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Pojo's
Marvel VS Card of the Day
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Ka-Boom!
Marvel Origins
Date Reviewed: 4.26.04
Constructed Average Rating: 4.00
Limited Average Rating: 2.83
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Scott
Gerhardt
* Game Store owner in
CA, ShuffleAndCut
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This is one of
those defensive cards. So you play it in a
defensive deck, right? Nope. Don't
think so. This card has a LOT of uses, and
they almost all come out of no where.
First of all, your opponent almost always has
something along the lines of a useful location
to blow up. This is pretty good for that.
If you're playing a low-curve deck, then it's no
problem to lose a resource to make THEM lose a
resource. If their curve is higher, they
will not be able to handle the loss of a
resource as well. Especially in
Brotherhood, it's another way of playing over 4
resources, then getting back down to 4 for New
Brotherhood to work.
There is a reason
this is one of the best selling cards on
ShuffleAndCut.com right now. The
reason is it's really, really good. Most
decks can play it. Some can abuse it, the
others will have it around for utility reason.
Stop their Savage Land. Blow up that
Antarctic Research Base. Stop Doom's
Throne Room cold. The possibilities are
endless, and the card is pretty solid.
In limited, it's
not as good. Don't get me wrong, I'd play
it, but it's not going to be nearly as impactful
there as it would be in constructed.
Constructed:
4.5
Limited: 3
Current Price: $13.49 |
Christine
Gerhardt
* game store
owner in CA, ShuffleAndCut |
Ka-Boom! is an excellent
defense against decks that depend on their
locations to boost their effeciency or combos.
For instance, a location like Savage Land is a
huge part of the Brotherhood deck and ko'ing
it can slow down the deck immensly. While not
every competitive deck runs locations, many
do. Whether or not Ka-Boom! is worth a space
in your deck will depend on your local
metagame. Are a significant number of your
competitors incorporating locations that are
key to their deck's play? If the answer is no,
then Ka-Boom! is probably not worth a slot in
your constructed deck. But if the answer is
yes, then you should add Ka-Boom! to
your deck. How many will depend on how key
they are to your competitors' decks, and how
many locations they are using. You can always
playtest with it to see what works best. Too
few, and the card will be ineffective. Too
many and you'll be drawing useless cards too
often.
In limited,
Ka-Boom!'s usefulness is, well... limited.
The chance that your opponent will have a
location that greatly enhances their deck is
slim, so most likely it will be a dead card in
your hand.
Constructed:
3.5 (highly metagame dependant)
Limited: 1.5
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Matthew
Murphy
* game store
owner in CA, ShuffleAndCut |
I like this card. It is Good. I always play
them.....
Sorry inside joke.
Anyways this is one of those cards most decks
will play, it is extremely versatile in almost
any deck. The ability to take out a location
or on going plot twist is a must for any deck
weather it is defensive of offensive. Not to
mention the added bonus for faster or "weenie"
decks to be able to slow your opponent down
and preventing him from casting his larger
creatures before you are able to take control.
In Limited in isn't as useful, by no means a
first pick. Though I wouldn't pass it up after
turn 3. Most limited decks aren't based around
locations and plot twist so this card just
isn't as important.
Constructed: 5
Limited 3
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Judge
Bill
*game store employee
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Welcome to my
branching out into a new game. Most of you
loyal Pojo readers know me from the Magic
site, where I answer rules questions twice a
week. Now, I will be reviewing Marvel cards
also, and hopefully getting a couple of
articles in. Stay tuned.
Resource
destruction has been a theme in several CCGs.
The ability that this card grants can be a
nice one to have. There are several locations
in many decks that would be nice to get rid
of. However, you have to balance this with the
fact that it really doesn't do anything
positive for you. Whether the benefits
outweigh the costs, only you can tell.
In limited, it's
less useful, since you can't guarantee your
opponent will have a good location to hit with
this.
Constructed: 3
Limited: 3
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Jason
Matthews |
This card is one of
the best cards in the Origins set. You don’t
really prevent the current recruit step drop on
the turn but you do prevent the following one
that is higher. Slowing an opponent from getting
their six drop or worse a seven drop can be key
to winning the game or losing it. If you’re a
Sentinel player like myself you will do just
about anything to keep a Wolverine Berserker
from hitting the table. This card is also good
in limited when you consider that the right
location can really get on your nerves. This
card makes the cut in just about any affiliation
that is available right now. It really shine in
the Brotherhood deck that is playing The New
Brotherhood. Constructed 3.5
Limited 2.5
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Paul Hagan |
Kaboom! --
I love this card. It can go in almost any
deck, and you should probably be running a
copy or two no matter what. Think of it this
way: How many decks have you seen running
locations? All of them. How many locations
do you like to see on your opponent's side of
the board? None of them. Well, with Kaboom!,
that problem can be solved. The only
drawbacks are that you lose a resource of your
own to get rid of theirs and it can only be
played during combat. With this in mind, I
can't *quite* give this card a perfect rating
for constructed play.
In limited, unless there is an insanely good
character card in your pack (ex., Scarlet
Witch, Wanda Maximoff), I would scoop Kaboom.
The ability to rid the world of your
opponent's locations can be so key, especially
if you can plan the upcoming turns around it.
However, it is also possible for your opponent
to be playing few, if any, locations
(especially in a 30 card deck), so again, I
can't quite give it a 5.0 rating.
Constructed Rating: 4.5
Limited Rating: 4.00
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