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Vs. System
Megaman
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Pojo's VS System Card of the Day
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Eldritch Power
Card #MAV-073
------
Date Reviewed: 10.12.05
Constructed Modern Age Average Rating: 2.66
Constructed Golden Age Average Rating: 2.5
Limited Average Rating: 3
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Eldritch
Power
So here is a card that is so-so, but only if you
are going with the no breakthrough plan I
mentioned yesterday. Eldritch Power gives your
SS character a +3 attack, but when you cause
breakthrough, it also gives your opponent 3
endurance. Should you play this? I wouldn't
(unless ALL of my SS characters were no
breakthrough characters). Why should you help
lessen the blow your opponent will receive?
After all if you play your cards right you could
be doing a lot of damage (in the case of NCH).
Bottom Line: There are much better generic PT's
out there that give the boost this card provides
without helping your opponent out.
Ratings:
MMA constructed - 1.5/5.0 -While any boost is
nice, helping your opponent gain endurance
isn't.
GA constructed - 0.5/5.0 -Why not use a Savage
Beatdown instead?
Limited - 1.0/5.0 -.Sometimes you just take any
boost you can.
|
wierdofur |
"Roses are
Red, Violets are Blue,
Look who's here! It's Witchie-Poo!"
Eldritch Power
Number: MAV-073
Rarity: Common
Card Type: Plot Twist
Cost: 1
Ongoing: No
Target Squadron Supreme character
you control gets +3 ATK this turn.
Whenever that character causes
breakthrough to a player this turn,
that player gains 3 endurance.
Cost: 1
Useable from the start.
Ongoing: No
They don't make power-ups like they used to.
Effect:
A Squadron Supreme character gets +3 ATK, but
gives the opponent +3 endurance if the boosted
character causes Breakthrough.
Team Affiliation: Squadron Supreme
This team loves boost effects, and this only
gives them more ammo.
Overall:
Well, this power-up is not only team specific,
but also reverses the whole concept of causing
Breakthrough:
to cause MORE damage, not less. It's therefore
best to use in a team attack, since no
Breakthrough occurs during a team attack
anyways. It's ok, but I just hate that drawback.
Constructed:
Ok for Squadron Supreme decks, but I'd prefer
Flying Kick over this, as it doesn't have that
drawback.
2.5/5.0
Limited:
An ok choice if you can't snage any Flying
Kicks.
3.0/5.0
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scyther8 |
"She's got
legs!" ZZ Top
Today, it's one of the best attack modifiers
that Marvel Modern Age (and will also see play
in Squadron Golden Age builds) has to offer,
Eldritch Power.
Eldritch Power
Plot Twist
1 Threshold Cost
Rarity: Common
Initative Preference: Either
Effect: Target Squadron Supreme character you
control gets +3 ATK this turn.
Whenever that character causes breakthrough to a
player this turn, that player gains 3 endurance.
The first thing that you should notice about
Eldritch Power is the fact that the increase
lasts the whole turn, not just while the
targeted character is attacking. This means it
works as both a mini Nasty Surprise AND
attacking pump at the same time. Being to work
on both ends of attacking and defending is very
versatile and allows you great freedom in when
to use Eldritch Power. It'll rarely be a dead
card in your hand or resource row.
The other effect of giving your opponent 3
endurance is a moot point if you play the
breakthrough replacement characters Squadron
brings. The curve would be Haywire, Lamprey,
Amphibian, Redstone, Doctor Spectrum, and
finally Arcanna. Coupled with Squadron City,
Project Utopia, and Friday's card, you exchange
breakthrough for other useful effects that
should push the game in your favour. Eldritch
Power also assists with giving you a reliable
attack pump that can also be an initative
stealer.
Marvel Modern Age: 4/5 Double duty plot twists
are always good.
Golden Age: 4/5 While you may have Beatdowns,
Mega-Blasts and the Origins Flying Kick to use,
Eldritch Power is still a mainstay in the deck
due to it working on both attack and defense.
Sealed/Draft: 5/5 If you have Squadron
characters to play, you play this.
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