Constructed Modern Age Average Rating: 4.25
Constructed Golden Age Average Rating: 4.25
Limited Average Rating: 45
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
wierdofur
Justice like
lightning... and teeth like glass...
Justice Like Lightning
Number: MAV-114
Rarity: Common
Card Type: Plot Twist
Cost: 1
Ongoing: No
Target attacker you control gets
+2 ATK this attack. If that attacker has
the Thunderbolts affiliation, exhaust a
character an opponent controls.
Cost: 1
Not bad, usable right away.
Ongoing: No
Reasonable for the effect.
Effect:
Interesting... an attack boost with a
situational added ability to make one of the
opponent's dangerous characters unusable this
turn.
Team Affiliation: Thunderbolts
I appologize for not yet having any knowledge of
the new teams (or any cards in this set, by the
way, due to too much to do at work and home
lately) so I'll olny give a helpless shrug until
I can make up team affiliation lists for the new
teams, as well as update the older teams to
include the new cards.
Overall:
It's an ok effect, but only time will tell if
this card becomes popular.
The effects are nice, and the card is worth
playing, but usually players want more of a
boost (ala Savage Beatdown or Nasty Suprise), so
I doubt this will see much tournament-level
usage.
3.5/5.0
Modern Age:
Nice here, as you can at least stall off their
powerhouse characters if you can't stun them.
3.5/5.0
Golden Age:
Not applicable here. However, for effort:
3.5/5.0
Limited:
I don't think Thunderbolt characters are too
hard to get here, so go for it if you see enough
cards to warrant it's use.
4.0/5.0
scyther8
(
"Best flavour
text in the game."
To round out Thunderbolts week, we look at a
virtual staple that should be
included in ANY Thunderbolts deck or any
derivation thereof.
Justice, Like Lightning (JLL)
Plot Twist
Threshold Cost 1
Rarity: Common
Initative Preference: Whenever you are attacking
first.
Effect: Target attacker you control gets +2 ATK
this attack. If that
attacker has the Thunderbolts affilation,
exhaust a character an opponent
controls.
This is by far one of the best offensive plot
twists ever to grace the game.
While the actual increase in attack is quite
small at only 2, the
secondary effect is what weighs so heavily in
your favour when you play this
plot twist. Exhausting any character you want is
very useful to break up
any reinforcing, potential counterattacks, or
stifle your opponent from
playing their own exhaustion cost plot twists.
Now your opponent of course
can respond to JLL by exhausting his/her
characters, but once JLL has fully
resolved you get to exhaust whatever character
you wish, without your
opponent exhausting that particular character to
a cost they can pay for an
effect they control. This makes JLL play mind
games with your opponent
moreso than anything else. You force your
opponent to prematurely exhaust
their characters for reinforcing or paying
costs. Best of all, you don't
have to declare which character you're
exhausting until JLL fully resolves,
which by then, it's too late for your opponent
to stop you.
Ratings below are exclusively for Thunderbolts
decks and team-ups involving
the Thunderbolts.
Marvel Modern Age: 5/5 Exhaustion and attack
increases in one are
spectacular.
Golden Age: 5/5 The only twists you can consider
over this are Flying Kick
and Beatdown. The exhaustion kicker though
should be worth more to you.
Sealed/Draft: 5/5 Any attack pump is a definite
include. If you get the
exhaustion part off as well, that should be a
definite winning turn for you.
Sith Dragon
Justice, Like
Lightning
Plot twist: 1 cost
Target attacker you control gets +2 attack. If
the attacker has Thunderbolts affiliation,
exhaust a character an opponent controls.
Today we do a potentially awesome card form the
new set! First off, it can be played in any
deck, but for only a +2 attack, swingline is
infinitely better for a
+2 attack. It the effect you can use in
thunderbolts
decks that can really frustrate your opponent.
Say you missed a drop or just can't hang with
you opponent's biggest guy. All you have to do
is attack one of the smaller characters and
exhaust his big guy so he can't swing at you. Or
if you can chain it right, or play it with
someone who forgets how to properly chain, you
can take a character out of reinforcement and
lay the smack down on the one you are attacking.
The ability to exhaust your opponents big gun is
the best effect with this. instead of wasting
all your attackers on his largest guy you can
concentrate on taking out all his little guys
and hopefully on the following turn gain some
serious numbers on him.
Once again, this is yet another fun example of
what this set holds. BATTLE ON!