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					Pojo's VS System Card of the Day 
                        
							
								
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									Ring of 
									Fire 
									 
									 
									Card #MTU_037 
                            ------ 
							 
							Date Reviewed: 03.02.07 
							 
							Constructed Modern Age Average Rating: 5.0 
							Constructed Golden Age Average Rating: 5.0  
							Limited Average Rating: 5.0  
							 
							 
							Ratings are based on a 1 to 5 scale
							 
							1 being the worst. 3 ... average.  
							5 is the highest rating.  | 
								 
							 
						 
					  
					
							
								
							
							Jason  
							Bunch | 
								
                                Ring of Fire 
								 
								Ring of Fire starts out with an interesting form 
								of threshold cost; you have to control a Team-Up 
								in order to play it. Then you have to Exhaust a 
								Spider-Friends character you control, but once 
								you do, a target character gets -3 ATK for the 
								turn. This is pretty good, especially since the 
								modifier lasts the entire turn. Having a Team-Up 
								can be a little restrictive, as Spider-Friends 
								often times likes to play alone, but there are 
								so many good teams to mix them up with, that it 
								should be no problem to pull off. Ring of Fire 
								would work nice with the "bully" theme of the 
								Future Foes; wherein you'd stun a character, use 
								the -3 ATK modifier to avoid getting stunned 
								back, then auto-recover the defender (who'd 
								still be at a -3 ATK), then plow into him with 
								another character, etc.  
								You could also use it on your opponent's 
								initiative, brickwalling on attack, then sending 
								another character into the weakened would-be 
								attacker in your combat phase. In all, it's an 
								interesting plot twist, and one that a crafty 
								deckbuilder could put to good use. | 
							 
							
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							N00bie 
							Magnifico | 
								
                                Ring of Fire 
								Plot Twist 
								2 
								 
								Play only if you control a Team-up. 
								 
								To play, exhaust a Spider-Friends character you 
								control. 
								 
								Target character gets -3 ATK this turn. 
								 
								"Pour it on, Torchy - he can take it!" 
								 
								As the set's name suggests, this set highly 
								encourages, and rewards, teamining up. One of 
								those rewards is Team-up specific Plot Twists. 
								One of those is this little gem. 
								 
								If I exhaust one of my characters, more than 
								likely a defender, my opponent's attacker gets 
								sapped of 3 ATK. Sign me up. Aside from clearing 
								a character clean off the board, brickwalling an 
								attack, which this card facilitates, is arguably 
								the most powerful action you can take in this 
								game as you've, for all intents and purposes, 
								robbed your opponent of their initiative. That's 
								big. Real big. 
								 
								If you're running Spider-Friends in a Team-up 
								with anyone, I highly encourage running the max 
								4 copies of this. Just do it. You'll thank me 
								later. | 
							 
							
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							xstreamzero | 
								
                                Ring of Fire 
								 
								If I had to pick the number one reason why I won 
								the Sneak Preview, it’d probably be this card. 
								 
								Ring of Fire 
								Plot Twist/2 
								Play only if you control a Team-Up. 
								To play, exhaust a Spider-Friends character you 
								control. 
								Target character gets –3 ATK this turn. 
								 
								In a draft, there are two important kinds of 
								cards. Attack pumps and Defense pumps. But 
								nobody really gives a crap about defense. 
								They’re all too aggressive. Those people are 
								stupid. 
								 
								Attack pumps are always plentiful. Their 
								objective is to cause a stun and if possible, 
								some extra breakthrough. Extra pumps mean more 
								damage. 
								 
								Defense pumps are always rare. Their objective 
								is to prevent stun or if that’s not possible, 
								less breakthrough. 
								 
								But there’s one obvious difference between the 
								two. Attack pumps can only stun one character 
								with one character. The trade off is usually 
								1:1. With defensive pumps, there’s the 
								possibility of stunning 1 or more characters, 
								with no drawback to you. You can stun one 
								character when they attack and if your character 
								was properly defended, you can attack with it 
								and stun another character. The trade off here 
								is usually 2:1, 0:0, 1:0 or even is some 
								circumstances 2:0. 
								 
								So what does this mean? Put it simply, if you 
								stun your opponents’ characters without getting 
								your own characters stunned and without even 
								having to attack them is usually a good way to 
								win.  
								 
								Ring of Fire, Defenders Defend, and 2 
								Spider-Signals were four cards I had with me in 
								my draft deck that pretty much allowed me to 
								win. Playing multiples on either of them on one 
								turn usually meant that I won next turn. If it 
								weren’t for those four cards, I most certainly 
								would have lost my last round. My opponent had 
								no idea how much defense I was packing. 
								 
								If you ever team-up with Spider-Friends, I’d 
								pack 4 of these along with 4 Spider-Signals. And 
								if possible, toss in 4 Against All Odds. 
								 
								Marvel Modern: 5/5 
								Silver Age: 5/5 
								Golden Age: 5/5 
								Overall: 5/5 
								 
								Oh, and if anyone has any Against All Odds, you 
								should send them to me. I need them… 
								 
								xstreamzero | 
							 
							 
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