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Pojo's
Marvel VS Card of the Day
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Phantom
Zone
Superman: MoS
Date Reviewed: 01.10.05
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 |
Phantom Zone
Personally, I
think this card is a super addition (no pun
intended) for any Superman or Revenge Squad
deck. It may have a limited effect against
most of the teams out there, but where it
shines is against any Teen Titans
variation. See, you flip this after Garth
designates his target in the KO'd pile,
activate it to remove the selected card from
play, and your opponent will still pay his 3
endurace ending up with nothing in return.
Maybe you're up
against a Fantastic Toys deck and Marvel's
First Family is being played. Activate this
and maybe even replace it to remove their
equip cards from the game, thereby negating
First Family's effect completely, because we
all know you MUST have an equipment card in
the KO'd pile to even activate it.
Let's not forget
the headaches you can give your opponent if
they run Avalon Space Station or Starfire.
Then there is always Salvage, the 8-drop
Doom, etc.....Basically this is a great card
(I would run at least 2).
Ratings
TS or RS
constructed deck - 3.5/5.0 ....It can be a
situational card depending on what you come
up against.
Limited -
1.5/5.0 ....This card is not very effective
in this format.
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Jason
Bunch |
Phantom Zone
I'm really liking the locations in the Superman
set, and this is one that will definitely make
its presence known very soon. Three of the
dominant decks coming out of PC-LA were Teen
Titans, X-Stall (Going Rogue), and Curve
Sentinels. Phantom Zone won't shut these decks
down alone, but it will throw a serious wrench
in the works. Being able to remove cards in the
KO'd pile from the game is a new ability, and
one that will be used over and over again
against these decks.
X-Stall needs Jean Grey in the KO'd pile in
order to recruit Phoenix Force, Curve Sentinels
relies on grabbing fallen Sentinals with
Reconstruction Program and a boosted
Tri-Sentinel to feed to Bastion, and Teen Titans
won't be able to use Garth to fetch plot twists
and characters from the KO'd pile. Granted, all
three of these decks have ways to win without
specific cards being in the KO'd pile, but it
does limit their options quite a bit, and
getting these decks off of their gameplan is
often going to be the only way to take them
down. Phantom Zone is double team-stamped, but
the two teams are Team Superman and Revenge
Squad, two teams that have yet to see major play
in a high level event. It'll be interesting to
see how much those two teams show up at 10K New
Jersey, and whether Phantom Zone makes an
appearance in those decks. It's definitely a
card that'a designed for the metagame, and if
the opponent isn't playing with any recursion,
then you can flip it and replace it with
something else. It's definitely a card that will
make players seriously consider Team Superman or
Revenge Squad when building a deck.
In Limited, there's a better chance of you
playing with Team Superman or Revenge Squad
characters, but not a lot of recursion to worry
about, limiting its usefulness. Unless you're
really worried about someone with multiple
copies of Path of Destruction, I wouldn't grab
this card. In a mixed event, the odds of someone
grabbing a Garth are slim, and not worth
spending a pick on this card just to counter.
Ratings:
Constructed - 4/5
Limited (MOS) - 1/5
Limited (Mixed) - 1.5/5
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