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Pojo's Marvel VS Card of the Day

Hank Henshaw <> Cyborg
 - Evil Imposter

Superman: MoS

Date Reviewed: 12.08.04

Constructed Average Rating: 2.85
Limited Average Rating: 3.33

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


Hank Henshaw <> Cyborg – Evil Imposter

Well we started out with an imperfect duplicate so it only makes sense that we would move on to an evil imposter. Today we are going to take a look at Cyborg.

Cyborg starts out as a decent 4-drop with an attack of 7. However, he is severely lacking in defense with a defense stat of 5. I like the fact that he has flight and range. It certainly helps in making up for the low defense. His effect will also help in keeping him from being stunned too soon. You see when Cyborg comes into play you can choose a character an opponent controls. Then whenever Cyborg attacks that character or is attacked by that character, Cyborg can not be stunned. I am going to go out on a limb here and say that when you choose a character an opponent controls, you are actually choosing a character name of a character that an opponent controls. If this is the case then Cyborg will come in real handy against decks that run multiple versions of a character (i.e. Big Brotherhood, Spider-Friends, Team Superman). If I am wrong then this character is not worth being a rare. All in all, I can see this character being very useful whether you have initiative or not on turn 4 (actually perhaps more so if you do not have initiative). I would probably run 4 of these cards in a RS deck.

RS constructed deck – 3.5/5.0 ...This is a great card for turn 4. However, it will probably be killed quickly on turn 5...unless you have initiative.

Limited – 4.0/5.0 ...This card provides great board control which is really important in this format.

Johnny Blaze
Hank Henshaw <> Cyborg - Evil Imposter

A little low on the DEF side of things is this evil imposter Cyborg known as Hank Henshaw. Flight and Range helps out Hank and the ability to be unstunnable is a big plus. Similar to the Rogue ruling, when Hank team attacks he cant be stunned either as long as the character that is attacked is the one that was declared from Hank’s ability. Whats even better is that it even works when Hank is defending.

Constructed: 3/5 – There are a variety of effects that can be garnered from using the Revenge Squad team, if your theme is to be unstunnable while attacking or defending then Hank is the Cyborg for you.

Limited: 4/5 – If you choose the right character at the right time, then Hank can be a real annoyance to deal with. It is more difficult to team attack in this format but if you can get a small drop to team attack with Hank against your opponent’s chosen character then Hank can be a force to reckon with.
Hank Henshaw <> Cyborg - Evil Imposter

7/5 is fairly weak for a 4 drop, but his ability goes a little ways towards making up for that. It almost guarantees that he'll live through the turn he's played, especially if you take even initiative. Play Cyborg, pick your opponent's biggest guy, attack his second biggest guy, then sit back and laugh since they can't stun Cyborg without team attacking with his even smaller guys. Unfortunately, his ability will probably only last a turn or two, as bigger characters will eventually show up and pummel him. Still, it gives you a little more freedom when you play him.
Metallo and Parasite are much more playable at 4 though.

In Limited, he's still pretty much a one shot guy, you can probably find a better 4 drop to use. He's strictly end of the pack fodder.


Constructed - 2/5
Limited - 2/5
Without Victory, there is no survival...


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