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					Pojo's VS System Card of the Day 
							
								
									| 
									 |  | Blob - Freedom Force 
 Card #MXM-086
 
                            ------
 Date Reviewed: 02.20.06
 
 Constructed Modern Age Average Rating: 3.5
 Constructed Golden Age Average Rating: 3.25
 Limited Average Rating: 3
 
 
 Ratings are based on a 1 to 5 scale
 1 being the worst. 3 ... average.
 5 is the highest rating.
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								|  Nakaiya21
 | Blob - 
								Freedom Force 
 This week we will be looking at some of the 
								various Brotherhood strategies coming out in the 
								upcoming X-men set. To start let's take a look 
								at the Freedom Force aspect with our review of 
								Blob...
 
 The Freedom Force aspect for Brotherhood is all 
								about doing 3 breakthrough to your opponent so 
								that you get some really great effects to 
								trigger. This version of Brotherhood seems to be 
								the strongest of all the Brotherhood versions in 
								the upcoming set simply because it has such 
								great support and trigger effects. With that 
								being said I guess I will start on today's card 
								review....
 
 Blob is your basic 6-drop for this set. With 
								stats of 12/13 he would have been considered 
								slightly above par back in the day, but after 
								looking at this set he is pretty much par for 
								the course. Of course his effect is what sets 
								him above the rest. If one of your characters 
								can cause 3 or more breakthrough to one of your 
								opponent's characters then your chracters don't 
								get stunned this turn. That's right...all of 
								them! What more can you ask for in a card...
 
 Ratings:
 MMA constructed - 4.0/5.0 ...Blob is just one 
								reason why the Freedom Force deck is going to be 
								big news in this format.
 
 GA constructed - 3.5/5.0 ...Fast decks may just 
								do a Freedom force deck in, but I guess we will 
								have to wait and see.
 
 Limited - 3.0/5.0 ...Doing 3 or more 
								breakthrough is a bit harder than is seems in 
								this format.
 
 |  
								| Jason Bunch
 | Blob, Freedom 
								Force 
 The Brotherhood got a nice new ability in this 
								set, powers that trigger off of an attacker 
								doing 3 or more points of breakthrough on an 
								attack. Blob's ability is very nice, if any of 
								your guys cause 3 points of more of 
								breakthrough, then characters you control can't 
								be stunned while attacking this turn. This is 
								definitely a character you want to recruit on 
								your initiative, and it forces your opponent 
								into a formation where they can reinforce as 
								much as possible. Blind Sided is a great plot 
								twist to play in this deck, for obvious reasons. 
								Blob's extra point of defense will be handy 
								against the standard 12/12 6 drop, but no Flight 
								or Range is a hindrance, but one that can be 
								fixed with plot twists. Brotherhood has a lot of 
								good plot twists stamped to them, so it's a 
								decent team to play, but getting the most of 
								their triggered breakthrough abilities means 
								reading your opponent's formations and planning 
								your attacks flawlessly in order to leave 
								yourself an opening to do some breakthrough.
 
 In Limited, he's a good choice at 6 due to his 
								being a common and his extra point of DEF. In 
								Sealed, his playability is linked to the number 
								of Brotherhood twists you open. In Draft, he's 
								just a good late utility pick to fill out your 
								curve. Once an opponent puts you on playing 
								Brotherhood, they're going to make reinforcement 
								a priority, so you're going to have a much 
								harder time getting advantage from your 
								characters. Not an easy team to play well in a 
								competitive environment.
 
 Rating: 3/5
 
 |  
								| Sith Dragon | Blob, Freedom 
								Force Brotherhood
 Trait: Physical
 6 drop
 12/13
 No F/R
 
 Whenever an attacker you control causes 3 or 
								more breakthrough while attacking a character, 
								characters you control cannot be stunned while 
								attacking this turn.
 
 Here is the next version of one of my favorite 
								characters from MOR. I started this week's 
								brotherhood week with him for one main reason. 
								For those out there that play lost city, this is 
								the ONLY character from the new set that will be 
								playable for lost city. Sure we have new a 
								Magneto, Mystique, Pyro, Destiny, etc. The 
								problem is they are all one drop off of the 
								other copies - thus not much good.
 
 OK - Blob has a 12/13 for a six drop which is 
								good, but for blob i was hoping for a bit more. 
								The traits are unknown as we haven't seen them 
								run yet, but with a trait team-up out there, he 
								could be run with characters like last week's 
								Wolverine.
 
 His effect is brilliant if you can hit it right. 
								If you can cause at least three or more 
								breakthrough, anyone who is attacking for you 
								will not be stunned. This makes savage land a 
								very wicked card. Before you had to worry about 
								when to use it because your character was going 
								to go down as well, but with blob out, you do 
								not have to worry about the -X DEF. You will 
								have to be careful about how you pick apart your 
								opponent's formation, but if you ca save their 
								big guy for last or get him isolated, then you 
								can wail away. They will lose at least 9 and you 
								won't lose any. With the power-up help 
								Brotherhood got from JLA and the new cards in 
								MXM, Lost City and Savage Land are bigger and 
								better.
 
 Blob will do well in Modern as there are less 
								defensive pumps, but in golden he will do fine 
								with lost city and savage land.
 
 "Are you threatening me, Master Jedi?"
 
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