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Vascanado's VS Top 10 List - Top 10 Marvel Origin's Plot Twist Cards

 

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. 

 

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