My Name Is Peter Parker...
First of all, how cool is it
that we get to preview a card with ellipses!!!
Secondly, great to see
everybody again.
Kids, if you're in college...FINISH THE
FIRST TIME!!!
Waiting ten years to go back is not
helpful to your extra activities.
Still, it's nice to be back in the saddle
for a brand new VS set.
Marvel Universe is the
imminent expansion from the good folks at UDE,
and as the third Marvel set with the new
templating (and new "Legends" theme), they've
decided to do another storyline-based set.
Infinite
Crisis was the last set that featured a comic
storyline as the backbone of the set (rather
than picking teams to base the set around), and
we all remember how awesome that one was.
MUN is looking to be no different, with a
good mix of Legends, Legacy, and a chance to
play out the events of last summer's popular
Civil War crossover.
A lot of big events happened
during that storyline, such as the death of
Captain America and the creation of the
Initiative.
However, there was one more happening
that made national news headlines...Spider-Man
revealing his secret identity.
Yes, Peter Parker unmasked in
front of the world when he joined Tony Stark's
Pro-Registration side.
Granted, those events have
been nullified by the Brand New Day storyline,
but it was still a major shake-up of the
Spider-Man status quo.
All of this brings me to
today's card: My Name Is Peter Parker...
Recovery effects are good, but
situational.
You have to have the recovery card, and
most of them require some sort of cost to use.
A discard, a character on field, but it
usually costs you two cards to keep the one
around that you recover.
MNIPP
changes up this dynamic by allowing you to use
the same copy of the recovery card over and over
to keep your guy around.
The effect is sweet...pick a
guy (at any time) and you can pitch a card at
the start of the recovery phase to recover him.
Many decks have one indispensable
character and being able to keep them around is
huge.
Add in the Legend cards, and
all of a sudden, keeping a character of a
specific name on the board becomes an essential
depending on what you've got in hand.
Bodyslide without a Cable is
just a dead card, after all.
Even just being able to maintain board
presence by bringing back a guaranteed two
characters per turn (at least) will leave you
ahead of the opponent.
The cost...knowledge is power,
and the cost for MNIPP can be a steep one.
Revealing your hand is something we
haven't seen in a while (only Search and Destroy
comes to mind immediately), and works great
thematically.
Your hand is like your secret identity;
no one knows what's in it but you, and your
opponent not knowing how many pumps, power-ups,
or just late game surprises are in your hand can
force him to make a sub-optimal move.
Giving them that much information may not
be game-breaking, but a wise opponent can base
attacks around what they've
seen.
The discard to
recover the character isn't
too bad...one card is par for the course for
this kind of effect.
It's non-teamstamped, which makes it a
great splash in any deck that has a key
character or two.
Hell, play it in Squadron No-Hand, and
you get to lose a card, and show your opponent
nothing but your empty palm.
Ongoing plot twist?
Yep, ongoing means that it has synergy
with a lot of teams.
Revenge Squad would be the obvious
choice, but The Illuminati from this set have a
decent amount of plot twist search and some
other ongoing plot twists too.
Even more importantly, their most
powerful effects are activated by having
different named members of the Illuminati on the
field.
Being able to keep one of them coming
back every turn may just be what sets you up for
some game-breaking effects on the next turn.
In all, this looks like a very
interesting card to play with, and I think it'll
show up in a lot of decks with Worlds coming up
this summer.
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