Below is my Top 10 list of plot cards from Marvel
Origins
10. It's
Clobberin' Time-presently, the environment seems to favor
aggressive decks and Breakthrough Erance Loss (BEL) is heavily favored
as the method of winning. Therefore, the bonus to attack good for pumping
BEL and the defense bonus helps prevent your guy from getting stunned.
Restricted to the FF, which limits its
usability
9. Finishing Move-good, overall
card. As long as you manage to stun the character, it can be instantly
KOed. However, may not fit into all decks. Can be a surprise factor
as long as player doesn't make it too obvious e.g team attacking with all
except for one character.
8. Acrobatic Dodge-earlier I mentioned
that this game favors offense, but acrobatic dodge is a defensive card.
However, having the bonus to defense may prevent stun, which can especially be
helpful if you did not have the first attack.
7. Children of
the Atom-great surprise card and allows you to recover an
additional character. Also is good for countering, number nine: finishing
move. Overall a solid card and but is limited in that a) requires a
threshold of 3; b) only for x-men, c) must discard an x-man character.
Still, its surprise factor warrants some use.
6. Savage
Beatdown-currently, the most expensive card gets only a
ranking of six. As mentioned in number 10, attacking is favored and this
card embodies beatdown, literally. +5 to attack is nothing to scroff at
and can turn your little 1 and 2 drops into legitimate threats. Great
card, helps a lot but is not critical for every deck. Threshold cost is a
bit high and thus cannot be used till at least turn
4
5. Not So
Fast-great card as some of the more used plot twist cards
are only 1 threshold cost (arcobatic dodge, flying kick). Discarding is
bad but reasonable as two cards are being drawn per turn. This cards
utility may go up or down depending on future plot twists. If good 0 or 1
threshhold plot twists become available, then this gets better, otherwise there
may be less use for this card
4. Ka-Boom!-destroying locations is
good, and this card will only get better as more and more locations are
introduced. Threshold cost is reasonable, but you must also destroy a resource
which somewhat negates your initial card
advantage.
3. Burn
Rubber-reinforcement is key in preventing huge BEL.
This card does just that. The ability to move around the character is a
plus. Allows player to reinforce a non-affiliated team character that
could not otherwise be reinforced
2. Signal
Flare-this card is great for character management and
smoothing out curve.
1. Gamma
Bomb-this card gets my vote as the best plot twist.
The reason is that is screams control. This card doesn't get thrown into
any deck as a filler card. Player using it clears the board and controls
the field. It pretty much means game over if the opponent isn't prepared
or able to deal with it. The cons are that it has high threshold cost (9)
and even with reduction still requires some stalling tactics. This may
inform opponenet of your strategy and thus allow some preparation for the bomb
to drop.
contact me Pat
vascanado (at)
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