DC Preview, League of Assassins, Part 2 of 2: Plot Twists, Locations, and
Equipment - Josh Young
Article 4 – DC Preview, League of
Assassins, Part 2 of 2: Plot Twists, Locations, and
Equipment
Hey everyone, and welcome to part two of my review of the League of Assassins
team from the DC Origins set. Last time I went into characters, and this time I
am going to do everything else for this team. The League of Assassins has some
really cool Plot Twists and Locations, so sit back, and
enjoy!
This time I will show what each one of these do. I
didn’t do that with the characters because it took up a lot of space. Also, I am
not going to rate them this time either.
Plot Twist
Threshold: 1
-Play only if you control a League of Assassins
character.
-During each players attack step this turn, that players
characters that do not have the League of Assassins team affiliation have no
affiliation.
A very disruptive Plot Twist, this can be used to save
you or some of your characters from huge Team Attacks. It can also be used to
disrupt something like Big Brotherhood by shutting down their pumps, or
Fantastic Four by using it in response to an “It’s Clobberin’ Time”. Easily a
staple for League of Assassins decks. Note that this card CANNOT stop
reinforcement.
Clench Virus
Plot Twist
Threshold Cost: 3
-Play Clench
Virus only if you control a League of Assassins character.
-Ongoing: At the
start of your attack step, put a plague counter on target character.
-When a
character has plague counters greater than its cost, KO that
character.
Hmm… This card could be good. Only time can tell. It is
great in multiples, putting 3 or 4 counters a turn. I personally think that it’s
better than Micro-Sentinals. It could be good in a kind of Gotham Knights/League
of Assassins control deck. Use Lucius Fox to get Wheel of Plauges, and Alfred to
get Clench Virus, and use some stuff to gain endurance, and you can knock off
several characters a turn.
Dual Nature
Plot Twist
Threshold Cost: 3
-As an additional cost to play Dual Nature, put a
stunned League of Assassins character you control into your KO'd
Pile.
-Choose a League of Assassins character card in your
hand with a cost less than the cost of the character you put into your KO'd
pile. Put the chosen card into your support row.
Good on turns 5 or 6 for the final endurance loss. KO a
stunned Ra’s al Ghul 6-drop, and put a Bane, Ubu into play, and swing. I think
League of Assassins decks should run at least
three.
Remake the World
Plot Twist
Threshold Cost: 3
-As an additional cost to play Remake the World, exhaust
a League of Assassins character you control.
-KO any number of locations you
control. Move that number of locations target opponent controls to your resource
row. For each location you moved this way, that opponent puts the top card of
his deck face down into his resource row.
THIS is location control. KO a used up Mountain
Stronghold or two, and take
Flying Fortress
Location
Threshold Cost: 1
-Activate à Target League of Assassins
character has flight this turn. While attacking this turn, that character gets
+2 ATK.
This is Flying Kick on a stick. Flip this up first turn
with Malaq, and swing for 5. You just took 1/10 of your opponent’s total
endurance. This is an excellent Location.
Lazarus Pit
Location
Threshold
Cost: 1
-Lazarus Pit is not unique.
-KO Lazarus Pit >>> Recover
target stunned League of Assassins character.
-Activate à Target
stunned League of Assassins character cannot be KO'd this turn.
Very good. This can also be a finisher for the next turn
if you have initiative. Just KO it and you can keep all of your best guys and
hit them for a lot next turn. Also, it’s not unique J. Also, there
was a rules dilemma on what happens to a stunned character that can’t be KO’d.
The answer is… nothing! He just stays there until you can recover
him.
Mountain Stronghold
Location
Threshold Cost: 1
-Mountain Stronghold is not
unique.
-
-Shuffle your deck and discard a League of Assassins
character card from your hand.
-Characters named Ra's al Ghul you control
have reinforcement.
This is the Signal Flare for League of Assassins. It
seems that almost every team in DC has a Signal Flare. Fearsome Five have
Underworld Star, Gotham Knights have Bat-Signal, League has this, and that’s all
I can think of off the top of my head. Sorry if I missed any. Anyway, the fact
that it’s non-unique makes it even better. This (hopefully) insures that you
will hit all of your drops. Also, the other good thing that it’s not unique is
if you have 2 or 3 out, they power up Hassim’s ability or The Shrike. Cool,
no?
The Shrike
Equipment
Recruit Cost: 1
-Unique.
-Transferable.
-Equip only to a League of Assassins
character.
-Equipped character gets +X ATK, where X is the number of
locations you control.
The best of the two equipment the League of Assassins
have. Your guys get pretty darn big. Plus, it’s transferable. Swing with one
guy, then push it over to another guy and swing again. To bad it’s unique. A
good play here could be Kyle Abbot on turn five with this. If that happens, and
all of your resources are locations, you will have a 17ATK/6DEF beater. The
average five drop has 9 DEF. Ouch.
Wheel of Plagues (DOR-119)
Equipment
Recruit Cost:
1
-Unique. Equip only to a League of Assassins character.
-At the start of
the recovery phase, each player who controls one or more characters with a
plague counter discards a card from his hand.
-Equipped character has
“Activate, pay 5 endurance >>> Put a plague counter on target
character."
This can be good in a Clench Virus deck, obviously. The
bad part is paying 1/10 of your life total. Also, it’s non-transferable and
unique, so you can only have one out, and use it only once per turn. Not that
good if you ask me. I guess in some sort of Gotham Knights/League of Assassins
hybrid, with life gain and Lucius Fox to recruit this for free.
Hmm….
Well, that’s it for this time. Hope you enjoyed my
inside review of the League of Assassins! See ya next
time!
-Josh
Young