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Vs. System

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.


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...

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.
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
Trait: Physical
6 drop
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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