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Pojo's VS System Card of the Day
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Blade - The Daywalker
Marvel Knights
Date Reviewed: 04.11.05
Constructed Average Rating:
Limited Average Rating:
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Blade - The
Daywalker
This week we are going to take a look at some
double loyalty cards that should see some play
in a MA format. To start, let's take a look at
Blade - The Daywalker.
You know the whole point of double loyalty is
that the card should be difficult to get onto
the field because its effect is extremely good.
Unfortunately, I don't necessarily see that
being the case with the card. Ok, so don't get
me wrong, Underworld and Marvel Knights are two
teams that are pretty solid but I haven't really
seen a good build out there that combines the
two teams in such a way that really warrants
playing them together. It is as if there is
something about the two teams that keeps them
from meshing very well. Well I guess that is the
first strike against Blade. Now, the second
thing about Blade is his stats. As an 8/8 5-drop
with neither range nor flight, it seems that
even his effect won't really helps this guy out
(Blade's effect states all MK and UW characters
get +2 attack while attacking and +2 defense
while defending). Just about any other 5-drop
out right now will be able to stun Blade,
leaving all your other characters boost-less.
Sure, you can hide him in your back row if you
do not have the initiative and hope your
opponent can not get to him, but more than
likely this character will be the first target
your opponent tries for (Let's not forget that
doing this leaves us with one less character to
attack with.) Hmm...strike 2. Strike 3 will have
to be the ability itself. +2 Att/Def is not
necessarily something to overlook, but when you
consider the number of PT's out there that give
characters exactly that, it dosn't seem as
though the boost does as much as originally
thought. If only Blade was a 9/9 or he gave
other characters range and/or flight in addition
to the boost.....That would definately make it a
whole new ballgame.
Ratings:
MA Constructed - 2.5/5.0 ...Blade really isn't
worth the loyatly issues you will face...but it
could be worse...
GA constructed - 2.0/5.0 ...Stick with a better
deck variation for this format...
Limited - 3.0/5.0 ...If you can get this
character on the field, then his boosting
ability will make a big difference.
|
Johnny Blaze |
Blade
– This is double Loyalty week and we
start out with everybody’s favorite
Vampire Hunter, Blade. This version
of Blade is a perfect fit if you are
running team-up with Underworld and
Marvel Knights. Even though Blade
has the MK team stamp, he can only
be recruited if you control an
Underworld character.
Even though Blade is a bit small in
his stats at 8/8, he provides a nice
pump for himself and your other MK
and Underworld characters at a +2
ATK if you are attacking and +2 DEF
while defending. Thus actually
making Blade a 10/8 while attacking
and a 8/10 while defending.
His Boost ability is what really
makes Blade nice. For a recruit
cost of 6 Blade now becomes a 12/10
or 10/12 depending on the situation.
Constructed: 3/5 – You probably
want Zarathos over Blade as your 5
drop Underworld character but Blade
definitely makes the cut in a mixed
team-up of MK and Underworld.
Limited: 3.5/5 – I’ve drafted MK and
Underworld before and actually used
Blade as my five drop so that extra
+2/+2 really is useful in draft.
|
Jason
Bunch |
Blade, The
Daywalker
Welcome to Double Loyalty week, everybody! This
week we'll be looking at some characters that
may be tough to get on the field, but will
usually wind up being worth the extra headaches.
Also, I'd like to congratulate all the
competitors from PC: Amsterdam this past
weekend. Some really interesting decks came out
of the event, and I can't wait to see how it
affects the next couple of months of organized
play.
Kudos to Upper Deck for putting on yet another
great event as well.
Ass kissing aside, today's card is one that
should be popping up in a few more decks now
that the Marvel Knights/Underworld teamup has
shown what kind of power it brings to the table.
Blade, The Daywalker is a deceptive 8/8 at the 5
drop position. With his effect, he's a 10/8 on
offense and a 8/10 on defense, both of which are
very playable. Even better, he lends the ATK and
DEF bonus to all of your MK and UW characters,
giving your opponent many headaches when it
comes to combat math. MK/UW is already a nice
team up with Brother Voodoo, and Strength of the
Grave can be absolutely sick with this deck.
Midnight Sons and Hypnotic Charms give you a lot
more ways to make sure you can fulfill Blade's
loyalty requirement by turn 5 as well. Being
able to boost him as a 6 drop and have him still
be roughly on curve is a nice bonus, too.
Playing Blade, Eric Brooks as your 2 drop? Use
extra copies to power Blade, The Daywalker up!
It's like the game designers thought of
everything...which makes sense actually. In
Limited, he can be your friend as long as you
build around him. If you get any copies of
Hypnotic Charms or Midnight Sons, you'll more
than likely be playing them already, and there
are more than enough playable Marvel Knights and
Underworld characters to get him on the field.
In Golden Age, MK/UW may have enough gas to
compete, especially when given access to Avalon
Space Station to manipulate your KO'd pile even
more. It'll be tough to compete with Daredevil,
Matt Murdock for the
5 slot, but it's tempting to play Witching Hour
on turn 7, and them use your remaining 5
resource points to recruit Blade, and give your
weenies +2 ATK each.
Ratings:
Constructed (Modern) - 4/5
Constructed (Golden) - 3/5
Limited - 3.5/5
|
Player21 |
Looks like
we're starting "double loyalty week" with Blade,
Daywalker*.
The keyword "Loyalty" means, "Recruit this card
only if you control a character that shares at
least one team affiliation with this card."
So, this character is "loyal" to both Marvel
Knights and the Underworld. Thus, you must
control both a Marvel Knights character, and an
Underworld character, or a character with both
affiliations.
Loyalty has always been a hindrance to a deck.
It makes necessary characters that much harder
to recruit. However, with Marvel Knights and the
introduction of Midnight Sons**, double loyalty
really isn't a much harder condition to meet
than regular loyalty.
Blade's effect is simply amazing. Marvel Knights
and Underworld characters you control get +2 ATK
while attacking and +2 DEF while defending.
That means he's a 10/8 while attacking (above
average stats for a 5), and 8/10 while defending
(again, above average stats), and he instantly
helps any other character you control (among the
two
affiliations) jump the curve, and be able to
stun higher cost characters, or defend against
higher cost characters.
To help balance him, they did have to give him
double loyalty, and below average (standalone)
stats of 8/8.
They did, however, provide him with a nice
little Boost effect that will help him stay on
par with other 6 drops. By providing him with
two +1/+1 counters, by paying 1 extra resource
point when he's recruited, they have made Blade
a viable 6 drop as well. He would have 12 attack
(which is on par for a 6 drop) while attacking
and 12 defense (again, on par) while defending.
This card will see the most play in constructed,
where you can build your deck around the two
affiliations, and will likely include multiple
copies of Midnight Sons.
His effect is amazing, and he can be devastating
in the right deck.
Imagine a weenie swarm of New Bloods*** each
with 4 ATK. That's pretty awesome, if you ask
me.
In sealed, however, unless you obtain quite a
few Marvel Knights and Underworld characters, or
a few copies of Dagger**** and Midnight Sons,
you'll probably want to avoid this character, as
the double loyalty will make him nearly
impossible to recruit.
If you do manage to get him out, though, he can
be a game winner.
Include him if you are confident you can recruit
him, avoid him at all costs, otherwise.
Modern Age Constructed: 4/5
Golden Age Constructed: 3.5/5
Sealed: 2/5
*Name: Blade
Version: Daywalker
Cost: 5
Type: Character
Team: Marvel Knights
ATK / DEF: 8 ATK / 8 DEF
Card Text :
Loyalty. Recruit Blade only if you control an
Underworld character.
Marvel Knights and Underworld characters you
control get +2 ATK while attacking and +2 DEF
while defending.
Boost 1: Blade comes into play with two +1 ATK /
+1 DEF counters on him.
**Name: Midnight Sons
Cost: 2
Type: Ongoing Plot Twist
Card Text:
Play Midnight Sons only if you control a Marvel
Knights character.
Choose a team affiliation.
Ongoing: Characters you control, as well as
cards in your hand, deck, and KO'd pile, that
have either the Marvel Knights or the chosen
affiliation have both affiliations.
***Name: New Blood
Version: Army
Type: Character
Team: Underworld
ATK / DEF: 2 ATK / 1 DEF
Flight?: Yes
Card Text:
Whenever New Blood becomes stunned, KO it unless
you pay 1 endurance.
****Name: Dagger
Version: Child of Light
Cost: 1
Type: Character
Team: Marvel Knights
ATK / DEF: 1 ATK / 1 DEF
Range?: Yes
Card Text:
Discard Dagger >>> Search your deck for a card
named Midnight Sons, reveal it, and put it into
your hand. Shuffle your deck. Use this power
only while Dagger is in your hand.
Activate >>> Return Dagger to her owner's hand.
|
Undefeated of the East |
Hi this is my
review for Blade, The Daywalker.
Blade, The Daywalker is great common from the
Marvel Knights set. If you look at his text it
basically has
4 parts.
First is the loyalty part in bold, and if you
don't already know loyalty is a restriction that
basically reads as recruit this character only
if you control another chracter that shares a
team affiliation with the character with
loyalty. For example Garth<> Tempest has
loyalty, and usually require you to have a Teen
Titan character in play, but if you use a card
like Clone Saga then all you need is to control
a Spider-friends or Teen Titans, because the
card Garth in your hands is both Spider-friends
and Teen Titans and controlling a spider-friends
will aloow you to satisfy his Loyalty.
The next part of Blade's effect is to recruit
Blade only if you control an Underworld
character. That line is more restrictive than
Loyalty. Many people got confused at first with
double loyalty characters beacause they thought
the line after loyalty explained loyalty.
The Third part of Blade's effect is that he
boosts all your Marvel Knights and Underworld
characters while they are defenders and
attackers. Giving all you MK and Underworld
characters +2 attack is really nice. It allows
you to save your plot twist and turn a bunch of
lower drops into a titan through team attacking.
The
+2 Def while defending is going to give your
opponent
alot of trouble. The attack and def boosts are
really useful in Modern Marvel age when punps
for def and attack is rarer. On turn 5, 8/10 on
def and 10/8 on attack isn't bad at all, but
being a vampire with no flight or range makes
him a little bland.
The last part of Blade's Effect is his Boost 1
giving him 2 +1/+1 counters. This gives Blade
flexibility to become your 6 drop. While being
12/10 on attack is average, 10/12 on defense is
definetly not. Personally I don't likr too many
guys who gets boosted with counters is the fear
of overload. Which is not a problem in Mordern
Marvel Age
Modern Marvel Age: 3/5, any 2x loyalty card is
risky in any contructed format, but since this
format has nothing to destroy your Midnight Sons
or other team-ups, getting Blade out is easy.
Also I think in MK/Underworld Mephisto,
Soulstealer and Daredevil, Matt Murdock are
better 5 drops.
Golden Age: 2/5 2x loyalty is even riskier in
this format, there are many ways to break
team-ups and Betrayal is used in many decks.
Limited: 4.5/5, alot easier to drop and effect
is gamebreaking. Recruiting any of the 2x
Loyalty character is draft or sealed is
gamebraking, their effects are just too good.
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