
1 Tech Upgrade
1 Flame Trap

Locations
4 Doomstadt

Equipment
1 Power Compressor
 

3rd-4th Place- Jourdan Fernandez

Characters
4 Pantha, Subject X-24
1 Roy Harper ◊ Speedy, Mercurial Marksman
3 Dawn Granger ◊ Dove, Agent of Order
3 Hank Hall ◊ Hawk, Agent of Chaos
4 Tim Drake ◊ Robin, Young Detective
1 Beast Boy, Garfield Logan
4 Roy Harper ◊ Arsenal, Sharpshooter
2 Red Star, Leonid Kovar
4 Terra, Tara Markov
4 Garth ◊ Tempest, Atlantean Sorcerer
1 Connor Kent ◊ Superboy, Tactile Telekenetic
1 Koriand’r ◊ Starfire, Alien Princess

Plot Twists
4 Finishing Move
4 Teen Titans Go!
4 Press The Attack
3 Heroic Sacrifice

Locations
3 Optitron
4 Tamaran
2 Titans Tower
4 USS Argus
 

5th-8th Place- Percival De Luna

Characters
4 Boliver Trask, Creator of the Sentinel Program
2 Hounds of Ahab, Army
5 Sentinel Mark II, Army
2 Mark II, Number II, Leader Unit
7 Sentinel Mark V, Army
4 Nimrod, Mutant Hunter
4 Bastion, Leader of Operation: Zero Tolerance
2 Magneto, Master of Magnetism
2 Two-Face, Split Personality
2 Apocalypse, En Sabah Nur

Plot Twists
3 Have A Blast!
2 Unmasked
4 Nasty Surprise
4 Reconstruction Program
4 Savage Beatdown
3 Finishing Move
4 Cover Fire
2 Flame Trap
 

5th-8th Place- William Frederick Carlos

Characters
4 Puppet Master, Philip Masters
4 Wolverine, Logan
4 Rogue, Power Absorption
4 Jean Grey, Marvel Girl
3 Sunfire, Shiro Yoshida
2 Professor X, Charles Xavier
3 Mimic, Calvin Rankin
2 Emma Frost, Headmistress of Xavier’s Academy
4 Professor X, World’s Most Powerful Telepath
3 Jean Grey, Phoenix Force
1 Onslaught, Psionic Spawn of Xavier and Magneto
1 Imperiex, The Beginning and the End

Plot Twists
4 Acrobatic Dodge
3 Burn Rubber
3 Political Pressure
2 Fast Getaway
3 Pleasant Distraction
3 Children Of The Atom

Locations
3 Cerebro
2 X-Corporation
3 Avalon Space Station
 

5th-8th Place- RC Carlos

Characters
4 Boliver Trask, Creator of the Sentinel Program
2 Hounds of Ahab, Army
1 Sentinel Mark III, Army
2 Mark II, Number II, Leader Unit
6 Sentinel Mark II, Army
8 Sentinel Mark V, Army
4 Nimrod, Mutant Hunter
4 Bastion, Leader of Operation: Zero Tolerance
3 Magneto, Master of Magnetism

Plot Twists
4 Savage Beatdown
2 Global Domination
4 Cover Fire
2 Acrobatic Dodge
1 Unmasked
3 Nasty Surprise
3 Reconstruction Program
2 Betrayal

Locations
2 Mojoverse
3 Genosha
 

5th-8th Place- Jogo Gosingco

Characters
3 Dawn Granger ◊ Dove, Agent of Order
3 Hank Hall ◊ Hawk, Agent of Chaos
4 Tim Drake ◊ Robin, Young Detective
4 Roy Harper ◊ Arsenal, Sharpshooter
1 Beast Boy, Garfield Logan
4 Terra, Tara Markov
4 Red Star, Leonid Kovar
4 Garth ◊ Tempest, Atlantean Sorcerer
1 Cassie Sandsmark ◊ Wonder Girl, Zeus’s Chosen
1 Koriand’r ◊ Starfire, Alien Princess
1 Connor Kent ◊ Superboy, Tactile Telekenetic

Plot Twists
2 Savage Beatdown
3 Finishing Move
3 Press The Attack
4 Teen Titans Go!
3 Heroic Sacrifice
2 Foiled

Locations
3 USS Argus
3 Titans Tower
3 Tamaran
2 Birthing Chamber
3 Optitron

Singapore

July 10, 2005

Singapore, Singapore

Contact: info@orgplay.com

Next PCQ: August 14, 2005; Suntec Convention Centre

Winner – Tan Zheng Yang

Characters

4 Kyle Rayner, Last Green Lantern

4 Olapet, Green Lantern of Southern Goldstar

G’Nort, Green Lantern of G’Newt

1 Major Disaster, Paul Booker

1 Sonar, Dastardly Discord

1 The Shark, T. S. Smith

4 Dr. Light, Master of Holograms

1 Roy Harper ◊ Speedy, Mercurial Marksman

1 Henry King Jr. ◊ Brainwave, Psionic Manipulator

1 Tomar Tu, Green Lantern of Xudar

1 Hector Hammond

1 Sinestro, Enemy of the Corps

1 Sinestro, Green Lantern of Korugar

2 Arisia, Green Lantern of Graxos IV

1 Remoni-Notra ◊ Star Sapphire, Obsessed Warrior Princess

1 Goldface, Keith Kenyon

1 Salakk, Green Lantern of Slyggia

1 Guy Gardner, Strong Arm of the Corps

Plot Twists

4 Hard-Traveling Heroes

4 The Ring Has Chosen

3 Helping Hand, Construct

4 Emerald Dawn

3 Breaking Ground, Construct

3 Emerald Twilight

3 Cover Fire

1 No Evil Shall Escape Our Sight, Construct

Locations

3 Birthing Chamber

Equipment

1 Chopping Block, Construct

Finalist – Aldrin Long Chay Liang

Characters    

4 Boliver Trask

2 Hounds of Ahab, Army

7 Sentinel Mark II, Army

8 Sentinel Mark V, Army

4 Nimrod, Mutant Hunter

4 Bastion, Leader of Operation: Zero Tolerance

3 Magneto, Master of Magnetism

1 Tri-Sentinel, Super Sentinel

2 Apocalypse, En Sabah Nur

Plot Twists

4 Nasty Surprise

3 Savage Beatdown

4 Reconstruction Program

3 Acrobatic Dodge

2 Flame Trap

2 Meltdown

1 Unmasked

1 Megablast

Locations

2 Psychoville

3 Genosha

Semifinalist – Yee Chin Keng

Characters    

4 Boliver Trask

4 Hounds of Ahab, Army

7 Sentinel Mark II, Army

6 Sentinel Mark V, Army

4 Nimrod, Mutant Hunter

4 Bastion, Leader of Operation: Zero Tolerance

4 Magneto, Master of Magnetism

2 Apocalypse, En Sabah Nur

Plot Twists

3 Cover Fire

3 Tag Team

4 Savage Beatdown

2 Total Anarchy

1 Micro-Sentinels

4 Reconstruction Program

3 Have a Blast!

1 No Man Escapes the Manhunters

Locations

4 Genosha

Semifinalist – Bertram Chuang Huimin

Characters

1 Anti-Monitor, Architect of Destruction

1 Ra’s al Ghul, The Demon’s Head

3 Apocalypse, En Sabah Nur

3 Sensei, Martial Arts Master

1 Robot Destroyer, Army

1 Merlyn, Deadly Archer

4 Dr. Doom, Diabolic Genius

4 Talia, Daughter of the Demon’s Head

1 Rama-Tut, Pharaoh from the 30th Century

1 Assassin Initiate, Army

4 Boris, Personal Servant of Dr. Doom

Plot Twists

4 Mystical Paralysis

3 Reign of Terror

4 The Demon’s Head

3 Have a Blast!

3 Gamma Bomb

1 Tower of Babel

1 Faces of Doom

1 Tech Upgrade

Locations

3 Doomstadt

4 Mountain Stronghold

1 Latverian Embassy

2 Latveria

2 Avalon Space Station

3 Metropolis

1 Doom’s Throne Room

Equipment

1 Power Compressor

Quarterfinalist – Chapman Sim Wee Yi

Characters

4 Alfred Pennyworth, Faithful Friend

4 Boris, Personal Servant of Dr. Doom

4 Micro-Chip, Linus Lieberman

4 Dagger, Child of Light

2 Robot Sentry, Army

1 Lacuna, Media Darling

1 Commissioner Gordon, Lieutenant Gordon

1 Shimmer, Selinda Flinders

4 Dr. Doom, Diabolic Genius

1 Glorious Godfrey, Persuader

1 Spider-Man, The Spectacular Spider-Man

2 Dr. Light, Arthur Light

1 Psimon, Dr. Simon Jones

1 Dr. Doom, Lord of Latveria

Plot Twists

4 Midnight Sons

3 Marvel Team-Up

4 Bat-Signal

1 Flame Trap

2 Fizzle

4 Reign of Terror

3 Mystical Paralysis

4 Wild Ride

2 Press the Attack

1 Have a Blast!

Equipment

1 Power Compressor

Quarterfinalist – Vincent Chan Weng Sun

Characters

4 Alfred Pennyworth, Faithful Friend

1 Barbara Gordon ◊ Oracle, Information Network

3 Tim Drake ◊ Robin, The Boy Wonder

1 Commissioner Gordon, James Gordon

3 Jason Todd ◊ Robin, Crime Fighter

2 Huntress, Helena Rosa Bertinelli

4 Cassandra Cain ◊ Batgirl, Martial Artist

1 Dick Grayson ◊ Nightwing, High-Flying Acrobat

3 Batman, Caped Crusader

1 Lady Shiva, Sandra Woosan

2 Dick Grayson ◊ Nightwing, Defender of Blüdhaven

3 Magneto, Master of Magnetism

1 Azrael ◊ Batman, Knightfall

2 Apocalypse, En Sabah Nur

1 Superman, Big Blue Boy Scout

Plot Twists

4 Bat-Signal

3 Detective Work

4 Fizzle

3 Acrobatic Dodge

1 Have a Blast!

3 Savage Beatdown

2 Dynamic Duo

2 Press the Attack

1 Unmasked

1 Flame Trap

2 Airborne Assault

Equipment

2 Utility Belt

Quarterfinalist – Ong Tze Hong

Characters

4 She-Thing, Sharon Ventura

2 Luke Cage, Hero for Hire

3 Thing, Ben Grimm

3 She-Hulk, Jennifer Walters

4 Human Torch, Hotshot

1 Invisible Woman, Sue Storm

4 Mr. Fantastic, Stretch

3 Hulk, New Fantastic Four

2 Thing, The Ever-Lovin’ Blue-Eyed Thing

1 Silver Surfer, Norrin Radd

Plot Twists

4 Acrobatic Dodge

4 Cosmic Radiation

4 It’s Clobberin’ Time!

4 Signal Flare

4 Surprise Attack

4 Nasty Surprise

3 Heat Vision

Equipment

4 Advanced Hardware

2 Flamethrower

1 Fantasticar

Quarterfinalist – Tan En Lai

Characters

4 Dr. Doom, Diabolic Genius

1 Dr. Doom, Lord of Latveria

1 Dr. Doom, Victor Von Doom

4 Valeria Richards, Daughter of Doom

4 Boris, Personal Servant of Dr. Doom

2 She-Thing, Sharon Ventura

4 She-Hulk, Jennifer Walters

1 Wolverine, New Fantastic Four

1 Thing, Heavy Hitter

1 Thing, The Ever-Lovin’ Blue-Eyed Thing

1 Ghost Rider, New Fantastic Four

1 Hulk, New Fantastic Four

1 Mr. Fantastic, Scientific Genius

1 Silver Surfer, Norrin Radd

1 Purple Man, Zebediah Killgrave

Plot Twists

4 Signal Flare

4 Common Enemy

4 It’s Clobberin’ Time!

4 Reign of Terror

1 Flame Trap

1 Flying Kick

3 Mystical Paralysis

1 Millennium

1 Press the Attack

1 Faces of Doom

2 Have a Blast!

Locations

1 Doomstadt

Equipment

2 Kevlar Body Armor

(Metagame Archive) The Avengers Preview: Helmut Zemo Citizen V

By Jason Grabher-Meyer

Heinrich Zemo, the twelfth Baron Zemo, was one of the greatest villains of Marvel’s Golden Age. He was an ally to Hitler in World War II, a rival to Red Skull, and an arch-enemy of Captain America. Armed with a brilliant, goal-oriented mind, he was a visionary inventor who created Adhesive X and the dreaded (and campy!) Death Ray. When Red Skull sent him on a doomed mission that had been leaked to the allies, Heinrich countered with a trap of his own, killing Captain America’s sidekick Bucky and setting off a chain of events that would conclude with Cap’ and Red Skull in suspended animation.

Life progressed peacefully for decades for the Baron, but when news sources across the world reported on the resuscitation of his nemesis, Heinrich had no choice but to tie up the one loose end left in his life; he had to kill Steve Rogers. To do so, he took an approach no super-villain had ever taken before—he created his own band of villainous allies, naming them the Masters of Evil. It was this party that clashed with Captain America’s do-gooders in “Avengers #15,” the story in which Captain America avenged Bucky and inadvertently killed Heinrich Zemo.

But Heinrich had a son. Helmut Zemo was not the brilliant inventor, exceptional conspirator, or strong fighter that his father was, but he possessed the one thing Heinrich did not: a commitment to revenge. While his first few attempts at wreaking vengeance upon Captain America were laughable solo efforts, he quickly came to one of the same conclusions his father did and reformed the Masters of Evil. It was the fourth and arguably best incarnation of the team, and when leading his group into the Avengers’ mansion in broad daylight, Helmut divided and devastated members of the group before being driven off. Helmut’s greatest strength—leadership—was revealed.

Later, when the world thought the Avengers to be dead, Zemo took up the guise of the American hero his father had killed in WWII, Citizen V. He helped form the Thunderbolts and quickly took a liking to his heroic approach. Later, he would lead a truly well-intentioned version of the group, discovering that he could earn the respect both he and his father had craved through heroism.

That said, his villainous ways still remained within him, and it’s the good but deviously-minded Zemo that we see here. While Zemo is dedicated to noble causes, he still remembers the strategy and tactics that led him to a successful raid of the Avengers’ mansion. This incarnation is all about catching his opponents off guard.

As a 6-drop, Zemo can be viewed as having above-average stats if we can forgive his lack of flight and range. Both of his effects require characters to be adjacent to him, and both exemplify the new leadership mechanic. While leadership effects are often incredibly powerful, they are prone to disruption. If you can protect your formation, though, both of Zemo’s effects are extremely good.

His first allows him to share his team affiliation with those adjacent to him. If he’s in the front row, that means both an increased capacity for team-attacks and the ability to be reinforced by the character behind him. If he’s in the support row, he can team attack with whoever is in front of him (as well as any adjacent ranged characters), while at the same time create the potential for a strong defensive position due to reinforcement possibilities. As such, he’s a versatile card with excellent flavor that reflects his brilliant leadership abilities.

His second effect demonstrates his more nefarious side. This is the same man who attacked his enemies under cover of daylight, when they were least expecting it. Zemo threatens to exploit your opponent’s initiative if he or she doesn’t bring him down, and placing him in the back row on turn 6 when you control odd-numbered turns can make life difficult for an opponent. If the opponent’s 6-drop doesn’t have flight, he or she will either need to bash through the meat-shield guarding Zemo or over-commit via team attacks and plot twists. If the opponent fails, Zemo and his newly-deputized Thunderbolts cohorts will make him or her pay. Note that his 13 DEF makes him a great fit for this role.

Alternatively, if you have control of the initiative on even turns, you’ll probably be looking to make use of some offensive exhaustion to get the most out of Zemo’s effect. Luckily, this happens to be a running theme for the Thunderbolts, so Zemo will be just as effective on offense as he is on D.

A rather simple character, Zemo provides a good introduction to the leader effect mixed with great stats and good team synergy. As a common 6-drop, you can expect to see him quite a lot in Sealed Pack, and that is where his first effect is incredibly valuable. Uniting even the most ragtag of multi-affiliation decks, Zemo lets you draft aggressively and go after the best characters possible while still allowing you the ability to team attack and reinforce on later turns.

A cool portrayal of the complicated villain-turned-hero, Helmut Zemo ◊ Citizen V is just one of the many highly flavored characters in the set. If you’re a fan of the comic book accuracy and nuance often seen in the Vs. System, then get ready to have your socks blown off—Avengers is packed to the gills with it!

-Jason Grabher-Meyer Heinrich Zemo, the twelfth Baron Zemo, was one of the greatest villains of Marvel’s Golden Age. He was an ally to Hitler in World War II, a rival to Red Skull, and an arch-enemy of Captain America. Armed with a brilliant, goal-oriented mind, he was a visionary inventor who created Adhesive X and the dreaded (and campy!) Death Ray. When Red Skull sent him on a doomed mission that had been leaked to the allies, Heinrich countered with a trap of his own, killing Captain America’s sidekick Bucky and setting off a chain of events that would conclude with Cap’ and Red Skull in suspended animation.

 

Life progressed peacefully for decades for the Baron, but when news sources across the world reported on the resuscitation of his nemesis, Heinrich had no choice but to tie up the one loose end left in his life; he had to kill Steve Rogers. To do so, he took an approach no super-villain had ever taken before—he created his own band of villainous allies, naming them the Masters of Evil. It was this party that clashed with Captain America’s do-gooders in “Avengers #15,” the story in which Captain America avenged Bucky and inadvertently killed Heinrich Zemo.

 

But Heinrich had a son. Helmut Zemo was not the brilliant inventor, exceptional conspirator, or strong fighter that his father was, but he possessed the one thing Heinrich did not: a commitment to revenge. While his first few attempts at wreaking vengeance upon Captain America were laughable solo efforts, he quickly came to one of the same conclusions his father did and reformed the Masters of Evil. It was the fourth and arguably best incarnation of the team, and when leading his group into the Avengers’ mansion in broad daylight, Helmut divided and devastated members of the group before being driven off. Helmut’s greatest strength—leadership—was revealed.

 

Later, when the world thought the Avengers to be dead, Zemo took up the guise of the American hero his father had killed in WWII, Citizen V. He helped form the Thunderbolts and quickly took a liking to his heroic approach. Later, he would lead a truly well-intentioned version of the group, discovering that he could earn the respect both he and his father had craved through heroism.

 

That said, his villainous ways still remained within him, and it’s the good but deviously-minded Zemo that we see here. While Zemo is dedicated to noble causes, he still remembers the strategy and tactics that led him to a successful raid of the Avengers’ mansion. This incarnation is all about catching his opponents off guard.

 

As a 6-drop, Zemo can be viewed as having above-average stats if we can forgive his lack of flight and range. Both of his effects require characters to be adjacent to him, and both exemplify the new leadership mechanic. While leadership effects are often incredibly powerful, they are prone to disruption. If you can protect your formation, though, both of Zemo’s effects are extremely good.

 

His first allows him to share his team affiliation with those adjacent to him. If he’s in the front row, that means both an increased capacity for team-attacks and the ability to be reinforced by the character behind him. If he’s in the support row, he can team attack with whoever is in front of him (as well as any adjacent ranged characters), while at the same time create the potential for a strong defensive position due to reinforcement possibilities. As such, he’s a versatile card with excellent flavor that reflects his brilliant leadership abilities.

 

His second effect demonstrates his more nefarious side. This is the same man who attacked his enemies under cover of daylight, when they were least expecting it. Zemo threatens to exploit your opponent’s initiative if he or she doesn’t bring him down, and placing him in the back row on turn 6 when you control odd-numbered turns can make life difficult for an opponent. If the opponent’s 6-drop doesn’t have flight, he or she will either need to bash through the meat-shield guarding Zemo or over-commit via team attacks and plot twists. If the opponent fails, Zemo and his newly-deputized Thunderbolts cohorts will make him or her pay. Note that his 13 DEF makes him a great fit for this role.

 

Alternatively, if you have control of the initiative on even turns, you’ll probably be looking to make use of some offensive exhaustion to get the most out of Zemo’s effect. Luckily, this happens to be a running theme for the Thunderbolts, so Zemo will be just as effective on offense as he is on D.

 

A rather simple character, Zemo provides a good introduction to the leader effect mixed with great stats and good team synergy. As a common 6-drop, you can expect to see him quite a lot in Sealed Pack, and that is where his first effect is incredibly valuable. Uniting even the most ragtag of multi-affiliation decks, Zemo lets you draft aggressively and go after the best characters possible while still allowing you the ability to team attack and reinforce on later turns.

 

A cool portrayal of the complicated villain-turned-hero, Helmut Zemo ◊ Citizen V is just one of the many highly flavored characters in the set. If you’re a fan of the comic book accuracy and nuance often seen in the Vs. System, then get ready to have your socks blown off—Avengers is packed to the gills with it!

 

-Jason Grabher-Meyer

(Metagame Archive) The Light of Play – In Evil Star’s Evil Clutches

By Jason Grabher-Meyer

I’m a huge fan of cards that don’t quite fit. If given the choice between spending twenty minutes contemplating a straightforward power card or a weaker one that does three different things, my choice is clear—sign me up for the jank! Like rich Victorian lace or spider webs coated in a forest’s morning dew, I like my cards complicated beyond necessity, even if they aren’t tier 1. I play games because I enjoy cracking systems, and if a single card within a game can offer that challenge, then it’s bound to thrill me.

Don’t get me wrong—I play what wins when winning is my goal. But due to the quality of design that goes into the Vs. System, there is more than just straight competition to be enjoyed. That fact is something that anyone can lose sight of amongst the allure of the million dollar pro tour and a plethora of $10K events.

With that in mind, I’ll be using the next few weeks to turn my column toward the complicated and sophisticatedly entertaining. Metagame.com is now a throbbing beacon for pro players, and they’re all more qualified than I am to tell you what you should run to win tournaments. Instead, I’m going to turn my eyes toward the cards that hold potential instead of immediate value, fascinating complexity instead of raw power—and I’ll do it all while slipping in phrases like “throbbing beacon.” Because hey, I’ve gotta get cheap laughs somehow*.

Today I want to look at one of my favorite cards from Green Lantern Corps, In Evil Star’s Evil Clutches. Not only is it fun to say, but it also blends one very straightforward and fairly useful effect with another that is far more complicated.

Let’s break this card down and look at what it can accomplish with a little creativity.
   

Mr. Jordan, Your Flight Has Been Delayed

First up, the simple component of In Evil Star’s Evil Clutches is its main effect—removing flight from a character an opponent controls. Note that the effect doesn’t target, so you can choose which character is to be affected at resolution. That gives the effect a bit of extra oomph. Aside from that, though, it really is as simple as it looks.

In all three formats in which this card exists, the worth of its grounding effect is dependent on matchup. Most Golden Age metagames have a relatively small amount of flight compared to DC Modern Age, and DGL Sealed Pack play is even better because so many characters in DGL have flight. In the latter, it can be worth running Clutches strictly for its primary effect. Though reinforcement is devalued in Golden Age and DC Modern Age, the flight effect alone still probably isn’t enough to justify including it in a deck, no matter how creative you get.

Doing the Manhunter Shuffle

That said, it’s the ability to trade one of your face-down resources for another in your hand that makes this card worthy of play. Perhaps not in many tier 1 decks, but at least in slightly more casual strategies.

In short, Clutches lets you rotate a resource to your hand and then gives you the option to place down an in-hand card in exchange. You’re limited to doing this once per turn and you can only rotate face-down resources (which prevents you from using plot twists twice or looping the same one ad infinitum). It’s a simple premise, but there are many things you can do with it if you’re so inclined.

First up, you can recover cards that you didn’t want to set. That means that if a character-heavy draw forced you to set a high cost character in the early game or an equipment that you didn’t immediately need, you can recover that card later and use it. Pretty decent.

It also lets you cycle plot twists out of your row that you thought you would immediately need but didn’t. For instance, say you figured you had an eighty percent chance of needing your in-hand Flying Kick instead of your in-hand Acrobatic Dodge. You set the Kick to conserve cards, but don’t use it. Next turn, you find yourself needing the Dodge and an in-hand Press the Attack, but not the Kick. You can cycle out the Kick for one of the plot twists you do want via Clutches and set the other, thereby maintaining tighter control over your cards than would’ve otherwise been possible. You don’t lose any in-hand cards to the discard pile because the ones you intend to use were set in your resource row.

That’s getting a bit mathy and might not be all that relevant to the average game, but it’s worthy of note. Drawing back to a wider perspective, there are two very easy, very effective ways to use Clutch’s rotational effect.

The first is to rotate cards to your resource row that you just didn’t have on previous turns. While more effective plot twists can be good, you can also use it to set extra copies of Sleeper Agent for a big late game push with a Manhunter deck. Heck, you could even put Clutches in a Wild Vomit build and use it to set up your double Mark IV/double Underground Sentinel Base combo for turn 5.The flight reduction means that you can manage your formations more tightly and reinforce more effectively, too, so it’s a natural fit.

In Evil Star’s Evil Clutches also allows you to manage replacements with ease. Under normal circumstances, having a resource replaced could be good or bad; if an opponent replaces one of your key ongoing plot twists or locations, you’re obviously going to lose that card, but you may also get a useful character or equipment lodged in that first card’s place. That’s a combination of bad and worse, and Clutches gives you an answer by letting you put that newly set card into your hand. At the same time, some cards (like Blown to Pieces) basically give card advantage by replacing themselves after use. Being able to remove the new card from your row and do what you want with it gives you an even bigger advantage than such a card would normally offer.

So, where does it work? On a competitive basis, it could make a splash in DC Modern Manhunter decks focused around Mark Shaw. Clutches combos incredibly well with the non-ongoing effect of Plans Within Plans and can help you flood the field on turn 5 or 6 with Sleeper Agents. The Agents could then be used in combat or fed to a Manhunter Giant, and then recycled as Shaw food through Underground Complex.

Off the tier 1 charts, this card makes Wild Vomit more effective without compromising its main function. It also compensates for poor draws in some situations and can defend decks that don’t deal well with flight. This is especially valuable in creative strategies using lots of characters from different teams that can’t reinforce easily. Puppet Master approves.

There are two things to watch out for that will make this card more useful as time goes on. The first is the strengthening of off-team decks. The second and more important is the increase of characters and equipment that do things in your resource row. Instead of having to use character-search cards to bring them into your hand each turn to be set, you can instead draw into them naturally. That’s not a huge advantage now, but if in-row characters continue to grow in scope, then In Evil Star’s Evil Clutches will continue to become more valuable.

If you find a cool way to use it, give me a shout! ’Til next week, keep dusting off the back of that trade binder and let your underappreciated cards see the light of play!

-Jason Grabher-Meyer

Want to suggest a card for this column? Have a favorite piece of underappreciated jank that you think deserves some respect? Let me know at Jason@metagame.com.

*Along those lines, I’ll share my initial reaction when I first saw today’s card months ago: “Wow, that really toned chick has some serious booty!” I’m not a big Green Lantern reader, so imagine my surprise when I looked up Evil Star in a DC encyclopedia and discovered that half of my statement was brutally flawed. Sigh.