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Pojo's VS System Card of the Day
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Midnight Sons
Marvel Knights
Date Reviewed: 02.21.05
Constructed Average Rating: 4.65
Limited Average Rating: 3.9
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Midnight Sons
Hmmm...This week we are going to look at some
cards that should see some big play in the near
future. To start, let’s take a look at a team-up
card for Marvel Knights variation decks out
there – Midnight Sons.
Midnight Sons is your standard team-up card for
any Marvel Knight variation deck out there. The
trick to this card is having a Marvel Knight
character on the field. This card is good if you
are running a lot of low level MK characters in
your deck, as you can get your team-up early,
otherwise it is merely another team-up card that
you can put into your deck.
Ratings:
MK variation constructed deck – 4.5/5.0 ...Being
able to get your team-up early is always an
advantage in this game.
Limited – 4.0/5.0 ...You may not have enough MK
characters in this format, but being able to
team-up is almost always essential in this
format.
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Jason
Bunch |
Midnight Sons
This week is dedicated to marvel Knights cards
that will be popping up in a good number of
decks at Pro
Circuit: Amsterdam. As you've heard by now, PC:
Amsterdam will be the first event using the
Marvel Modern Age format, which for this event
will consist of Marvel Knights and Web of
Spiderman cards only.
This week's cards are my best guesses as to what
the new staples of this format will be. Anyway,
on to the review.
There are plenty of team up cards in these two
sets, so why single out Midnight Sons? Frankly,
I think Marvel Knights is the dominant team of
this set, and Midnight Sons allows you to team
anyone else up with Marvel Knights. The main
thing that helps it stand out is that it's one
of the two searchable team up cards, Hypnotic
Charms being the other. Discard Dagger, Child of
Light from your hand, and you can grab your team
up card. This allows you to save deck space for
more useful cards, assuming you run 3-4 copies
of Dagger. The other thing that Midnight Sons
(and Hypnotic Charms) brings to the table is
that you don't have to currently control any
cards of the team affiliation you choose to
teamup with Marvel Knights.
That makes it a lot easier to work your way
around Loyalty, as you just have to have one
Marvel Knight on the field when you flip the
teamup. This allows you to fill your deck with
team stamped plot twists, even if you don't even
run any characters from those teams.
It's going to be even bigger in Golden Age, when
you can abuse all sorts of team stamped plot
twists without having to play a single character
of that affiliation.
In Limited, being able to team attack and
reinforce can be a huge difference maker. You'll
want to look at how many Marvel Knights you get
versus other teams before choosing between this
and a Marvel Teamup.
Still, if you play a deck with enough Marvel
Knights in it, grab this in order to use the
other team stamped plot twists. It's a common,
so the chance of pulling multiple copies is
pretty good, and you'll probably want to run all
you can.
Ratings:
Constructed (Modern) - 4.5/5
Constructed (Golden) - 4/5
Limited - 4.5/5
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Dawn Yoshi |
Marvel
Knights...boy, do they have a lot of great
cards. Their tutor, Wild Ride, could be
considered one of the best character search
effects in the game. Their team-up and today's
card of the day, Midnight Sons, is no exception.
This team-up can only be activated while you
control a Marvel Knights character, which should
not be difficult at all. Then, unlike any other
team-up in the game, you merely declare what
other team you want to use. This makes all of
your declared team and marvel knight characters
have both affiliations. This gives the Marvel
Knights the possibility to run a variety of
powerful loyalty-troubled characters (such as
Garth <> Tempest), or powerful plot twist
support cards, (like Bamf!). Oh, and this
team-up has a search character to boot, making
this card even more consistent!
Constructed: 5/5- You should not be running
generic team-ups like "Marvel Team-up" if you're
using the Marvel Knights. This card is just too
useful.
Limited: 3.5/5- If you happen to find enough
marvel knights characters, this team-up will
make your limited deck more consistent with a
variety of useful effects. It also makes those
double loyalty characters, like the massivr 14/9
Elektra, easier to play.
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