Today we are going to take a look at a great
character for those of you who intend to use
characters with a cosmic ability. Of course TS
characters would be an ideal way to go, but this
character’s ability works with any character
affiliation, so long as it has a cosmic ability.
Notice here how I say cosmic ability and not
‘cosmic counter’. You see characters in question
don’t have to actually have their counter to
count towards Superman Blue’s effect, merely the
word ‘cosmic’ printed on the card. With stats of
9/8 and flight and range, this guy is a nice
character to drop for your turn 5 spot. Keep in
mind you will need to build you deck with this
guy in mind. There is no point in playing this
character if you do not have enough characters
on the field when you drop him. After all, this
guy will be sporting a big target the minute he
hits the field.
Ratings:
DCMA constructed – 3.0/5.0 …This character will
be a nice way of countering a GLEE deck.
GA constructed – 2.5/5.0 …(Speaking from
personal experience.) This character’s ability
is not really game winning.
Limited – 2.0/5.0 …The likelihood of being able
to use this character to its fullest potential
is not very good in this format.
Jason
Bunch
Superman,
Blue
One more week before PC Indy, and we'll be
taking a final (probably) look at DC Modern Age
cards before moving into (probably) Avengers.
Blue Abuse may be the deck to counter GLEE in
the Pro Circuit this weekend. Using Superman,
Blue to stun your opponent's bigger characters,
Soldiers of New Genesis to spit out characters
with Cosmic counters, and a boosted Cir-El to
put counters back on everybody. It takes skill
to play, but it gets around a lot of GLEE's
tricks and heavy hitters. Superman, Blue is
otherwise unremarkable. 9/8 for 5 is a tick
under average, flight and range are par for the
course with any character named Superman. You'll
primarily be using him for his ability, not his
stats, and a few defensive pumps will help keep
him from getting stunned by the rest of your
opponent's team. He's a nice control engine, but
not being able to drop him until turn 5 means
that you'll have to do a lot of early game
management, and GLEE specializes in taking a
stranglehold on the early game, with Dr. Light,
Kyle Rayner, and Chopping Block. If Blue Abuse
can solve GLEE's first 3 turns, then they've got
a shot at a fat PC check.
Rating: 3.5/5
wierdofur
Super blue?!?
Superman, Blue
Number: DSM-020
Rarity: Rare
Card Type: Character
Cost: 5
Team: Team Superman
Attack: 9
Defense: 8
Range: Yes
Flight: Yes
Cosmic: Activate, remove a cosmic counter from
Superman >>> Stun target character if its cost
is less than or equal to the number of Team
Superman characters with cosmic you control.
Cost: 5
So, so.
ATK/DEF: 9/8
Adverage.
Range/Flight: Both
Fully versatile in positioning on the field.
Effect:
Remove his Cosmic counter to stun a character
with a cost no more than total number of TS
characters with cosmic counters you control.
Team Affiliation: Team Superman
The Superman team focuses on him, and that makes
for a very narrow character focus. The team does
have some good abilities, but only until they
get stunned (and thereby lose their Cosmic
counter).
Just make sure you're sacrificing the right
character at the right time, or suffer badly for
your mistake.
Overall:
This effect isn't that reliable, and there are
better ways to stun characters. It's an ok
ability, but takes the right timing, as well as
keeping Cosmic counters on your team members.
Modern Age:
Not the best card; there are better ones. Use
him mostly for his stats.
3.0/5.0
Golden Age:
Diddo
3.0/5.0
Limited:
There are better characters to take, and his
effect isn't really useful here.
2.0/5.0