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Vs. System

Pojo's VS System Card of the Day

  Thing - Rockhead

Card #MHG_112

Cosmic—Surge: 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.


Thing - Rockhead

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 his drop.
GA constructed - 2.5/5.0 ...Teaming up may be essential.

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, Rockhead

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.


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