Post by warlord1985 on Aug 18, 2006 14:04:36 GMT -5
Just saw the new Doom cards up for Previews.
Dr. Doom 3 Drop- Freaking disgusting, a 5/7 with Doomstadt and allows you to Reign of Terror on 3 if you have the right cards out. His abilities alone make him good.
Lust for Power- A hefty cost, but the upside is huge. You figure if you hit 2-3 plots a turn, that a bonus of +1 card each turn. Hand size increase is always awesome. Coupled with teams that have character searches it could be ridiculous.
Time Thief- Doom and Kang compete for who can control the flow of time. This card rocks and gives Kang another way to control what you play, and Doom just gets sicker.
All these cards are retarded when put into conjunction with the old cards. Kang gets a boost it sorta needed and Doom justs get DOOMier.
Post by warlord1985 on Aug 25, 2006 9:44:42 GMT -5
Dr. Doom, Latverian Monarch Character, 8, Doom, 19/18, Flight, Range Cosmic: KO a character you control >>> You get an additional attack step after this one. At the start of your next attack step this turn, ready all characters you control. Use this power only during your attack step and only once per turn.
The awesomeness is just so awesome. I smash face, then smash face again.
Expendable Ally Plot Twist, 3 Negate target plot twist or payment effect an opponent controls targeting a character you control named Dr. Doom. That character gets +5 ATK this turn.
You dare attack Doom, Doom shall smash your face!
Molecule Man, Owen Reece Character, 7, Doom, 15/15, Range Cosmic: Remove a cosmic counter from Molecule Man >>> Copy target effect from a non-ongoing plot twist. You may choose new targets for that copy. Use this power only once per turn.
Post by warlord1985 on Aug 25, 2006 10:06:49 GMT -5
Umm, Worldship says that whenever a character with a cost of 3 or less is stunned during the Combat Phase return it to your hand.
Theres just alot of pro-curve cards. Even though Kree has alot of rush potential, the other 3 teams are totally curve. Even the small teams of Infinity Watch and Skrull seem to be more curve based since Skrull seem to be more legacy based.
Post by warlord1985 on Aug 25, 2006 10:18:34 GMT -5
Checkmate will win generally on 6-7, but goes to 8 alot since they really don't have that much early game. Hellfire could easily be subdued by all these crazy effects. Heralds has alot of stupid stall effects. Inhumans are pretty decent with their curve effect too.
Post by warlord1985 on Aug 25, 2006 11:07:41 GMT -5
EVERYTHING wins quicker with FATE. Well, except Secret 6, theres no helping them *snicker*
Anyways, Heralds has alot of staller cards. Airwalker has the Puppet Master effect on turn 3 with a 3/6 frame for defense. I Obey exhausts a character they control as well. With both Airwalker and a well timed I Obey you can lock down the opponent to plausibly only 1 attack a turn.
That and Surfer and Morg have really killer powers against the rush. Should make for an interesting time.