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Vs. System

Pojo's VS System Card of the Day

  Exploiting the Flaw

Card #MGH-117

Play Exploiting the Flaw only if you control an Inhumans attacker.

Target exhausted, non-attacking Inhumans character you control becomes an attacker and cannot cause breakthrough this attack. Remove all other attackers from this attack.

Date Reviewed: 09.26.06

Constructed Modern Age Average Rating: 4.5
Constructed Golden Age Average Rating: 4
Limited Average Rating: 2.75

Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.


Exploiting the Flaw

Basics: I really, really like this card. It is one of those cards that just give you so many neat ideas of how to play it that you end up designing a deck around it. In this case it is actually easier to just cut and paste text rather than try to reword it, so here it is: "Play Exploiting the Flaw only if you control an Inhumans attacker.
Target exhausted, non-attacking Inhumans character you control becomes an attacker and cannot cause breakthrough this attack. Remove all other attackers from this attack". In other words, 'let's let the big characters attack twice'.
Constructed play: I haven't had a chance to put together an Inhumans deck yet, but when I do you can imagine that this will be one of the first PTs to go in.
Limited play: If you get the Inhumans character to support this card then it is great. If not then you have a dead card. I was actually able to play this card in sealed and it actually wrecked my opponent's field. Not only did I end up stunning two of my opponent's characters but I also kept my little guy from getting wrecked and my big guy from getting stunned - sweet!

MMA constructed - 4.0/5.0 ...A very useful card if you know how to use it.
GA constructed - 3.0/5.0 ...There is a good chance you won't be able to use this card in this format.

Limited - 1.5/5.0 ....Very situational card, but can leave a lasting impression if you are able to play it.
Exploiting the Flaw

Today's card is a little confusing for newer players, so I'm going to give a relatively simple example of what it does.

It's turn 6, and it's my initiative. You and I both have a 9/9 5 drop and a 12/12 6 drop on the field.
Both of my characters have the Inhumans affiliation.
I declare my 6 drop into your 5 drop. No effects are played, my 6 drop stuns your 5 drop and does 3 points of breakthrough. Then, I declare my 5 drop into your
6 drop. The attack is declared legal and I exhaust my
5 drop. My 5 drop is now an attacker, and I can now play Exploiting the Flaw. I target my exhausted 6 drop character, and on resolution, my 6 drop becomes the attacker and my 5 drop is removed from the attack.
Assuming no other effects are played, both of our 6 drops stun and my 5 drop stays exhausted. Pretty neat effect, huh? In that same scenario, if I manage to throw an extra point of defense on my 6 drop, then i can stun both of your characters without either of my characters getting stunned back. This can also be used defensively. Lets say that I'm attacking down the curve with my 6 drop, and then you play an effect that gives your smaller character an attack boost that would cause my 6 to be stunned back. I can play Exploiting the Flaw and turn my 5 drop into an attacker, which would then let me avoid having my 6 drop get stunned back. You could even use it to allow a large character with an activated ability to use its ability, then still attack in the same turn. This is a huge piece of tech for an Inhumans deck, and a really fun card to sit around and think of combos for.

In Limited, this card is also very playable.
Brickwalling an attack can cause a huge swing in a limited format, and being able to stop a stunback, or redirect it to one of your other characters can keep you from taking a costly stunback and giving momentum over to your opponent. It's also a good way to get extra usage out of combat pumps with the duration of "this turn". If you are playing Inhumans in your pool, Exploiting the Flaw is an auto-add.

Rating: 5/5

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