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					Pojo's VS System Card of the Day 
                        
							
								
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									Dr. Doom  
									- Scientific Sorcerer
                            ------ 
							 
							Date Reviewed: 07.05.05 
							 
							Constructed Modern Age Average Rating: 1 
							Constructed Golden Age Average Rating: 3.5 
							Limited Average Rating: 3.0 
							 
							Ratings are based on a 1 to 5 scale
							 
							1 being the worst. 3 ... average.  
							5 is the highest rating.  | 
								 
							 
						 
					  
					
							
								
							
							
							  
							
							
							Nakaiya21 | 
								
                                Dr. Doom - 
								Scientific Sorcerer 
								 
								Now that the holidays are over, it looks like we 
								are back to work again. This week is all about 
								Common Enemy, as we look over some of the new 
								cards that came out in the recent starter deck. 
								Today we start with the new 7-drop Dr. Doom. 
								 
								 
								Hmmm, so this version of Dr. Doom isn't so bad. 
								After all he starts out as a 16/14 7-drop 
								character with range. He also has the nice 
								ability of gaining 1/1 provided you exhaust 
								another character you control on the field. Now 
								in the practical Common Enemy world this guy 
								probably won't see play. After all you will be 
								exhausting characters you control instead of 
								attacking with them, never a great idea. Also, 
								you will probably want to play Dr. Doom on turn 
								8. Once again, not a good idea to have the same 
								character in back-to-back drops. So now that I 
								have shown all of this characters bad 
								attributes, perhaps I should point out one place 
								where this guy will really shine. Pay attention 
								all you Doom lovers out there. This Dr. Doom 
								combos extremely well with Devil's Due. Remember 
								the slight groan you made when you pulled 
								Devil's Due from a pack. Well now is the time to 
								put it to use. Simply mix a bunch of low-level 
								characters, Dr. Doom, Devil's Due, and 
								Blindsided together in a deck, shuffle well, and 
								voila!...you have just created a recipe for 
								kicking your opponent's butt. Now on turn 7 you 
								can simply exhaust all the low-level characters 
								you have accumulated over your previous turns to 
								boost your Doom, then KO them for an additional 
								Dr. Doom boost. With a Doomstadt on the field, 
								you have one serious Dr. Doom on your hands! 
								Adding a Blindsided or two to the mix well 
								insure some serious damage for your opponent. 
								With no more overload to worry about, it is time 
								for some serious boosting abuse! 
								 
								Ratings: 
								MMA constructed - ?. 
								GA constructed - 3.5/5.0 - While there may not 
								be room for this guy in every deck, I foresee 
								much abuse in a Devil's Due deck. 
								 
								Limited -3.0/5.0 - well I guess if you are going 
								to play with the starter decks he does bear 
								consideration. 
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							wierdofur | 
								
                                The deadly 
								doctor returns... 
								 
								Dr. Doom, Scientific Sorcerer 
								Number: MFF-015 
								Rarity: Rare-Extended Art Holo 
								Card Type: Character 
								Cost: 7 
								Team: Doom 
								Attack: 16 
								Defense: 14 
								Range: Yes 
								Flight: No 
								Exhaust a character you control --> Dr. Doom 
								gets +1 ATK and +1 DEF this attack. 
								 
								Hey there folks, ConVergence was great. Got a 
								preview of Zatch Bell CCG, and... 
								I GOT TO WEAR THE FANDOM AVENGER CAPE!!!WOO-HOO! 
								(Hey, it's not much, but it's all I've got going 
								for me. *weak smile*) 
								 
								Cost: 7 
								A guy this powerful needs such a cost. 
								 
								ATK/DEF: 16/14 
								Good stats for a 7-cost character. His DEF could 
								be better, but it can easily be boosted. 
								 
								Range/Flight: Range. 
								Range gives him flexability on the battlefield. 
								A very good ability for him to have. 
								 
								Effect: 
								Pump him up by 1/1 for each other character you 
								exhaust. 
								Always a good thing. 
								 
								Team Affiliation: Doom 
								Doom decks rarely get used solo. They're mostly 
								combined with Fantastic Four to make those nasty 
								'Common Enemy' decks that use the Common Enemy 
								card. 7-cost Dr. Doom is a good addition to the 
								team, and makes a great late-game play. 
								 
								Overall: 
								The ability to power him up can be incredible, 
								(or Fantastic, as the case may be) and can be 
								the game-winner for D's controller. If your 
								opponent has out a strong 7-cost character of 
								their own, they'll be in for a trading of blows 
								thanks to the bad (rather than good) doctor. 
								Dr. Doom, Scientific Sorcerer is a great 7-cost 
								character, and since there's no team-stamp for 
								the characters exhausted to give him the boost, 
								Dr. Doom, Scientific Sorcerer can be splashed 
								into any deck. 
								5.0/5.0 
								 
								Modern Age: 
								Very good here, though most players will more 
								likely choose Magneto over Dr. Doom for the 
								7-cost slots in their decks. 
								5.0/5.0 
								 
								Golden Age: 
								NON-APPLICABLE IN THIS FORMAT. 
								But 5.0/5.0 for his potential 
								 
								Limited: 
								If you get into a game that uses the starter 
								decks, he's a very good choice here as well. 
								5.0/5.0 
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							Jason  
							Bunch | 
								
                                Dr. Doom, 
								Scientific Sorceror 
								 
								We end our week of "don't spend money on a 
								ticket for the Fantastic Four movie, so buy the 
								FF starter deck instead" with a 7 drop 
								incarnation of Dr. Doom.  
								Unlike Mr. Fantastic from yesterday, this card 
								fills a need. Not all games hit turn 8, and 
								having Dr. Doom out a little earlier may make a 
								difference in the way you win your game. This 
								isn't the control Dr. Doom from turns 4 and 
								6...this is ass-kicking Dr. Doom.  
								16/14, and exhaust a character to gain +1/+1 for 
								the attack. Common Enemy should be looking at 
								this guy, as it'll be too tempting to abuse 
								Cosmic Radiation to send a ginormous Dr. Doom at 
								your opponent's face.  
								For extra fun, exhaust everybody, then Cosmic 
								Radiation a couple of times, then KO them all to 
								Devil's Due and really swing for the fences. He 
								won't fit in every Doom build, but with Faces of 
								Doom, you only have to run one copy of him and 
								then just search him out. Aggro Doom, here's 
								your guy. 
								 
								Rating - 3.5/5 
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