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Pojo's
Marvel VS Card of the Day
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Acrobatic
Dodge
Marvel Origins
Date Reviewed: 8.03.04
Constructed Average Rating: 2.88
Limited Average Rating: 3.5
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
IQ |
Acrobatic Dodge
Constructed
I don’t know if it’s just me but this card has
gotten a lot better with the release of DC. I
know nothing on the card changed but it seems a
lot more useful now a days. It could be because
of Shape Change or even Beastboy but I’m seeing
this card in more and more decks.
Could it be that DC really slows down the game a
bit?
4/5
Limited
When it comes to plot twist and limited the rule
of thumb is if it increases your attack or
defense get it. It’s that plain and simple
because in this environment all you’re gona see
is a bunch of characters that are about the same
size run into each other. That’s why just about
any card that affects attack or defense is so
good in this format. A well played Acrobatic
Dodge could help you turn the tide in the game
so grab it if you see it.
5/5
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Nakaiya21 |
Acrobatic Dodge
This week we are going to take a look at some of
the plot twists that are out there. Personally I
feel that reviewing plot twists can be more
beneficial since more people are able to use
them. O.k. so that was my brief two cents…let’s
get on to the review….
So originally I was going to give this card some
credit. I was going to talk about how this card
had the ability to save some of those characters
out there that had a lower defense due to their
really great abilities (cough* Arkam Inmates
*cough). But the more I thought about it the
more I realized that this card really isn’t all
that great. In fact, there really isn’t a great
defense card out there yet (Note to Upperdeck –
We need some defense here people!!!).
Instead I have decided to talk about why this
card isn’t that great and why it will probably
only make it into a casual deck. So here we
go….If your opponent is going to try to stun one
of your characters they are either a.) going to
try to do the most damage they can so that you
take major breakthrough endurance loss or b.)
team attack one of your characters. What makes
you think that adding +3 defense to your
character is going to help keep it from being
stunned? Not only that, the +3 defense comes at
a cost – losing 3 attack…now you are not going
to even have a chance to stun your opponent’s
character back. And what if your opponent
activates a flying kick or savage beatdown in
response? Now you are stuck with a character
that is going to get stunned anyway that you
have to reinforce, an opponent’s character who
no longer becomes stunned in return, and a waste
of a plot twist. Not good! Gee, I didn’t even
touch on the fact that your opponent’s character
might start out with an equipment or location
boost to begin with. Definitely not good!
At this point I know that there is someone out
there that is totally going to ignore what I
have just written about this card being bad and
is going to insist on playing it anyway. In that
case do yourself a favor…only use this card late
in the game to save a big drop character (i.e.
Rouge) that will decimate your opponent when it
comes to your attack step.
Ratings
Constructed – 1.5/5.0 ….Makes great filler if
you have nothing else that you can put into your
deck.
Limited – 3.0/5.0 …..Defense is very important
in a limited game…and you probably won’t have to
worry about a lot of boosted characters.
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Johnny Blaze |
Acrobatic Dodge –
Seems like the theme of this week is defense.
Acrobatic Dodge will pump your defense up to +3
but the downside is that it also lowers your
attack by –3. You also have to have the defender
characteristic to use this plot twist.
I’m 50/50 on this card. If you need to avoid an
attack fine, but make sure that you don’t get
stunned so that your character that benefited
from Acrobatic Dodge can attack during your
attack step.
Constructed –2/5
Limited – 2/5
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Paul Hagan |
Acrobatic Dodge --
I have a suspicion that Acrobatic Dodge could be
one of those Plot Twists that will still be
seeing play four and five sets down the road. It
really is *that* good! It has a low threshold
cost, and in a game where every point of
endurance matters, the ability to completely
nullify an attack is insanely powerful. I have
had many games swung just on the presence of a
single Acrobatic Dodge, and I have seen a lot of
games where one person misplaying their
Acrobatic Dodge cost them the game.
In short, when I am sitting down to build a
deck, Acrobatic Dodge makes the cut nineteen
times out of twenty. If you have it in limited,
play it -- no questions.
Constructed Rating: 4.0
Limited Rating: 4.0
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