Reviewed
by Cramcompany
Today we
are going to review the The Newest Game Mechanic
also known as a Feat Card (s) from Fantastic
Forces. Find out more on this link,
http://www.wizkidsgames.com/heroclix/marvel/products.asp?cid=39839
The RUN DOWN:
Two Feat
Cards have been previewed by Wiz Kids. Both of
these cards change the team ability of your
character. It changes either the ability that the
team would have, such as the Fantastic Four or
changing the team type itself, such as the Avengers.
FANTASTIC FOUR:
This
Changes all your Fantastic Four team member to
Fantastic Four team members that can share the
defense of any other Fantastic Four Member. The
immediate thought is this has been done before;
Invisible Girl had Defend and an 18. However, this
is not how it works. You do not have to be adjacent
to the figure to gain their defense. Also you do
not have to settle for a very hittable 18 defense,
more on that later. How much does this feat cost
you ask? 0 points and all you do is lose the gain
one click ability.
AVENGERS TEAM: The fast version is this, for 5 points per Avengers team member
you use it on, that Avenger loses his team ability
and gains any team ability you want (except wild
card). This ability has two or three ways of
looking at it. First is, it sounds just okay to
pay 5 more points to make your Wasp gain the Mystics
team ability, not too bad. Then there is the wild
card abuse, Jarvis who is an Avenger and is only 4
points can be changed to any team ability for 5
more. Thus all your wildcards can be mystics or
Ultimates for only 9 points…unreal. However this is
not the main abuse that this card can see. The
third and most deadly is the combination of cards.
Antman has a 20 defense and the Avengers Team
Ability, use the Avengers Card for 5 points to turn
him into a member of the Fantastic Four. Now all
your Fantastic Four members have a 20 defense….OH MY
GOD! Want an ever sicker idea? Same thing with
Antman, but use the Avengers card on any Avenger
with Energy Shield/Deflection and now they will have
a 22 defense. To put that in perspective, if you
are playing with Mighty Galactus, on his starting
click, with a 16 attack, Galactus would have to roll
at least a 6 to hit you. Now ask yourself, how
often do I get to play with a 16 attack? Maybe you
play with a 12 attack character….if you do you’d
have to roll a 10 to hit.
OVERVIEW:
Unless there is a rule change, these two cards will
change the game and perhaps the world FOREVER! Not
to sound too dramatic. PS: BUY JARVIS POGS SOON,
BEFORE THEY START OUT PRICING NIGHTCRAWLER!
- This is Cramcompany (Please no Hate mail.)
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