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Vs. System

Pojo's VS System Card of the Day

  Dr. Doom
- Scientific Sorcerer


Date Reviewed: 07.05.05

Constructed Modern Age Average Rating: 1
Constructed Golden Age Average Rating: 3.5
Limited Average Rating: 3.0

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


Dr. Doom - Scientific Sorcerer

Now that the holidays are over, it looks like we are back to work again. This week is all about Common Enemy, as we look over some of the new cards that came out in the recent starter deck. Today we start with the new 7-drop Dr. Doom.

Hmmm, so this version of Dr. Doom isn't so bad. After all he starts out as a 16/14 7-drop character with range. He also has the nice ability of gaining 1/1 provided you exhaust another character you control on the field. Now in the practical Common Enemy world this guy probably won't see play. After all you will be exhausting characters you control instead of attacking with them, never a great idea. Also, you will probably want to play Dr. Doom on turn 8. Once again, not a good idea to have the same character in back-to-back drops. So now that I have shown all of this characters bad attributes, perhaps I should point out one place where this guy will really shine. Pay attention all you Doom lovers out there. This Dr. Doom combos extremely well with Devil's Due. Remember the slight groan you made when you pulled Devil's Due from a pack. Well now is the time to put it to use. Simply mix a bunch of low-level characters, Dr. Doom, Devil's Due, and Blindsided together in a deck, shuffle well, and voila!...you have just created a recipe for kicking your opponent's butt. Now on turn 7 you can simply exhaust all the low-level characters you have accumulated over your previous turns to boost your Doom, then KO them for an additional Dr. Doom boost. With a Doomstadt on the field, you have one serious Dr. Doom on your hands! Adding a Blindsided or two to the mix well insure some serious damage for your opponent. With no more overload to worry about, it is time for some serious boosting abuse!

MMA constructed - ?.
GA constructed - 3.5/5.0 - While there may not be room for this guy in every deck, I foresee much abuse in a Devil's Due deck.

Limited -3.0/5.0 - well I guess if you are going to play with the starter decks he does bear consideration.

The deadly doctor returns...

Dr. Doom, Scientific Sorcerer
Number: MFF-015
Rarity: Rare-Extended Art Holo
Card Type: Character
Cost: 7
Team: Doom
Attack: 16
Defense: 14
Range: Yes
Flight: No
Exhaust a character you control --> Dr. Doom gets +1 ATK and +1 DEF this attack.

Hey there folks, ConVergence was great. Got a preview of Zatch Bell CCG, and...
(Hey, it's not much, but it's all I've got going for me. *weak smile*)

Cost: 7
A guy this powerful needs such a cost.

ATK/DEF: 16/14
Good stats for a 7-cost character. His DEF could be better, but it can easily be boosted.

Range/Flight: Range.
Range gives him flexability on the battlefield. A very good ability for him to have.

Pump him up by 1/1 for each other character you exhaust.
Always a good thing.

Team Affiliation: Doom
Doom decks rarely get used solo. They're mostly combined with Fantastic Four to make those nasty 'Common Enemy' decks that use the Common Enemy card. 7-cost Dr. Doom is a good addition to the team, and makes a great late-game play.

The ability to power him up can be incredible, (or Fantastic, as the case may be) and can be the game-winner for D's controller. If your opponent has out a strong 7-cost character of their own, they'll be in for a trading of blows thanks to the bad (rather than good) doctor.
Dr. Doom, Scientific Sorcerer is a great 7-cost character, and since there's no team-stamp for the characters exhausted to give him the boost, Dr. Doom, Scientific Sorcerer can be splashed into any deck.

Modern Age:
Very good here, though most players will more likely choose Magneto over Dr. Doom for the 7-cost slots in their decks.

Golden Age:
But 5.0/5.0 for his potential

If you get into a game that uses the starter decks, he's a very good choice here as well.
Dr. Doom, Scientific Sorceror

We end our week of "don't spend money on a ticket for the Fantastic Four movie, so buy the FF starter deck instead" with a 7 drop incarnation of Dr. Doom.
Unlike Mr. Fantastic from yesterday, this card fills a need. Not all games hit turn 8, and having Dr. Doom out a little earlier may make a difference in the way you win your game. This isn't the control Dr. Doom from turns 4 and 6...this is ass-kicking Dr. Doom.
16/14, and exhaust a character to gain +1/+1 for the attack. Common Enemy should be looking at this guy, as it'll be too tempting to abuse Cosmic Radiation to send a ginormous Dr. Doom at your opponent's face.
For extra fun, exhaust everybody, then Cosmic Radiation a couple of times, then KO them all to Devil's Due and really swing for the fences. He won't fit in every Doom build, but with Faces of Doom, you only have to run one copy of him and then just search him out. Aggro Doom, here's your guy.

Rating - 3.5/5

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