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Pojo's Marvel VS Card of the Day

Acrobatic Dodge

Marvel Origins

Date Reviewed: 8.03.04

Constructed Average Rating: 2.88
Limited Average Rating: 3.5

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


Acrobatic Dodge


I don’t know if it’s just me but this card has gotten a lot better with the release of DC. I know nothing on the card changed but it seems a lot more useful now a days. It could be because of Shape Change or even Beastboy but I’m seeing this card in more and more decks.

Could it be that DC really slows down the game a bit?



When it comes to plot twist and limited the rule of thumb is if it increases your attack or defense get it. It’s that plain and simple because in this environment all you’re gona see is a bunch of characters that are about the same size run into each other. That’s why just about any card that affects attack or defense is so good in this format. A well played Acrobatic Dodge could help you turn the tide in the game so grab it if you see it.


Acrobatic Dodge

This week we are going to take a look at some of the plot twists that are out there. Personally I feel that reviewing plot twists can be more beneficial since more people are able to use them. O.k. so that was my brief two cents…let’s get on to the review….

So originally I was going to give this card some credit. I was going to talk about how this card had the ability to save some of those characters out there that had a lower defense due to their really great abilities (cough* Arkam Inmates *cough). But the more I thought about it the more I realized that this card really isn’t all that great. In fact, there really isn’t a great defense card out there yet (Note to Upperdeck – We need some defense here people!!!).

Instead I have decided to talk about why this card isn’t that great and why it will probably only make it into a casual deck. So here we go….If your opponent is going to try to stun one of your characters they are either a.) going to try to do the most damage they can so that you take major breakthrough endurance loss or b.) team attack one of your characters. What makes you think that adding +3 defense to your character is going to help keep it from being stunned? Not only that, the +3 defense comes at a cost – losing 3 attack…now you are not going to even have a chance to stun your opponent’s character back. And what if your opponent activates a flying kick or savage beatdown in response? Now you are stuck with a character that is going to get stunned anyway that you have to reinforce, an opponent’s character who no longer becomes stunned in return, and a waste of a plot twist. Not good! Gee, I didn’t even touch on the fact that your opponent’s character might start out with an equipment or location boost to begin with. Definitely not good!

At this point I know that there is someone out there that is totally going to ignore what I have just written about this card being bad and is going to insist on playing it anyway. In that case do yourself a favor…only use this card late in the game to save a big drop character (i.e. Rouge) that will decimate your opponent when it comes to your attack step.

Constructed – 1.5/5.0 ….Makes great filler if you have nothing else that you can put into your deck.

Limited – 3.0/5.0 …..Defense is very important in a limited game…and you probably won’t have to worry about a lot of boosted characters.
Johnny Blaze Acrobatic Dodge – Seems like the theme of this week is defense. Acrobatic Dodge will pump your defense up to +3 but the downside is that it also lowers your attack by –3. You also have to have the defender characteristic to use this plot twist.

I’m 50/50 on this card. If you need to avoid an attack fine, but make sure that you don’t get stunned so that your character that benefited from Acrobatic Dodge can attack during your attack step.

Constructed –2/5
Limited – 2/5
Paul Hagan Acrobatic Dodge --

I have a suspicion that Acrobatic Dodge could be one of those Plot Twists that will still be seeing play four and five sets down the road. It really is *that* good! It has a low threshold cost, and in a game where every point of endurance matters, the ability to completely nullify an attack is insanely powerful. I have had many games swung just on the presence of a single Acrobatic Dodge, and I have seen a lot of games where one person misplaying their Acrobatic Dodge cost them the game.

In short, when I am sitting down to build a deck, Acrobatic Dodge makes the cut nineteen times out of twenty. If you have it in limited, play it -- no questions.

Constructed Rating: 4.0
Limited Rating: 4.0
Without Victory, there is no survival...


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