From:  [playxmyxgamex@hotmail.com]
Sent: Saturday, April 17, 2004 12:18 AM

Subject: Overlooked and Underrated: Juggernaut

Article #2: Here comes the JUGGERNAUT!!!

 

During my short articles for Marvel VS, I came up with the idea to review overlooked and possibly underrated cards.  Today I will go ahead and look at:

Juggernaut, Cain Marko

Recruit Cost: 7

ATK 17

DEF 17

While Juggernaut is attacking a support row character, the defender is not and cannot be reinforced.
Whenever Juggernaut attacks, he does not ready during the recovery phase this turn.

 

            Chances are by turn 7 a lot of breakthrough damage has been caused.  Speaking from experience by the time turn 7 has come along I would have at most 20 endurance points.  On the field would be characters with DEF that range from 1 all the way up to 15 depending on the character and what locations and plot twists are in play.  Let us all look and his first ability “While Juggernaut is attacking a support row character, the defender is not and cannot be reinforced.” Now, what does reinforced mean?  It means that the defender cannot have another character negate the breakthrough endurance loss.  By turn 7, having all your characters reinforced is very important.  Sometimes you’ll have a player drop a 1 or 2 recruit characters as a support to maybe ready a character or give a boost to another.  In situations like this, Juggernaut takes full advantage of those pesky 1, 2 and sometimes 3 drops to end the game.  Now you may be asking yourself, “What if the support row is being blocked by the front row and Juggernaut doesn’t have fly?”  This is where those common plot twists come into play.  The one I am speaking of is Flying Kick which gives a character +3 ATK and the ability to fly.  Simply have Juggernaut “fly” over the front row and take out the likes of Nightcrawler, Toad, Random Punks, or any other famous 1 or 2 drop that are still lingering around.   His second effect, which isn’t really an effect but more of a drawback, should not put Juggernaut in your “trading” or “trade bait” pile.  At this point in the game (turns 7-9), his effect of “Whenever Juggernaut attacks, he does not ready during the recovery phase this turn” shouldn’t really matter because he would have dealt enough damage to bring your opponent into the negatives.  Overall, Juggernaut should be supported by the likes of Savage Beatdown, Flying Kick, Advanced Hardware, Dual Sidearms, and any other plot twist or equipment card that boosts his ATK.  This should make up for him not being affiliated with any group.  Overall, I would give Juggernaut a 3.5/5 mainly because he is better than average and could very well end the game with his amazing stats at 17 ATK/17 DEF.  The only way to defend against Juggernaut is to position your characters carefully or else “Nothing Can Stop the Juggernaut!”




::mr marvelous::
Marvin Aquino
(playxmyxgamex@hotmail.com)