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Pojo's Marvel VS Card of the Day

Dangerous Experiment

Marvel Origins

Date Reviewed: 10.25.04

Constructed Average Rating: 2
Limited Average Rating: 1.5

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



Dangerous Experiment


Today we are going to look at a plot twist that could either help you or hurt you…depending on how lucky you are. 


With Dangerous Experiment you exhaust a SS character you control and announce a plot twist name.  Then you reveal cards from the top of your deck until you reveal a plot twist of the same name, shuffle all other cards into your deck, and take endurance loss for every card you revealed.  This card is dangerous…there is no doubt about it.


Even if you are lucky…and you better hope you are…you will still take at least 1 endurance loss and have to exhaust your SS character as payment.  It may not sound like a lot, especially if you really, really need a particular plot twist, but you must keep in mind that SS decks are very expensive to run in terms of your endurance.  Between the endurance you must pay to keep characters on the board, to have power boosts, and any endurance loss you receive in battle; can you afford to purposely take endurance loss? 


One way to help offset the cost of this card is by playing night vision, however keep in mind that you will take up valuable space in your deck by running this combo.  Also you have to remember that this card has a threshold cost of 4, so if you were hoping to get an early advantage, think again.  Considering that SS decks are made to hit hard and hit quickly, this card will probably not see any action in a competitive SS constructed deck.



SS constructed deck – 2.0/5.0 ….With everything else you are paying really can’t afford to take the chance with this card.


Limited – 1.5/5.0 ….Being able to get any plot twist you need in this format is great…however you stand a much better chance of taking larger endurance loss.


Johnny Blaze
Dangerous Experiment- If you are not comboing this card with something else like say Night Vision then you ought to. Not only do you exhaust one of your target SS characters but you will also be suffering a major endurance loss since you lose endurance for each card revealed until that named plot twist.

Constructed: 2/5 – Might be good in a specific SS deck built around it. I can’t see this card getting a whole lot of play though due to its endurance loss drawback.

Limited: 1/5 – Where a quick jump on early endurance loss can mean a game loss in draft, this card is just too risky to use here even if you are drafting SS. There just isn’t that Plot Twist that is that good that will win you a game that warrants this negative effect.
Paul Hagan Dangerous Experiment --

Yech. I don't like this card for multiple reasons. First, I don't see any reason for the cost to play this card to be so high. Not only do you have to wait until Turn 4 to go on the hunt, but you also have to exhaust a Sinister Syndicate character you control.

Second, a lot of decks don't run a lot of 4-ofs. In fact, if you look, quite a few decks run 2-ofs and 3-ofs and not a lot of 4-ofs when it relates to card count. This, in turn, means that you are less likely to hit the card for which you are looking.

Third, the Experiment doesn't hunt for *any* card. It only hunts down a Plot Twist. Considering a number of decks only play between 16-24 Plot Twists, I'm not sure I want to risk going past a lot of characters that I would like to draw up to get to a Plot Twist *and* take a lot of endurance in the process.

Finally, it just isn't accurate enough. Unless you are playing a way to check out the top card of your deck (Night Vision, Base of Operations, etc.), you are taking a crap shoot on a lone Plot Twist. Miss by too much, and you'll be losing this game.

Constructed Rating: 2.0
Limited Rating: 2.5
Dangerous Experiment

First of all, I love cards like this. Ultimate risk for ultimate reward. If your deck relies on a specific combo, then getting the key card for that combo could be worth the endurance loss. Same if you're at the end of a game, and you need that one card to take your opponent down to 0. Even defensively it has its uses. Say your opponent has just pumped their attacker through the roof, but you haven't drawn your Overload yet? This card could potentially be huge, but it does have its drawbacks.
Team stamping by requiring the exhaustion of an SS character means that you can't casually splash this card in most decks. You wouldn't want to have to run Syndicate guys just to grab a Fizzle, TNB, or Teen Titans Go. Doom and GK have their searchers anyway, and those guys are free, endurance-wise. The one good thing about having to play Sinister Syndicate to run this card, is that Vulture will be gaining you enough endurance that the hit from using Dangerous Experiment won't be as bad.

In Limited, you usually only see one copy of the really good plot twists, and with a 30 card deck, the odds of you finding that card quickly are a lot better. You'll see enough SS to be able to pay the activation cost, and being able to grab that one all-important plot twist right when you need it will usually swing the game in your favor.


Constructed - 3/5
Limited - 4/5

Without Victory, there is no survival...


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