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Vs. System
Megaman
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Pojo's VS System Card of the Day
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Null Time Zone
Card #MAV-183
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Date Reviewed: 09.14.05
Constructed Modern Age Average Rating: 2
Constructed Golden Age Average Rating: 2
Limited Average Rating: 2
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Jason
Bunch |
Null Time
Zone
Null Time Zone is a card that rewards you
dramatically for being prepared. The more you
know about your opponent's deck, especially with
the 1 game format, the better you'll be able to
utilize NulL Time Zone to disrupt their
strategy. Titans decks really hate this card, as
it wrecks Teen Titans Go as a win condition.
Even if only stops your opponent from playing
Savage Beatdowns, it's still worth including in
your deck.
This is the ultimate "tool box" card, and the
fact that the only part of it that's team
stamped is the ability to replace itself. Null
Time Zone looks to be the new Overload, a card
that will wreck almost any deck when in the
hands of a skilled and knowledgeable player. The
time spent studying decklists will pay off more
than ever before.
5/5
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wierdofur |
I just
realized a better line for last Friday would
have been:
"Hey! Who's been playing around with the
Framistat?!?"
Null Time Zone
Number: MAV-183
Rarity: Rare
Card Type: Plot Twist
Cost: 1
Ongoing: Yes
Play Null Time Zone only during the
build phase.
Choose a non-ongoing plot twist card name.
Your opponents cannot play cards with that name
this turn.
Ongoing: Exhaust a Kang Council
character you control >>> Replace Null
Time Zone.
Cost: 1
Can't beat the price!
Ongoing: Yes, but...
Only until you use it.
Effect:
Negate the use of those horrible PTs that give
you so much grief. But you need to know about
them in advance.
Team Affiliation: (Technically, Kang Council,
but not necessarily) This card only has a team
stamp in regards to replacing it, so it can be
splashed into any deck, but needs support to
make the most of it.
Overall:
This card works good with effects that turn
opponent's PTs face-down, or let you see what
they are in advance.
Otherwise, it's a one-shot hit-or-miss.
Constructed:
Only useful if you are certain they are going to
use a Nasty Surprise or Savage Beatdown. This
card isn't for just any deck, so build your deck
accordingly.
2.5/5.0
Limited:
It's very difficult to make good combos from
available cards; look elsewhere.
1.5/5.0
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