Subject: avx's top 10 marvel vs cards

Hello, this is my first time compiling anything for the pojo site. I'm a huge marvel ccg fan so I figure I might as well. This list is a collection of my top 10 plot twists. If I recieve some sort of feedback from either the readers or the Pojo staff I will also make lists for locations and charaters. With that being said on to the list.............

1. Signal Flare: Having a drop for every turn is so important in this game. With signal flare you can secure a drop for the appropriate turn. Could be game winning.

2. Cosmis Radiation: This card opens up so many possibilities is not even funny. The ability to ready any amount of FF characters is insane.......attack with your characters then ready them and use finishing move on yout opponets stunned guys. Ready human torch hot shot over and over for some sizeable burn damage. Also using it on Alicia Masters/Frank Richards to get Thing, Human Torch, Invisible Women and Mr. Fantastic out a turn OR MORE early is crazy as well. Use it in non FF decks with some sort of team up card to use broke effects multiple times. Another game winning card.

3. Children of the atom: The ability to recover your characters at ANY time has to have some use right? Of course. there is no other card that allows you to recover at any time. Extremely useful for keeping your guys around or countering nasty highly played cards such as finishing move.

4. It's clobberin time: For a bargin of only 3 threshold points you can give any attacking Fantastic Four chracter +3 attack and +3 defense. Perfect for FF beatdown and better than Savage Beatdown *audience groans in disgust* The +3 defense puts it over Savage Beatdown because of there being more risk in getting stunned with Savage.

5. Savage Beatdown: Everyones favorite attack modifier!!! +5 attack on an already high powered attack is nothing to laugh about if one of your low drops is about to get pummeled. Also put this bad boy on 7 drop wolverine and really go bananas. Not too much more to say about this card, its pretty straight forward.

6. Burn Rubber: Having characters reinforced is always a good thing. This card enables you to have any charater reinforced at any given time. A great suprise for anyone that just powered up their biggest guy with 12 attack boosters.

7. Blind sided: Not too much to say about this card except "let the beatdown extravaganza commence!" Once this card is played nothing can stop it.....the opponents character cannot be reinforced what-so-ever.

8. Not so fast: Currently the only card that stops highly played plot twists such as flying kick and acrobatic dodge. Can really mess your opponent up if they are relying on one of those to go off.

9. Finishing move: KO'ing stun guys is awesome. Keeping your opponents side clear of threats is always good.

10. Greater of two evils: An under rated card. Making them have to choose between two cards or their stunned character is priceless. Using more than one after they just paid with the two cards is just plain sick.

Well, there you have it.....My top 10 plot twist for marvel VS. Hope you enjoyed it. You can lambast me or make a comment about this list at avxfold@yahoo.com Thanks, and happy beatsticking @_@

-Chad