From: EDINANAZGUL@aol.com
Sent: Saturday, April 17, 2004
9:07 PM
Subject: Fantastic 4 pro's and con's -Paul Young
Constructed Play analysis of the
Fantastic Four:
CON: Ghost Rider's bonus never happens by the time you will
be ready to play him.
PRO: Yancy Street will get you just the right Thing for
the resources you'll have.
CON: Invisible Woman Sue Storm (4-cost) will be
stunned when you need her text.
PRO: Signal Flare will trade a card you won't
be needing for just the right one.
CON: The Pogo Plane won't show up before
one of your 4 Yancy Streets will.
PRO: Mr Fantastic SG (7-cost) super-sizes
himself with any equip card for the situation.
CON: The Human Torch: His
effect costs 6 endurance. It's rare that it pays for itself.
PRO: It's
Clobberin' Time: +3/+3 is a game winner, from hand or resource row.
CON:
Franklin Richards and Alicia Masters seem to not survive till useful.
PRO:
Antarctic Research Base: It seems to always work well; at least for 1 extra
card.
CON: Four Freedoms Plaza: Totally unrealistic unless all plot twists
are defensive.
PRO: Spider-Man NFF: 3 -1 ATK web counters on any character
any way you need!
CON: Wolverine NFF: Never ran into a character that
survived the first attack.
PRO: Baxter Building: Build the deck with more
equip cards and this will get them.
CON: She-Thing: When an equip needs
removing, it's too late to bring her out!
PRO: She-Hulk: Her bonus only fails
if she'd not ready. Extremely rare circumstance.
CON: Frankie Raye: This
bonus may be reachable after a few more sets come out.
PRO: Luke Cage:
Discarding a character card from hand is not so hard to do one time.
CON:
Medusa: There seldom is another character to exhaust until later on.
PRO: Any
0-Cost equip. Unstable Molecules for DEF and Dual Sidearms fo ATK etc
DECK
LIST SPY REPORT: I spied on a winning Fantastic 4 Deck that splashed in Negative
Zone and its characters for 6 and 7-resource time…based on the player's history,
this merits consideration.