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Pojo's Vs.
Magic |
Hey everyone out there. I get to start the article with an apology. In my haste, and frankly, idiocy, I mentioned in last week’s article that Ally was a good combination with Lost City. I knew it, but it was quickly pointed out to me that Lost City’s effect replaces the power-up, not in addition to it. Thus, ally will not trigger when you replace power up with Lost City – my bad. So now with that off my chest, I promised you Ice, and I shall deliver!
A fairly standard 7/7 for 4 with range – definitely reasonable stats. Once again, we come to Ally. If you missed last week’s preview card, go back and read it so you know what Ally does. Well, go back and read it because it ties in to this card. I’ll sit here and wait for you to come back – I just cooked up a batch of taquitos and I can munch on them until you return. *chomp* *chomp* Don’t you just love the professional journalism to use the phrase “chomp” in an article? :-D Okay, moving on. This ability is just sick. The great thing about this is being a 4 drop, if you get a good offense going first, this guy sits back on defense turn 4, and makes them think about whether or not they want to swing in with a character that’s may likely not be able to ready this turn. At almost any stage of the game, if you can survive an offensive onslaught, this will have you set up very well for the next turn. And, unlike Fire, this card does not have to be affiliated with other JLI characters to work. You could splash this card by itself into any deck and it would work. Now, in real play, I think you’ll find the ability will not be as useful as you think. The reason is your opponent is not generally and idiot – they will know this card is there and attempt to play appropriately to prevent the effect from happening as much as possible. That’s fine with you – when you can drop a cards that forces the play style of your opponent to be dramatically changed, you’re making them play your game and they have to react to you – something that seldom leads to a victory. I think this card would go excellently in a random stall deck. You can pick which one – it doesn’t matter. The fact that you to keep fatties tied down for turns at a time is good enough. Finally, powering up has a good purpose, even if it would do nothing to save your character. Now we have Fire & Ice. If you can drop it on turns 4 and 5 in succession, you have a pretty solid burn/stall deck to start with. Sitting back, playing defensive, stopping their attacks, and burning the living crap out of them. JLI stall seems like it will be the new defensive deck out there. The best part is that it has the built in win condition – you don’t have to do anything special except play defense and watch them burn. Hope you enjoyed the preview. Remember, the JLA Pre-Release is going on this weekend. My company, www.ShuffleAndCut.com, will be present at the one in Los Angeles to fulfill all your Vs System needs. Find us there and say hi! Until next time, keep playing!
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