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Pojo's VS System Card of the Day

  Dr. Minerva - Starforce

Card #MHG_051

Reservist, Press

When Dr. Minerva comes into play, reveal the top three cards of your deck. Put a revealed Kree character card into your hand and the remaining cards on the bottom of your deck.


Date Reviewed: 08.31.06

Constructed Modern Age Average Rating: 4.5
Constructed Golden Age Average Rating: 4.5
Limited Average Rating: 3.25


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

 

Nakaiya21
Dr. Minerva - Starforce

Basics - Minerva is a 2-drop Kree character with stats of 2/3 and range. She has the reservist ability, which many of you may already know about, and a new ability called press. This basically means that a character recruited after this character costs one less to recruit (unless it is a 1-drop). When this character comes into play, she also has the added ability of allowing you to reveal the top 3 cards of your deck. You can then put a revealed Kree character card into your hand and the reaming cards on the bottom of your deck.
Constructed play - Minerva is an extremely strong character in this format. Her press ability coupled with her search capabilities makes this character a must in a Kree deck.
Limited - Minerva is not as good as she first appears in this format. Kree characters can be hard to come by so having a Kree character in the top 3 cards of your deck is not a guarantee by any means. While her press and reservist abilities adds to her appeal in constructed, being able to pull off press in sealed play is very difficult at best. Your best bet is to stay away from Kree if possible in sealed unless you have a large amount of Kree characters.

Ratings:
MMA constructed - 4.0/5.0 ...This is a great character for Kree decks.
GA constructed - 4.0/5.0...ditto

Limited - 2.5/5.0 ...This character has the reservist ability, which may be all you get out of her.
 
Jason
Bunch
Dr. Minerva, Starforce

Today's card, Dr. Minerva, is a nice utility character with a very useful effect. When it comes into play, you reveal the top three cards of your deck and put a Kree character into your hand. You don't have the discard that usually comes with this type of effect (e.g. JSA Headquarters, Divination), so you gain a card's worth of advantage right off the bat. Being a Press character, you can safely play her on later turns, knowing that she's making your bigger characters cost less, or allowing you to dig for that bigger character if you don't have it in hand just yet. 2/3 is a decent body, although you'll need pumps to be able to stun anything over a 2 cost. However, once the come into play effect resolves, there's nothing else good about her. Granted, the Kree have some good swarming strategies, so just its presence on the field can enable some cards. As a Reservist, you have another way to get some use out of it, then bring it out later.

In Sealed pack, Dr. Minerva isn't a bad choice for a Kree or Press heavy deck. Good 2 drops are always a good pick, and Dr. Minerva qualifies as that.
Although, this set does have a fair share of search, so spending your two resource points on a crapshoot search effect may not be the best use of your limited resources; it's pretty much up to what kind of deck you were able to build.

2.5/5
 
xstreamzero Dr. Minerva

Next, we have ourselves a Kree preview, and one with press to boot.

Dr. Minerva
Starforce
Kree/2/2/3
Range, Reservist, Press
When Dr. Minerva comes into play, reveal the top 3 cards of your deck. Put a revealed Kree character card into your hand and the remaining cards on the bottom of your deck.

In case you've been living under a rock for the past month, Press makes so that when you recruit the card, your next recruit cost 1 less for every Press character you recruited this turn. I have yet to see a 1 drop with press, but if that exists, you can virtually play all drops on the turn you're on. If it's turn 5, you can play 1, 2, 3, 4, and 5 all on the same turn, so long as you play it just like that. And those crazy people at Upperdeck were clever enough to make it so that you can't play high drops early in the game. So if it's turn 5, you can't have a card that cost higher than 5. It's just not possible. So let me give some advice when using press.

#1 There is no advantage of Pressing before turn 5. (Unless there is a 1 drop press)
#2 It's better to recruit a 2, 3, and 4 drop on turn 5 than one 5 drop
#3 Do not return characters back to your hand until they have already stunned another character in play

Anyway, the review...

You know what I said about tutors. Acceleration is second best. If you can't search for it, draw it out. The Kree doesn't have a tutor, at least not one that I know of. They have this and Genetic Destiny, which both do virtually the same thing (Genetic reveals four, big deal). But they are both good at what they do. And if you return Minerva back to your hand, that's another free character you get. Acceleration leads to card advantage, which leads to wins.

Marvel Modern: Sexy 5/5
Silver Age: Still Sexy 5/5
Golden Age: Super Sexy 5/5
Overall: 5/5

Like tutors, accelerators are also staples in many decks all around the world.

xstreamzero
 

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