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Vs. System

Pojo's VS System Card of the Day

  Weapon of Choice

Marvel Knights

Date Reviewed: 02.23.05

Constructed Average Rating: 2.75
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.


Weapon of Choice

Today we are going to review one of the chase cards of the Marvel Knights set – Weapon of Choice.

When it comes to this card, I have to admit I am definitely sitting on the fence. I have always liked cards that provide some sort of guarantee (search cards, etc.). This card is one such card. You see at the cost of discarding two cards from my hand, I can go searching for two equally needed character cards (provided their cost is equal to the number of resources I control). However, I do not like cards that provide the opportunity for my opponent to dictate my game strategy. This is where the second part of this card’s effect comes into play. Once I choose my two cards, my opponent chooses which card will return to my deck, and which card will go into my hand for future play. This means my opponent will not only get to know what is coming at him, but he will also choose the lesser of two evils every time. That could definitely hurt me in the long run. Still if you are between a rock and a hard place, you really do not have much to lose. Also, this card will dictate your deck build as well. This is due to the fact that you will usually want to use this card late-game (turn 5 or later) as this is where the game comes down to the nitty gritty. That means you will need to curve your deck so that you have at least two different versions of your high drop characters. When you factor in the possibility of drawing these characters anyway, you are left a very top-heavy deck that will be needed to use this card. At that point you will probably come into the character you need anyway, making this card a waste. That is not to say that this card was made for late-game. Say you want to use it early on to get a 3-drop or 4-drop. Now you have just run into the problem of having to discard two cards from your hand just to use this card’s effect (and you better hope they are not playing Fizzle). Now that can be quite painful. From my experience with this game, early hand advantage and late board-control advantage are what is needed if you want to win. With that said, you may find this card is much more bark than bite.

Bottom Line- If you are running a deck with searching capabilities, try to stay away from this card...you do not need it! Also stay away from it if your deck has a lot of discard associated with it (i.e. SS/SS variation, GK, etc.). However, if you are running New Brotherhood or something with draw power then you may want to put a couple of these cards in just to be safe.

Constructed – 3.0/5.0 ...Sure, you may be able to get the character you need, but can you afford the price?

Limited – 4.0/5.0 ...The discarding cost still hurts quite a bit here, but missing your drop hurts even more.
Weapon of Choice

Finally, a generic character search card, but not one without it's drawbacks. 2 cards is a fairly steep cost, although it's worth it if you're about to miss a drop. The main problem is that if you're playing more than one card at a certain drop, then you've got a specific situation that you'd like to play them in.
Still, getting a bad card is still better than playing off curve, so this is a nice safety net to have around. This won't see much play in Golden Age though, there are better search cards for the bigger teams (Bolivar Trask, Bat-Signal, Signal Flare) that need them, and Titans will just Argus for what they need.

This is much better in Limited, where hitting your curve is more important than hitting specific characters. It's a rare though, so you can't really count on having it in hand when you need it, but it is a good way to make sure you hit a drop between 4-7, when missing it really hurts you. If you see it, run it.


Constructed (Modern) - 3/5
Constructed (Golden) - 2/5
Limited - 3.5/5
Dawn Yoshi Weapon of Choice is the first generic tutor card to be released in Vs System, and as an avid use of the Gotham Knights, I'm not a big fan for this card.

First of all, this card requires you to discard two cards as a cost. You're already losing three cards if you include this plot twist too. Then you need to get two different character cards that are each the same cost as the number of resources you control from your deck. Your opponent will then give you the weaker of the two for your situation. In the end, you'll feel like a salesman just got you to buy pet life insurance for a pigeon that happened to land near your house.

Even for decks that don't have access to a team-stamped tutor, this card is hardly worth it in my eyes. You're better off just running more of the higher cost character you want. In limited though, this card allows you to at least hit those higher drops. You're usually in major concern of maintaining a powerful board pressence here anyway.

Constructed- 1.5/5

Limited- 3/5

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