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Vs. System

Pojo's VS System Card of the Day

  Mind Control

Card #MXM-175

Play Mind Control only if you control a Mental character.

Target character cannot cause breakthrough while attacking a character this turn.

Date Reviewed: 04.14.06

Constructed Modern Age Average Rating: 3.16
Constructed Golden Age Average Rating: 3
Limited Average Rating: 2.5

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


Mind Control

What is better than not taking any BEL? Perhaps having a card that has no drawbacks and causes you not to take any BEL. Today's card is another must for anyone planning on building an X-men mental deck. Mind Control causes a targeted opponent's character to not cause any BEL, provided you control a mental character. Seeing as how this really only belongs in a mental deck, this should be all that hard to do. Considering this card isn't that hard to get a hold of...running 4 in a deck isn't a bad idea.

MMA constructed - 4.0/5.0 ...In a format where breakthrough is crucial, this card is a great asset.
GA constructed - 3.5/5.0 ...This card may not save you, but it will definitely allow to survive one more turn.

Limited - 2.0/5.0 ...Getting mental characters in this format can be really tough.
Mind Control

Today is the last day of X-Mental week, and although there are plenty of cards I could have chosen to end this week (Jean Grey, Exodus, X-Treme Manuever), I went with a personal favorite of mine, Mind Control.

Why Mind Control? Because it stops Squad from getting its turn 5 win with Other-Earth. That's pretty much it. Most of the time, you'll just want to reinforce your characters and just take the stun. However, since Other-Earth takes away your ability to reinforce, Mind Control balances the scales by taking away a character's ability to deal breakthrough.
Squadron decks dump their hand early, but only because they know that they just need one Other-Earth for their kill turn. Mind Control takes away that kill turn and leaves them vulnerable to X-Mental to drop a
6 and 7 drop, neither of which Squad will usually have (with the exception of Photon, but he's usually discarded as a DEF pump by turn 3). It's also useful early, when the Squad player is burning through plot twists in order to empty their hand, knowing that they won't be useful on their Other-Earth turn. Mind Control can easily save you 8-10 points of breakthrough, and it can be reused with Emma Frost's effect for later turns.

In Limited, Mind Control isn't a first pick by any means. Mental is a tough deck to force, since so many of its better cards are rares. It's not a bad pick if you're running Morlocks, especially if you can keep Annalee in your hidden area. Otherwise, it's a mid to late pick, as it will save you some endurance if you have the Mental characters to use it.

Rating: 3.5/5
Sith Dragon Mind Control
Plot Twist: 3

Play mind control only if you control a mental character.
Target character cannot cause breakthrough while attacking a character this turn.

Today we have yet another great card for mental decks. Had this card not been limited to mental characters, it would be a rare and extremely expensive. In a mental deck this card is awesome. It can deal with pesky squadron decks provided you have enough characters that he has to go through a character. In Golden, this nullifies all those decks that use blind-sided as the key to victory as it is not granting reinforcement, but stops the attacker from causing it to begin with.

This card is awesome, but is unfortunately limited to mental decks. The number of copies you want to run of this card depends on your local metagame and if you are running curve or swarm. I would say at LEAST 2, of not more.

"Are you threatening me, Master Jedi?"

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