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Vs. System

Pojo's VS System Card of the Day

  Planet Weapon

Card #MHG_080


At the start of the combat phase, each opponent replaces a face-up non–Team-Up resource he controls and loses endurance equal to that resource's cost.

Date Reviewed: 10.23.06

Constructed Modern Age Average Rating: 3.5
Constructed Golden Age Average Rating: 3.25
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.


Planet Weapon

Basics: This card is a 4-cost, terraform location whose effect states that at the start of the combat phase, each opponent replaces a face-up non–team-up resource he controls and loses endurance equal to that resource's cost....just one more way to screw with Inhumans decks...
Constructed play: As interesting as this card is, and as devastating as the effect potentially is, I still say this card won't be seem in the GA format. Sure it has a shot in MA, but in GA you are going to run into far too many decks that play crap in their resource row and can get around this card's effect with little to no problem. Let's not forget that the threshold on this card is still 4, so at the most you are only going to be replacing 3-4 of your opponent's resources. Now if you have multiples of this card in your resource row and just set them off one right after the other then that may just be another story. However, anytime your opponent gets to chose the outcome it ends up effecting the potential of the combo - just something to think about...
Limited - This is a crap shoot here. It all comes down to what your opponent gets and how they are using it. While not a bad card, there are far more useful things out there...

MMA constructed - 3.0/5.0 ...This will certainly stop any chances Inhumans have...
GA constructed - 2.5/5.0 ...Come on..do you honestly think this card will stop a weenie swarm and burn?

Limited - 2.5/5.0 ...It is all in what your opponent is playing...
Planet Weapon

We're back, and with PC SoCal looming on the horizon, I've decided that I'd like to check out some of the new locations from the Heralds of Galactus set, and see how they might make an impact on the triumphant return to Golden Age.

Today we're looking at Planet Weapon, one of my personal favorites from the new set. It's some serious resource row disruption, with a splash of burn thrown in for good measure. At the start of combat, your opponent has to replace a face-up, non-Team-up resource, and then they lose endurance equal to the cost.

First, the good. Decks that rely on Locations, like CVU, Deep Green, or Secret Society will be losing those locations every turn past 4. It especially hurts Checkmate-based decks, which usually only run one copy of their utility locations like Brother Eye and The Science Spire. Most of them will sacrifice a Brother I Satellite instead though, but if they run out of those, then everything else (other than the Safe Houses) are up for grabs. It can also take out a Threat Neutralized from a mono-Checkmate build.
X-Statix has been gaining popularity lately, in builds with Villains United, and also for its ability to play Mutant of the Year and avoid burn damage from High Voltage. The replacement effect means that you can potentially dump an important character in the resource row, never to be seen again.

Now the bad. The opponent gets to choose which face-up resource to replace, so they'll be playing their face down one-shot plot twists first, then getting rid of them in order to save their more important cards. It doesn't touch Team-ups, so your opponents can leave those face up, and potentially not have to replace anything. Also, you run the risk of giving them a free combat pump or search effect every turn, depending what's on top of the deck. With Doom able to put important twists on the top of the deck, that plays right into their strategy. In addition, any deck that play Terraform Locations will get that card back on their next recruit anyway.

However, since Planet Weapon doesn't come down until turn 4, odds are your opponent will have played at least a couple of cards from their row, forcing them to replace them and take some burn. Heck, play four copies of Night Vision from MOR, and then you'll know what you're about to replace with Planet Weapon. A threshold of 4 is too slow for High Voltage to gain advantage with it, so the burn will wind up being fairly negligible, although a couple of points of endurance here and there certainly don't hurt.

In Limited, this isn't a bad card to include. There a lot of locations in the set, and getting rid of them can cause your opponent a lot of problems. It's a wrench in the works of most Inhumans-heavy decks, and it can also wreak havoc on Doom's ongoing plot twists.
Most Sealed/Draft games are decided by a few points, so even if you only do a point or two of damage each turn, it can still add up when it counts.

Rating: 4/5

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