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Vs. System

Pojo's VS System Card of the Day

  Time Thief

Card #MHG_169

Play Time Thief only if you control Dr. Doom or Kang.

Search an opponent's deck for a card and remove it from the game. That player shuffles his deck.

Date Reviewed: 09.27.06

Constructed Modern Age Average Rating: 4.7
Constructed Golden Age Average Rating: 4.3
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.


Time Thief

Basics: This card is the gold card of the set. And why not, after all all you have to do is control Kang or Dr. Doom and you can use this bad boy to pull any card your opponent has in his deck out of the game. That means no more 'teching' while this card is making the rounds.
Constructed play: This card was made for those people who like to put single cards in their deck just so that they can try to stop everything they could possibly run across. Now you can search out cards like Betrayal, Flame Trap, etc.. that people like to add to their deck 'just in case'. Although I see this card having a bigger impact in modern age as opposed to golden age, it is worth the money regardless. Oh, did I mention that you now get the chance to look through your opponent's deck to see their strategy?
Limited: This card can be a little more situational in this format, but also more deadly as well. Since games tend to go to higher turns with this set, being able to remove an opponent's high-drop character could easily cost them the game.

MMA constructed - 5.0/5.0 ...This card is going to wreck havoc in this format.
GA constructed - 4.5/5.0 ...I sense the return of Common Enemy.

Limited play - 2.5/5.0 ...Situational, but worth it.
Time Thief

Enemy of Enemy has ushered in an era of gameplay in which deckbuilders can safely tech one copy of a "silver bullet" character with which to improve their matchup against certain decktypes. Jester or Metallo against equipment based decks or Green Arrow against weenie swarm/1 cost Army decks. With Time Thief, you can not only get rid of that one of (assuming they haven't already drawn it), but you get to take a peek at the rest of your opponent's deck to see what to expect the rest of the game. If you see a Captain Marvel, you can either take it out and cripple their win condition, or leave it there, take out another threat, and then make sure you keep the opponent's endurance total low. The major drawback to this card, and one that keeps it from getting a full 5/5, is that you have to control Dr. Doom or Kang in order to use it. Granted, this is fairly easy to do, since there's a Kang for every drop, and very nearly a Doom for every drop, plus Doomstadt. However, Good Guys doesn't really want to toss in a Dr. Doom just to get rid of one card. Still, if you are naturally playing Dr. Doom or Kang in your deck, then this is a very good addition to their already formidable arsenal.
It's not going to be very good against rush or short curve decks though, since by turn 3, most of those decks will have their key cards in hand or in the row, and they usually play multiples of everything important (think: Other-Earth in a Squadron deck).

In Limited, this card's value fluctuates. In Sealed, just about every card in your opponent's deck is likely to be a one-of, so you can really hurt them if you grab their only team-up, their only 7 drop, or their best attack pump. In Draft, people tend to try and get multiples of cards, especially plot twists, so you'll still be slowing them down, but not stopping them. It's basically a one for one trade, assuming you draw Time Thief early enough (and Dr. Doom or
Kang) to deny them a potentially game-winning card.
Still it's definitely a good 30th card if you're running Dr. Dooms in your deck.

Rating: 4.25/5

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