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Vs. System
Megaman
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Pojo's VS System Card of the Day
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Blob - Freedom Force
Card #MXM-086
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Date Reviewed: 02.20.06
Constructed Modern Age Average Rating: 3.5
Constructed Golden Age Average Rating: 3.25
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 |
Blob -
Freedom Force
This week we will be looking at some of the
various Brotherhood strategies coming out in the
upcoming X-men set. To start let's take a look
at the Freedom Force aspect with our review of
Blob...
The Freedom Force aspect for Brotherhood is all
about doing 3 breakthrough to your opponent so
that you get some really great effects to
trigger. This version of Brotherhood seems to be
the strongest of all the Brotherhood versions in
the upcoming set simply because it has such
great support and trigger effects. With that
being said I guess I will start on today's card
review....
Blob is your basic 6-drop for this set. With
stats of 12/13 he would have been considered
slightly above par back in the day, but after
looking at this set he is pretty much par for
the course. Of course his effect is what sets
him above the rest. If one of your characters
can cause 3 or more breakthrough to one of your
opponent's characters then your chracters don't
get stunned this turn. That's right...all of
them! What more can you ask for in a card...
Ratings:
MMA constructed - 4.0/5.0 ...Blob is just one
reason why the Freedom Force deck is going to be
big news in this format.
GA constructed - 3.5/5.0 ...Fast decks may just
do a Freedom force deck in, but I guess we will
have to wait and see.
Limited - 3.0/5.0 ...Doing 3 or more
breakthrough is a bit harder than is seems in
this format.
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Jason
Bunch |
Blob, Freedom
Force
The Brotherhood got a nice new ability in this
set, powers that trigger off of an attacker
doing 3 or more points of breakthrough on an
attack. Blob's ability is very nice, if any of
your guys cause 3 points of more of
breakthrough, then characters you control can't
be stunned while attacking this turn. This is
definitely a character you want to recruit on
your initiative, and it forces your opponent
into a formation where they can reinforce as
much as possible. Blind Sided is a great plot
twist to play in this deck, for obvious reasons.
Blob's extra point of defense will be handy
against the standard 12/12 6 drop, but no Flight
or Range is a hindrance, but one that can be
fixed with plot twists. Brotherhood has a lot of
good plot twists stamped to them, so it's a
decent team to play, but getting the most of
their triggered breakthrough abilities means
reading your opponent's formations and planning
your attacks flawlessly in order to leave
yourself an opening to do some breakthrough.
In Limited, he's a good choice at 6 due to his
being a common and his extra point of DEF. In
Sealed, his playability is linked to the number
of Brotherhood twists you open. In Draft, he's
just a good late utility pick to fill out your
curve. Once an opponent puts you on playing
Brotherhood, they're going to make reinforcement
a priority, so you're going to have a much
harder time getting advantage from your
characters. Not an easy team to play well in a
competitive environment.
Rating: 3/5
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Sith Dragon |
Blob, Freedom
Force
Brotherhood
Trait: Physical
6 drop
12/13
No F/R
Whenever an attacker you control causes 3 or
more breakthrough while attacking a character,
characters you control cannot be stunned while
attacking this turn.
Here is the next version of one of my favorite
characters from MOR. I started this week's
brotherhood week with him for one main reason.
For those out there that play lost city, this is
the ONLY character from the new set that will be
playable for lost city. Sure we have new a
Magneto, Mystique, Pyro, Destiny, etc. The
problem is they are all one drop off of the
other copies - thus not much good.
OK - Blob has a 12/13 for a six drop which is
good, but for blob i was hoping for a bit more.
The traits are unknown as we haven't seen them
run yet, but with a trait team-up out there, he
could be run with characters like last week's
Wolverine.
His effect is brilliant if you can hit it right.
If you can cause at least three or more
breakthrough, anyone who is attacking for you
will not be stunned. This makes savage land a
very wicked card. Before you had to worry about
when to use it because your character was going
to go down as well, but with blob out, you do
not have to worry about the -X DEF. You will
have to be careful about how you pick apart your
opponent's formation, but if you ca save their
big guy for last or get him isolated, then you
can wail away. They will lose at least 9 and you
won't lose any. With the power-up help
Brotherhood got from JLA and the new cards in
MXM, Lost City and Savage Land are bigger and
better.
Blob will do well in Modern as there are less
defensive pumps, but in golden he will do fine
with lost city and savage land.
"Are you threatening me, Master Jedi?"
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