Card of the Day
Top 10 Lists
The Tinkerer's Workshop
Fantastic 4 Starter
Legion of Super Heroes
Web of Spidey
League of Assassins
Masters of Evil
Non-Affiliated Equipment and Locations
Non-Affiliated Plot Twists
Yu Yu Hakusho
Pojo's VS System Card of the Day
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.
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
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...
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
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