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Pojo's VS System Card of the Day
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Mystic Chain
Marvel Knights
Date Reviewed: 02.22.05
Constructed Average Rating: 3.15
Limited Average Rating: 2.85
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Johnny Blaze |
Mystic Chain
As a 0
costed equipment this will see a lot of play in
weenie/swarm type decks. It fits along with the
Sentinels also. In order to recruit Mystic Chain
all you need is 3 or more characters. Whenever
the character with Mystic Chain causes
breakthrough, your opponent discards a card and
you get to draw a card.
Constructed: 3/5 – A nice addition to any
equipment based deck or swarm deck. Causing
breakthrough and dwindling your opponents hand
while making your hand bigger really improves
your chances of winning.
Limited: 2.5/5 – Drawing cards is essential in
Limited and if you can keep Mystic Chain in play
long enough your opponent may discard his next
drop while you are drawing yours. 0 cost is the
key here. I wouldn’t recommend it if it had a
cost of 1 or more. |
Jason
Bunch |
Mystic Chain
Today's card isn't team stamped for Sentinels,
but I could see it finding it's way in some
variations of Curve Sentinels. Having three
characters on the field isn't often a problem
for Sentinels, and CS is a deck that loves to
get some extra cards whenever it can.
Stripping your opponent's hand down is also a
good thing, but that just gives them another
excuse to reinforce when ever they're attacked
by the Chain-wielding robot. Still Curve
Sentinels is a pretty well put together deck,
and it probably doesn't have room for enough
copies of Mystic Chain to make much of a
difference. This is something I'd expect to see
in a Vomit Deck if they make a comeback. Other
decks, like Honor Among Thieves, might get a
boost from this card. I also wouldn't be
surprised to see it pop up in a version of Dean
Sohlne's Fantastic Fun deck, as that deck
usually has plenty of characters, although that
deck is more about burn than breakthrough.
Mystic Chain is a card looking for a home, i
suppose.
In Limited, it's not the best rare to pull, but
if you hit your curve, you'll be able to play it
in your mid game, when you'll really be wanting
the extra cards.
Not a high pick, but not a bad 30th card.
Ratings:
Constructed (Modern) - 3/5
Constructed (Golden) - 2/5
Limited - 3/5
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Player21 |
It looks like
the last CotD for this week is Mystic Chain.
Name: Mystic Chain
Type: Equipment
Cost: 0
Card Text:
Recruit Mystic Chain only if you control three
or more characters.
Whenever equipped character causes breakthrough
to a player, that player discards a card and you
draw a card.
Well, this is a serious piece of equipment. The
main drawbacks are that you can only recruit it
if you have three characters on the field and
the equipped character has to be able to deal
breakthrough.
Two of the newer game mechanics, evasion and
concealed, help greatly in satisfying the
criteria for recruitment.
Both mechanics help you maintain the board
advantage, despite the fact that you can't
actually equip the character in the hidden area.
Blind Sided and Play Time can also help to make
certain the equipped character will deal
breakthrough.
If this card could make your opponent lose a
card in hand, or allow you to draw a card, that
would make this little piece of equipment fairly
powerful, already. When you factor in that it
does both (a 2 card advantage), it's not hard to
see this card's potential.
Try this out in your Fantastic Four equips deck
with Ant Man for breakthrough security or Gotham
Knights, who can take particular advantage of
this card with Alfred's equip searching ability,
Barbara Gordon's draw power for equipped
characters, and Catwoman's Mystic Chain-like
effect.
This card's use in limited will be just that –
limited. It's going to be harder to hit your
curve in this format, and make sure that you
have both the required number of characters on
the field, and that you'll have a visible
character when you're ready to recruit this.
If you can get it out, though (and that
shouldn't be TOO hard), it'll be great. They'll
likely have characters with different teams out,
and that means it'll be harder for them to
reinforce. That means more breakthrough for you!
MMA – 3.5/5 – Can only be recruited to your
visible characters, but, as mentioned, the
hidden characters make this card that much more
viable.
Golden Age – 4.25/5 – Again, the only downside
is that it can't be equipped to your hidden
characters, but it is MUCH more playable here
with Tech Upgrade, Blind Sided and Play Time at
your disposal.
Limited – 3/5 – Slightly harder to recruit, but
slightly more effective than normal means this
card gets a middle of the road score of 3.
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Undefeated of the East |
Mystic Chain
ATK: 0
DEF: 0
Version:
Type: Equipment
Recruit Cost: 0
Abilities:
Team:
Artist: Dave DeVries
Set Name: Marvel Knights
Card Num: MMK-215
Rarity: Rare
Recruit Mystic Chain only if you control three
or more characters.
Whenever equipped character causes breakthrough
to a player, that player discards a card and you
draw a card.
The restriction of this card is probably Upper
Deck hinting at you to play it in a swarming
deck or a deck that can keep its character
alive. The effect sounds very useful. Since you
are making your opponent discard and you get to
draw a card that is like a card advantage of +2.
Usually you can accomplish this by equipping the
chains to the highest atk character you have.
This card sounds very solid and would have
gotten a higher score if there wasn't a
restriction, but the restriction is not as
detrimental in limited and in Modern Marvel Age.
Golden Age:2.5/5, could fit in like TNB, but
weenie decks are already press for deck room
anyway.
Modern Marvel Age:3.5/5, good fit because with
concealed characters help you meet the cause,
and gaining card advantage and crippling
opponent is very helpful.
Limited:3.5/5, usually this card makes the cut,
can can work in many decks. Again the effect
really helps out.
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