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Pojo's VS System Card of the Day
- 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 -
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
Dr. Doom, Scientific Sorcerer
Rarity: Rare-Extended Art Holo
Card Type: Character
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...
I GOT TO WEAR THE FANDOM AVENGER CAPE!!!WOO-HOO!
(Hey, it's not much, but it's all I've got going
for me. *weak smile*)
A guy this powerful needs such a cost.
Good stats for a 7-cost character. His DEF could
be better, but it can easily be boosted.
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
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.
Very good here, though most players will more
likely choose Magneto over Dr. Doom for the
7-cost slots in their decks.
NON-APPLICABLE IN THIS FORMAT.
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.
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
Rating - 3.5/5