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Pojo's VS System Card of the Day
- Agent of the Hand
Date Reviewed: 04.13.05
Constructed Average Rating: 2.95
Limited Average Rating: 3.35
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
Agent of the Hand
Continuing onward with the double loyalty them,
today we are going to take a look at Elektra -
Agent of the Hand.
There really isn't too much to say about this
card. Her double loyalty is an obvious problem,
especially when we are talking once again about
two teams that seem like they should go
together, but for some reason you don't see them
actually working together. Perhaps it is because
the two game themes behind the two affiliations
are so different....At least CL/MK works better
than UW/MK - looks like we are moving up.
Elektra's stats are definitely lopsided. While
you may do a lot of breakthrough with this
character, you will probably get stunned in
returned (unless you are careful). She has no
flight or range and she is concealed. I could
probably do without her being concealed, as turn
5 on you really need to maintain a strong
visible board presence. Her boost ability is
wicked sick...too bad she doesn't get any DEF
out of it. Still this is not a bad card to
MA Constructed - 3.5/5.0 ...If MK/CL meshed
better I would probably give her a better
GA Constructed - 3.0/5.0 ...If you are going to
team up, choose two different teams.
Limited - 3.5/5.0 ...It is difficult to get
double loyalty characters on the field in this
format, but if you can then definately do it!
What can I say about Elektra? She should have
had triple Loyalty if there was such a thing.
With an ATK value of 14 she is the biggest 5
drop in the game out of all the VS. sets. If you
see your opponent is playing Crime Lords/MK team
up get rid of their MK character before she
Although she is a Shadow Character she can
attack so far up the curve it is not even funny.
Lets not even talk about her Boost ability. For
a recruit cost of 6, Elektra can become an
unstunnable 17/9 killing machine that can take
out every single 7 drop in the game and also
some 8 drops.
Why did they make Elektra a common? Well for one
thing she has double Loyalty issues. Not only do
you need a Crime Lords character but you also
need a MK character. Also Elektra comes in to
play in the hidden area which is a liability in
of itself if she cant come out to defend to use
her high ATK value. Also she lacks any range and
Constructed: 3/5 – Your deck should be designed
in getting her out and abusing her in the open
area by using cards such as Medallion of Power
to get her out of the Hidden area so that she
can really benefit from that 14 ATK.
Limited: 2/5 – Its going to be quite difficult
to pull of her double loyalty requirements. Then
remember if you do then she is still stuck in
the Hidden Area unless you were lucky enough to
pull some of the cards to move her into the open
Agent of the Hand
Today's card is going to have a tough time
seeing serious play, which is a shame because
she's an absolute beast. Marvel Knights/Crime
Lords didn't see much play in Amsterdam, only 12
people teamed these two together. Still, 14/9 on
turn 5 is sweet, and her being concealed makes
sure that she'll get a big shot in on your
opponent. Her boost is even better, 17/9 and she
can't be stunned while attacking. Even if your
opponent uses a card to drag her out of the
concealed area (and lower her defense), she'll
be safe, and punch through for a ton of BEL.
She's even better with Natasha Romanoff <Black
Widow>, as she can allow Elektra to attack your
opponent's hidden characters and really bring
the pain (or Bring The Pain). The dual loyalty
will still be a thorn in your side, as you will
have to choose between running Crime Lords in
your deck, or committing a copy of Midnight Sons
to facilitate the Crime Lords teamup. She's a
lot better in Limited play, where running
multiple affiliations is usually par for the
course. If you're lucky enough to see a copy or
two of Midnight Sons, you'll be even more likely
to drop her on the field.
In Golden Age, MK/CL is not going to be tearing
up the circuit, and her dual loyalty will be an
anchor around your neck. MK decks already have
Elektra, Assassin at the 5 drop, and she can
stun pretty much everything.
Too situational, although if you can get her to
work, she'll make it worth your while.
Constructed (Modern) - 3/5
Constructed (Golden) - 2/5
Limited - 3.5/5
Undefeated of the East
member of the "double loyalty" trio is:
Version: Agent of the Hand
Type: Concealed Character
Recruit Cost: 5
Team: Crime Lords
Card Num: MMK-182
Loyalty. Recruit Elektra only if you control a
Marvel Knights character.
Concealed. (This character comes into play in
the hidden area.) Boost 1: When Elektra comes
into play, she gets +3 ATK and cannot be stunned
while attacking this turn.
Elektra's stats of 14/9 is definetly way above
average for a 5 drop comparing to the average
9/9. Elektra easily can stun almost any 6 drop
unassisted. The few
6 drops that can withstand her attack is Dr.
Doom, Victor Von Doom with a Doomstadt or like a
Mastermold with personal forcefield, I know that
situation probably has never happened before.
Loyalty is usually the "check" for all 5 drops
that are above the curve or doesn't have a team
stamped ability( Magneto, Eric Leshner).
Examples of such 5 drops are garth<> Tempest,
and Thing, Heavy Hitter.
The next part about controlling a Marvel Knights
character further narrow down the situation this
Elektra can be recruited which is very
If you ask most people, concealed is a good
ability to protect lower drops, but for higher
drops you risk being attacked directly. Elektra
in my eyes gets around this drawback. A MK/Crimelord
deck on turn 5 will probably have had Bullseye,
Deadly Marksman or Moon Knight on their side,
and since MK/CL plays on even intiative, those
two stuns most opposing 5 drops.
Elektra's boost continue's this character's
trend to attack up the curve. With a 17 atk she
can stun all 7 drops and a few 8 drops, and with
her can't be stunned while attacking makes it
even more worth it.
In draft or sealed, there are lots of playable
and common CL and MK cards. I've played many
MK/CL in drafts, and with a Midnight Sons,Marvel
Team-Up, and Made-Men combining the forces of
these two big groups is easy. Like Blade,
Daywalker, recruisting Elektra on turn 5 or 6
will make your opponent very nervous.
Golden Age: 2.75/5 big atk and concealed makes
her very hard to deal with,. Concealed is great
against Titans, and atk so large makes it very
hard for her to get Overloaded. Keeping 2
characters, 1 Mk and 1 CL) out, or team-up to
recruit her can be difficult.
Modern Marvel: 4/5 having versatility is very
vital in this format, she is one of the reason
to even play MK/CL. With all the hiiden lower
drops and lack of team-up disruption makes her
alot easier to play.
Limited: 4/5 she is a game breaking drop, the
opponent can swing with smaller guy into her,
and she'll get revenge on their bigger guys.
Also versatility of being an alternate 6 drop is
very nice, common 6 drop CL and ML aren't that