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Megaman
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Pojo's VS System Card of the Day
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Mind Control
Card #MXM-175
Play Mind Control
only if you control a Mental character.
Target character cannot cause breakthrough while
attacking a character this turn.
Date Reviewed: 04.14.06
Constructed Modern Age Average Rating: 3.16
Constructed Golden Age Average Rating: 3
Limited Average Rating: 2.5
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Mind Control
What is better than not taking any BEL? Perhaps
having a card that has no drawbacks and causes
you not to take any BEL. Today's card is another
must for anyone planning on building an X-men
mental deck. Mind Control causes a targeted
opponent's character to not cause any BEL,
provided you control a mental character. Seeing
as how this really only belongs in a mental
deck, this should be all that hard to do.
Considering this card isn't that hard to get a
hold of...running 4 in a deck isn't a bad idea.
Ratings:
MMA constructed - 4.0/5.0 ...In a format where
breakthrough is crucial, this card is a great
asset.
GA constructed - 3.5/5.0 ...This card may not
save you, but it will definitely allow to
survive one more turn.
Limited - 2.0/5.0 ...Getting mental characters
in this format can be really tough.
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Jason
Bunch |
Mind Control
Today is the last day of X-Mental week, and
although there are plenty of cards I could have
chosen to end this week (Jean Grey, Exodus, X-Treme
Manuever), I went with a personal favorite of
mine, Mind Control.
Why Mind Control? Because it stops Squad from
getting its turn 5 win with Other-Earth. That's
pretty much it. Most of the time, you'll just
want to reinforce your characters and just take
the stun. However, since Other-Earth takes away
your ability to reinforce, Mind Control balances
the scales by taking away a character's ability
to deal breakthrough.
Squadron decks dump their hand early, but only
because they know that they just need one
Other-Earth for their kill turn. Mind Control
takes away that kill turn and leaves them
vulnerable to X-Mental to drop a
6 and 7 drop, neither of which Squad will
usually have (with the exception of Photon, but
he's usually discarded as a DEF pump by turn 3).
It's also useful early, when the Squad player is
burning through plot twists in order to empty
their hand, knowing that they won't be useful on
their Other-Earth turn. Mind Control can easily
save you 8-10 points of breakthrough, and it can
be reused with Emma Frost's effect for later
turns.
In Limited, Mind Control isn't a first pick by
any means. Mental is a tough deck to force,
since so many of its better cards are rares.
It's not a bad pick if you're running Morlocks,
especially if you can keep Annalee in your
hidden area. Otherwise, it's a mid to late pick,
as it will save you some endurance if you have
the Mental characters to use it.
Rating: 3.5/5
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Sith Dragon |
Mind Control
Plot Twist: 3
Play mind control only if you control a mental
character.
Target character cannot cause breakthrough while
attacking a character this turn.
Today we have yet another great card for mental
decks. Had this card not been limited to mental
characters, it would be a rare and extremely
expensive. In a mental deck this card is
awesome. It can deal with pesky squadron decks
provided you have enough characters that he has
to go through a character. In Golden, this
nullifies all those decks that use blind-sided
as the key to victory as it is not granting
reinforcement, but stops the attacker from
causing it to begin with.
This card is awesome, but is unfortunately
limited to mental decks. The number of copies
you want to run of this card depends on your
local metagame and if you are running curve or
swarm. I would say at LEAST 2, of not more.
"Are you threatening me, Master Jedi?"
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