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Pojo's VS System Card of the Day
Thing - Rockhead
Thing gets +3 ATK / +1 DEF. (This character does not
come into play with a cosmic counter. At the start
of the recovery phase each turn, put a cosmic
counter on this character.)
Date Reviewed: 09.06.06
Constructed Modern Age Average Rating: 2.25
Constructed Golden Age Average Rating: 2.25
Limited Average Rating: 2.5
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
Basics: Thing is a dual-affiliated (Inhumans/Fantastic
Four) 4-drop character with stats of 6/8. He
does have a nice cosmic-surge effect which
allows Thing to become a 9/9, but remember here
the key word here is 'surge'.
Constructed play: Having a 9/9 4-drop character
is nice - very nice. Getting that cosmic
counter, on the other hand, is not as easy as
one thinks. In this format you are going to run
across many 4-drops that have either 8 attack or
your opponent will have plenty of ways of
powering their character up to an 8 attack.
Right now I really only see this character in an
Inhumans/HOG deck and even then I am not sure
what the point would be. Only time will tell...
Sealed play: Getting Thing's cosmic counter in
this format, on this hand, is a little easier.
There are a few more 7/7 4-drops running around
in this set as compared to what we have see
previously, that means having a 8 defense is
good. Of course the 6 attack Thing also has is
awful (You won't be stunning much back without
the aide of Starforce Strike.) but what counts
is taking the odd initiative and having this guy
with his counter to do some major damage.
MMA constructed - 2.5/5.0 ...Without his
counter, this character is very underpowered for
GA constructed - 2.5/5.0 ...Teaming up may be
Limited - 3.0/5.0 ...This guy has a high enough
defense that he may just survive to get his
counter...and that is ll that matters.
Thing is a 6/8 that becomes a 9/9 once he gets a
Cosmic counter. The easiest way to do this would
be to play a copy of Extended Family when he
comes out, rather than hoping that he doesn't
get stunned and getting his counter at the
beginning of recovery.
Still, would you rather play a fragile 4 drop
with 5 drop stats, or a 4 drop with a useful
ability, and then just use combat pumps? If you
aren't planning on getting a counter on him on
the turn you play him (before combat), then he's
not the 4 drop for you. No flight and no range
means that your opponent can easily play around
his bigger size in their formation step.
In Limited, there are fewer ways to put a
counter on him, and better 4 drops to play.
There's really not much to say about him...for
every game where his ability is helpful, there
are going to be 3 or 4 where it isn't.