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Pojo's VS System Card of the Day
<> Enchantress, Bad Witch
Activate >>> Stun
target character. If you have more than 10
endurance, that character's controller moves June
Moon to his front or support row, and she gains an
affiliation of that player's choice. Use this power
only during your attack step.
Date Reviewed: 09.21.06
Constructed Modern Age Average Rating: 2
Constructed Golden Age Average Rating: 2
Limited Average Rating: 2
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
June Moon <>
Enchantress, Bad Witch
June Moon, Good Witch is one of the best cards
ever printer (and one of the best EA's ever, if
you go for that sort of thing), and it's really
a shame to have to replace her with her 6 drop
version. As far as raw stats go, 12/12 with
Flight and Range is good on any card. Her effect
is a killer, stunning anything on the board. If
you've been using your effects, you should be
able to have your endurance low enough to avoid
having to give up control of your June Moon to
your opponent. Once your 6 has stunned your
opponent's 6, hopefully the rest of your
characters can stun the rest of your opponent's
characters without dropping you below 0. From
there, you'll want to throw down Shazam and then
swing for game. I know some guys who built a
really nice Rock of Eternity deck for PC Indy,
with a curve of Ahmed, June Moon-4, Thunderbolt,
and June Moon-6. Although you can't chain her
effect to Rock of Eternity in order to use her
twice, you can chain her effect to the trigger
and get one activation in, which will usually be
enough of an opening for your other characters
to finish the job. Obviously you'll want the
even initiatives, so that you can pull off your
effect first, instead of leaving June open for
In Limited, she's a good, playable rare, but
unless you go mono-Shadowpact, you can't
consistently control whether you'll be able to
use her effect and still be able to win the
game. If you splash her, it's a good idea to
have a backup 6-drop to play, since she's just a
vanilla 12/12 if you're at 11 or more endurance.
June Moon <>
What, why are we reviewing old cards? No way,
I知 not done with Heralds.
Play Nega-Bomb only during the combat phase.
Nega-Bomb costs one less to play for each Kree
character you recruited this turn.
Remove all characters from the game.
So, this is the highest costing card in the
game. Guess how much this card is worth? I値l
give you a hint, I bought 4 copies for $0.50.
This is more of a joke card than anything else.
It just wanted to cause a ruckus. But there are
those that want to take it seriously, like me.
So I値l play along.
If you have Beast and Latveria, Nega-Bomb
If you play 4 copies of Haywire and teamed-up,
Nega-Bomb becomes 10.
If you play 1 Kree character, Nega-Bomb becomes
9 If you play 2 Kree characters, Nega-Bomb
becomes 8 If you play 3 Kree characters, Nega-Bomb
becomes 7 If you play 4 Kree characters, Nega-Bomb
becomes 6 If you play 5 Kree characters, Nega-Bomb
becomes 5 Turn 4 is mathematically impossible.
If you play Strategic Retreat, you値l gain an
advantage on turn 6 or 7.
So in total, you need 13 cards on turn 5 or 11
cards on turn 6 to gain and advantage.
You値l have 16 cards by turn 5 or 18 cards by
turn 6, through process of normal drawing.
Or you could just discard 6 cards and play the
Marvel Modern: 1/5
Silver Age: 1/5
Golden Age: 1/5
Actually, a turn 6 win doesn稚 sound that bad...