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Pojo's VS System Card of the Day

  Apocalypse
<> Age of Apocalypse


Card #MAA004

Date Reviewed: 10.31.07

Constructed Rating: 3.33
Limited Average Rating: DNA-Promo

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

Hey it’s Halloween!!! Scary!!! Listen closely weary traveller…you’ll never make enough for a pension…Wooo!!! Scary!!! Be afraid!!! House prices will never come down!!! Arrgh!!! Terror!!! Frightening!!!

 

And now on to the review…

 

Fun Drinking Game: Whenever you read the word Apocalypse, take a shot*

* You may die of alcohol poisoning**

** I take no responsibly for you dying of alcohol poisoning. And neither does pojo.com. Or it’s vast army of lawyers*** 

***Lawyers combine to form DEVASTATOR!!! (Transformer noise)

 

"The name’s Cable. Remember it Apocalypse"

-Cable

           

Apocalypse <> Age of Apocalypse: Cost 5: 9/9: Flight, Range: Horsemen of Apocalypse

 

Anybody else feel like they’ve already said Apocalypse too many times for one day?

 

Pay X resource points>Put X +1/+1 counters on Apocalypse. KO Apocalypse>You may put another Apocalypse card from your hand into play. Use only if Apocalypse has 20 or more +1/+1 counters on him. 

 

So basically you can spend all your resource points to pimp out one dude. Or alternately you could just recruit other characters which are stronger, and better. And win.

 

And then;

 

Since one effect wasn’t enough, Apocalypse has a secondary effect, (which is separate to his main effect and is not compulsory), so long as he has 20 or more +1/+1 counters you can KO him and put another Apocalypse card in play.

 

So if my admittedly useless maths is right, you can use his secondary effect no earlier than turn 8 (recruit on 5, +6/+6 on 6, +13/+13 on 7, +21/+21 on 8) and that’s if you’ve not recruited anything and spent all your points on Apocalypse. Or alternately you could just recruit other characters which are stronger, and better. And win.

 

So in case you haven’t guessed by now, Apocalypse isn’t worth playing if you plan to just use resource points to power him up. Maybe you could work out a strategy that gives him many +1/+1 counters. I don’t know. That’s up to you.

 

Sealed: n/a

Constructed: 2

 

Also...increased economic development in China could harm American interests throughout the world!!! Boo!!! Shriek!!! Run and hide!!!

 

Happy Halloween everybody.

 

_Si

 

sihitmanparkes@yahoo.co.uk

 
xstreamzero Apocalypse

Halloween… What could be more scary than Apocalypse thriving to take over the world with his horsemen…

Apocalypse
Age of Apocalypse
Horsemen of Apocalypse/5/9/9
Pay X resource points > Put X +1 / +1 counters on Apocalypse.
KO Apocalypse > You may put another Apocalypse card from your hand into play. Use only if Apocalypse has 20 or more +1/ +1 counters on him.

Jeez, that effect is scary enough. Apparently, if you don’t want to recruit any more characters for the rest of the game, you can just beef up Apocalypse.

The only problem is that he’s a pretty worthless on turn five.

On turn six, you can bring him up to a 15/15, the stats of a seven drop. The only problem there is that you technically lose a five drop and consider him as your six drop for the turn. I don’t like that I lost a character on turn six, it doesn’t do it for me.

On turn seven, you’ll get a 22/22. Now we can see some advantages. You’re still short yet another character, but this time it’s okay. Because after you pummel with this 22/22 Apocalypse, you can then KO him and put another Apocalypse into play and pummel him with that one. NO, don’t you dare put another five drop into play, I’d have to smack you if you did. You have a choice between two eight drop Apocalypses, the one from Origins that KOs resources, or the one from Legends, that KOs characters.

The point is that you’re getting them out early on turn seven instead of turn eight so you can have a second attack. But the only problem is that these Apocalypses have effects that trigger at the start of the Combat Phase. So what do you want on turn seven? Two Big Attacks or A Big Effect?

If you wanted big attacks, why not just recruit good 5, 6, and 7 drops in the first place? The only thing that’s of any advantage was the effect, which seems not to be worth it considering you lost 2 turns of characters. And since you lost two turns, I doubt you’d still be alive on turn seven to even pull this off.

Therefore, Apocalypse’s existence itself, is contradictory.

Constructed: 2/5

At least he’s still cool to look at…

xstreamzero
Dead
End
Mikie
Apocalypse, Age of Apocalypse (Horseman of Apocalypse)

5 cost, 9 ATK, 9 DEF, Flight, Range

Pay X resource points >> Put X +1/+1 counters on Apocalypse

KO Apocalypse >> You may put another Apocalyse card from your hand into play.  Use only if Apocalypse has 20 or more +1/+1 countes on him.

HOLY CRAP!  This card is just SICK!  Wrong on so many levels!!!  Play him as a 9/9 on turn 5, beef him up to a 15/15 on turn 6, and a 22/22 on turn 7.  Dear lord, this guy is WAY too powerful.  That is, if you don't want to play any more character cards.  :)

Sealed: N/A

Constructed: 5/5  This guy is wrong.  He's powerful, mid-level, and just so easy to make bigger is amazing.

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