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Modern Marvels, Pt. 1
by xphoenix87
July 25, 2005

Hey guys, I’m back from my short hiatus and I’m going to start on a three-part series of articles dealing with the DC Modern Age format. Much like where we were before PC:Amsterdam, nobody is sure quite what to expect of this new format. We know that there is a definite turn towards off-curve strategies, but we also know that there are viable stall archetypes out there. Most of the interest has been focused on the GLC set and it’s willpower mechanic, but Team Superman is clearly going to be a factor with it’s Blue Abuse deck. This is to say nothing of the starter decks. Where do they fit in? What kind of impact will they have? Well, in an effort to delve into this crazy whirlpool of cards, I’m going to be looking at some of the most powerful cards available in the modern cardpool. Today I’m going to look at what I consider to be some of the best characters in the DCM format. These are guys that you can definitely expect to see if you’re going to PC: Indy.

Dr. Light, Master of Holograms: Let’s start this off with everyone’s favorite doctor. Now, you’ve seen the kind of silly tricks he pulled off in Golden Age, but what does this lunatic bring to the table in the Modern format? Well, to put it simply, Dr. Light is the engine that makes the popular GLEE (Green Lantern/Emerald Enemies) deck run. It’s his ability to swarm the field with a whole host of weenie characters that allows the deck enough firepower to win games. Almost every low drop in the GLEE deck has a powerful effect, and the ease at which the good doctor brings them out is just silly. The most popular targets of the hologram master are Kyle Rayner-Last Green Lantern, Olapet-Green Lantern of Southern Goldstar, and Hector Hammond-Super-Futuristic Mind. Kyle Rayner is a great search tool who becomes ridiculously powerful when combined with Dr. Light. The ability to grab constructs like Light Armor, Chopping Block, and Breaking Ground multiple times is crazy. Olapet and Hector Hammond are good because when they’re brought back in later turns they become much bigger than their 2 drop cost. Another neat trick with Dr. Light that I’ve seen decks built around is using the Master of Holograms with Dead-Eye to reuse his KO ability every turn. When the common strategy against most decks that run this card is “KO Dr. Light ASAP”, then you can probably say it’s a pretty good card.

Kyle Rayner, Last Green Lantern: I won’t go into great detail here because I talked a lot about this card above. Basically, Rayner allows GL decks to use a toolbox of Construct cards and therefore leave more space for other cards. Like I said above Rayner is a very solid card, and the ability to fetch out a plot twist is very strong on it’s own, but when used in conjunction with Dr. Light, this card becomes an absolute monster.

Glorious Godfrey, Persuader: What? A card from MOS? Yup, my personal favorite character hails from the weaker of the two sets we’ve got to work with, but don’t be fooled, he’s as deadly as anything you’ll see from GLC. Godfrey has something that is quite rare in DCM, a defensive ability. He can exhaust your opponent’s 4 drop on either initiative, and he even does some damage in the process. Between Godfrey and Virman Vundabar, Darkseid’s Elite has a decent shot at being a competitive stall deck. Godfrey’s ability is simply incredible against an EEK (Emerald Enemies KO) deck and it’s normally terrifying 4-drop, Goldface. Any card that allows you to prevent attacks on your opponent’s initiative is good, and Godfrey is no exception.

Superman, Blue: Sheesh, another MOS card? Well, if there’s a deck named “Blue Abuse”, it might be safe to assume that this guy is a pretty powerful card. To put it simply, Blue tears apart curve decks. With lots of abilities that replace cosmic counters, and the ability to play multiple copies of Blue using Superman-Red’s effect, you can often stun most of your opponent’s board (ala Roy Harper) before combat. The thing that makes Superman-Blue so good is that he has one of the rarest and most powerful abilities in VS, and that is off-initiative stunning. Sure, he needs some friends around to be useful, but when the deck runs right and starts sniping off 6 and 7 drops, it’s a beautiful thing.

Two-Face, Split Personality: If you’re running any kind of curve deck, you might want to consider this guy as your 7 drop. He’s searchable by The Ring Has Chosen, so his Arkham affiliation isn’t such a big deal, and he’s certainly a powerhouse of a card. Being able to exhaust half of your opponent’s board before you attack is simply amazing. It allows you to take away reinforcement options and to be able to attack around characters since they aren’t able to attack back. a 16/16 body with Range isn’t too shabby either. Curve decks probably won’t be too popular in the DCM format, but Two-Face is definitely someone to watch for if a game does hit turn 7.

Sinestro, Green Lantern of Korugar: This card is the best character in the format, and it’s not even close. He’s got a solid body of 12/12 with Flight and Range. He’s on probably the format’s best team in the GL. He’s got an amazing ability that ISN’T TEAM-STAMPED. Really, his ability is just silly. It means that the opponent needs to be able to attack Sinestro first, or all their other attacks are going to be met with stunbacks. I don’t think I have to go over this is too much more detail. If you can’t see how this card is amazing, then I have a white padded room for you over here.

Well, that’s all I’ve got for today folks. Later on I’ll be looking at the Plot Twists, Equipment, and Locations of the DCM Format. Enjoy!

-xphoenix87










 


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