Article 4 –
DC League of Assassins
Previews, Part 1 of 2: Characters
Hey everyone, Josh Young here again. Man, it’s been a long time since I have
submitted anything! Anyway, I’m here to tell you about the team I’m most excited
about for DC, the League of Assassins. The League of Assassins is a location
controlling team at their core. But, many of their cards are also location
dependent. I’ll go through each card in the League, and my thoughts on it. Hope
you enjoy it!
Note: If you don’t know what these cards do, there are
spoilers all around the net.
Characters
–
Thuggee, Army
Meh, this guy is a sup-par one drop. It’s a supped up
version of Random Punks, pretty much. You will most likely never use this guy
past turn 2 or 3. Your opponent will probably only lose 3, at most, endurance
from its effect.
--My Rating: 1/5—
Malap, Money Man
Yea! Now this is a one drop you should be playing! The
League should be playing at least 12 locations (if not more), so that makes this
guy good even at turn three. If you give him +1 some how, he can take down all
but a few 3 drops, if you flip a location. Best case scenario is this: Turn 1,
Money Man. Set Flying Fortress. Flip up Flying Fortress, swing for 5. Boo
ya!
--My Rating: 4/5—
Josef Witschi, Talia’s
Assistant
This guy is also a good one drop. He’s not as good as
Money Man, but he gives you locations control as early as turn one. And, unlike
Money Man and Thuggee, he can be good late game as well, KO’ing locations when
your opponent’s hand is running low on cards (and hopefully Plot
Twists).
--My Rating: 3.5/5—
Assassin Initiate
Hmm… This guy likes to eat Alfred and Boris for lunch,
but that’s all I can see him doing. I mean, your opponent probably won’t play
more than 1 or 2 one drops a game (unless they’re playing Doom). I don’t think
this guy is good.
--My Rating: 2/5—
Hassim, Loyal Retainer
OMG. Now THIS is a 2-drop. Give a guy +1/+1 for each
location you control? First turn Money Man, Flying Fortress swing for 5. Turn 2,
this guy, Lazarus Pits, swing for 7 with
--My Rating: 5/5--
Talia, Daughter of the Demon’s
Head
Now, I really like Talia. Some people don’t, but I do.
So there. Anyway, if you are running 16 locations, she is very good. Even with
only 12, she is still good. I still think you want to drop Hassim second, but
Talia is good, too.
--My Rating:3.5/5--
Kyle Abbot, Wolf in Man’s
Clothing
Can you say fourth turn beatstick? Or turn 5 uber
beatstick? I can. But, after that he is only a lowly 6/6. But, you don’t want to
drop this guy third turn. Some other 3 drops will eat him alive.
*cough*Wolverine, Rhino, Thing*cough*. If you have initiative even, you should
drop him fourth turn (if you don’t have Ra’s). If you have odd initiative, you
should drop him fifth turn.
--My Rating: 3/5--
Ubu, Ra’s al Ghul’s
Bodyguard
Here is a good League of Assassins 3-drop. He has the
third best stats in the game for a 3-drop, so can stop anything but Wolverine or
Rhino. He also stops flight for anyone wanting to attack behind him. Nice
3-drop.
--My Rating: 4/5--
Dr. Tzin-Tzin, Master of
Hypnosis
I really don’t like this guy. His stats are very low for
a 4-drop (even some 3-drops could take him down), and I don’t think his power is
that good. If you don’t manage to stun the attacker, he gets to attack again.
You can drop him if you don’t have initiative.
--My Rating: 2/5--
Ra’s al Ghul, Immortal
Villain
Very good 4-drop. You should play 4 of him in any League
of Assassins deck. This is what you call location control. His stats are okay
for a four drop, but his effect more than makes up that. He also kills Big
Brotherhood decks, and even TNB decks. Just don’t let him be stunned, and you’ve
got a monster on your hands.
--My Rating: 4.5/5--
Bane, Ubu
This is a VERY nice 5-drop. He has a built in Finishing
Move, and if you play him turn 7, he can be a 16/16 at max! He also has average
stats for a 5-drop, and can take down most other 5’s. Very
good.
--My Rating: 4/5--
Whisper A’Daire, Cold Blooded
Manipulator
This guy is cool. He is super hand control. Not as big
as some other 5-drops, but that can be fixed easily. Turn 7 means unhappy times
for your opponent. Just try to keep him around until
then.
--My Rating: 4/5--
Ra’s al Ghul, Master
Swordsman
This guy is pretty good, but if you mess up his effect,
then you get some characters face-down (which is bad, in case you didn’t know).
He’s got pretty good stats for a 6-drop, and if you just have one or two used up
Plot Twists you want to get rid of, then this guy is good. The only bad thing is
that he is the only League of Assassins 6-drop. You should probably still play
him in the deck.
--My Rating: 3/5--
Lady Shiva, Master
Assassin
She is very small for a 7-drop, but that is okay
considering her ability is ABSOLUTELY BROKEN (well, almost). Except for the fact
that it can only be done on your attack phase, this ability is amazing. Hmm…
That Superman looks scary. Let’s KO him. Now, bear in mind she is NOT a win
condition. You should either drop her or Bane, depending on who has initiative,
and the amount of locations you have. But still, Lady Shiva is amazing. She
would get 5 out of 5, but she is small for a 7-drop, and you can only use her
effect during your attack phase
--My Rating: 4.5/5--
Ra’s al Ghul, the Demon’s
Head
Wow. Very awesome 8-drop. He’s not very impressive as
some of the other 8-drops, but his effect (like most of the other League of
Assassins characters) more than makes up for it. No team attacking, reinforcing,
or payment powers. Kewl. His first ability is kind of limited in this deck,
considering 2 of the 3 League of Assassins locations are already not unique, but
his second ability is where he shines. Awesome.
--My Rating: 4/5--
Well, that’s my take on the League of Assassins
characters. I know this wasn’t as long as my other articles, but I didn’t want
to cram it all in one big thing. Next time I will do the Plot Twists, Locations,
and Equipment. Thanks for reading! Like always, you can email me at: amdyoung@comcast.net. See ya next
time!
- Josh
Young