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Pojo's Marvel VS Card of the Day


Marvel Origins

Date Reviewed: 4.26.04

Constructed Average Rating: 4.00
Limited Average Rating: 2.83

Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.


* Game Store owner in CA, ShuffleAndCut
This is one of those defensive cards.  So you play it in a defensive deck, right?  Nope.  Don't think so.  This card has a LOT of uses, and they almost all come out of no where.  First of all, your opponent almost always has something along the lines of a useful location to blow up.  This is pretty good for that.  If you're playing a low-curve deck, then it's no problem to lose a resource to make THEM lose a resource.  If their curve is higher, they will not be able to handle the loss of a resource as well.  Especially in Brotherhood, it's another way of playing over 4 resources, then getting back down to 4 for New Brotherhood to work.

There is a reason this is one of the best selling cards on right now.  The reason is it's really, really good.  Most decks can play it.  Some can abuse it, the others will have it around for utility reason.  Stop their Savage Land.  Blow up that Antarctic Research Base.  Stop Doom's Throne Room cold.  The possibilities are endless, and the card is pretty solid.

In limited, it's not as good.  Don't get me wrong, I'd play it, but it's not going to be nearly as impactful there as it would be in constructed.

Constructed: 4.5
Limited: 3
Current Price:  $13.49

* game store owner in CA, ShuffleAndCut
Ka-Boom! is an excellent defense against decks that depend on their locations to boost their effeciency or combos. For instance, a location like Savage Land is a huge part of the Brotherhood deck and ko'ing it can slow down the deck immensly. While not every competitive deck runs locations, many do.  Whether or not Ka-Boom! is worth a space in your deck will depend on your local metagame.  Are a significant number of your competitors incorporating locations that are key to their deck's play? If the answer is no, then Ka-Boom! is probably not worth a slot in your constructed deck.  But if the answer is yes, then you should add Ka-Boom! to your deck.  How many will depend on how key they are to your competitors' decks, and how many locations they are using.  You can always playtest with it to see what works best.  Too few, and the card will be ineffective.  Too many and you'll be drawing useless cards too often.
In limited, Ka-Boom!'s usefulness is, well... limited.  The chance that your opponent will have a location that greatly enhances their deck is slim, so most likely it will be a dead card in your hand. 
Constructed: 3.5 (highly metagame dependant)
Limited: 1.5

* game store owner in CA, ShuffleAndCut
I like this card. It is Good. I always play them.....
Sorry inside joke.
Anyways this is one of those cards most decks will play, it is extremely versatile in almost any deck. The ability to take out a location or on going plot twist is a must for any deck weather it is defensive of offensive. Not to mention the added bonus for faster or "weenie" decks to be able to slow your opponent down and preventing him from casting his larger creatures before you are able to take control.
In Limited in isn't as useful, by no means a first pick. Though I wouldn't pass it up after turn 3. Most limited decks aren't based around locations and plot twist so this card just isn't as important.
Constructed: 5
Limited 3

Judge Bill

*game store employee


Welcome to my branching out into a new game. Most of you loyal Pojo readers know me from the Magic site, where I answer rules questions twice a week. Now, I will be reviewing Marvel cards also, and hopefully getting a couple of articles in. Stay tuned.
Resource destruction has been a theme in several CCGs. The ability that this card grants can be a nice one to have. There are several locations in many decks that would be nice to get rid of. However, you have to balance this with the fact that it really doesn't do anything positive for you. Whether the benefits outweigh the costs, only you can tell.
In limited, it's less useful, since you can't guarantee your opponent will have a good location to hit with this.
Constructed: 3
Limited: 3
This card is one of the best cards in the Origins set. You donít really prevent the current recruit step drop on the turn but you do prevent the following one that is higher. Slowing an opponent from getting their six drop or worse a seven drop can be key to winning the game or losing it. If youíre a Sentinel player like myself you will do just about anything to keep a Wolverine Berserker from hitting the table. This card is also good in limited when you consider that the right location can really get on your nerves. This card makes the cut in just about any affiliation that is available right now. It really shine in the Brotherhood deck that is playing The New Brotherhood.

Constructed 3.5

Limited 2.5


Paul Hagan
Kaboom! --
I love this card.  It can go in almost any deck, and you should probably be running a copy or two no matter what.  Think of it this way: How many decks have you seen running locations?  All of them.  How many locations do you like to see on your opponent's side of the board?  None of them.  Well, with Kaboom!, that problem can be solved.  The only drawbacks are that you lose a resource of your own to get rid of theirs and it can only be played during combat.  With this in mind, I can't *quite* give this card a perfect rating for constructed play.
In limited, unless there is an insanely good character card in your pack (ex., Scarlet Witch, Wanda Maximoff), I would scoop Kaboom.  The ability to rid the world of your opponent's locations can be so key, especially if you can plan the upcoming turns around it.  However, it is also possible for your opponent to be playing few, if any, locations (especially in a 30 card deck), so again, I can't quite give it a 5.0 rating.
Constructed Rating: 4.5
Limited Rating: 4.00
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