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Vs. System

Pojo's VS System Card of the Day

  Eldritch Power

Card #MAV-073


Date Reviewed: 10.12.05

Constructed Modern Age Average Rating: 2.66
Constructed Golden Age Average Rating: 2.5
Limited Average Rating: 3

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


Eldritch Power

So here is a card that is so-so, but only if you are going with the no breakthrough plan I mentioned yesterday. Eldritch Power gives your SS character a +3 attack, but when you cause breakthrough, it also gives your opponent 3 endurance. Should you play this? I wouldn't (unless ALL of my SS characters were no breakthrough characters). Why should you help lessen the blow your opponent will receive? After all if you play your cards right you could be doing a lot of damage (in the case of NCH).

Bottom Line: There are much better generic PT's out there that give the boost this card provides without helping your opponent out.

MMA constructed - 1.5/5.0 -While any boost is nice, helping your opponent gain endurance isn't.

GA constructed - 0.5/5.0 -Why not use a Savage Beatdown instead?

Limited - 1.0/5.0 -.Sometimes you just take any boost you can.

"Roses are Red, Violets are Blue,
Look who's here! It's Witchie-Poo!"

Eldritch Power
Number: MAV-073
Rarity: Common
Card Type: Plot Twist
Cost: 1
Ongoing: No
Target Squadron Supreme character
you control gets +3 ATK this turn.
Whenever that character causes
breakthrough to a player this turn,
that player gains 3 endurance.

Cost: 1
Useable from the start.

Ongoing: No
They don't make power-ups like they used to.

A Squadron Supreme character gets +3 ATK, but gives the opponent +3 endurance if the boosted character causes Breakthrough.

Team Affiliation: Squadron Supreme
This team loves boost effects, and this only gives them more ammo.

Well, this power-up is not only team specific, but also reverses the whole concept of causing Breakthrough:
to cause MORE damage, not less. It's therefore best to use in a team attack, since no Breakthrough occurs during a team attack anyways. It's ok, but I just hate that drawback.

Ok for Squadron Supreme decks, but I'd prefer Flying Kick over this, as it doesn't have that drawback.

An ok choice if you can't snage any Flying Kicks.
scyther8 "She's got legs!" ZZ Top
Today, it's one of the best attack modifiers that Marvel Modern Age (and will also see play in Squadron Golden Age builds) has to offer, Eldritch Power.
Eldritch Power
Plot Twist
1 Threshold Cost
Rarity: Common

Initative Preference: Either

Effect: Target Squadron Supreme character you control gets +3 ATK this turn.
Whenever that character causes breakthrough to a player this turn, that player gains 3 endurance.

The first thing that you should notice about Eldritch Power is the fact that the increase lasts the whole turn, not just while the targeted character is attacking. This means it works as both a mini Nasty Surprise AND attacking pump at the same time. Being to work on both ends of attacking and defending is very versatile and allows you great freedom in when to use Eldritch Power. It'll rarely be a dead card in your hand or resource row.

The other effect of giving your opponent 3 endurance is a moot point if you play the breakthrough replacement characters Squadron brings. The curve would be Haywire, Lamprey, Amphibian, Redstone, Doctor Spectrum, and finally Arcanna. Coupled with Squadron City, Project Utopia, and Friday's card, you exchange breakthrough for other useful effects that should push the game in your favour. Eldritch Power also assists with giving you a reliable attack pump that can also be an initative stealer.

Marvel Modern Age: 4/5 Double duty plot twists are always good.

Golden Age: 4/5 While you may have Beatdowns, Mega-Blasts and the Origins Flying Kick to use, Eldritch Power is still a mainstay in the deck due to it working on both attack and defense.

Sealed/Draft: 5/5 If you have Squadron characters to play, you play this.


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