Pojo's Vs. System Site
Pojo's marvel You need it. They Got it. This page view sponsored by

 

Pojo's Vs.
Message Board
News


Trading
Card Game

Card of the Day
Fan Tips
Tournament Reports
Top 10 Lists


Featured Writers
Scott Gerhardt
The Tinkerer's Workshop
Paul Hagan
Q's Universe
Jason Matthews


Spoilers
Avengers
Batman Starter
DC Origins
Fantastic 4 Starter

Green Lantern
Infinite Crisis
JLA
Legion of Super Heroes
Marvel Knights
Marvel Origins
Spiderman Starter
Superman
Web of Spidey X-Men
Affiliation Lists
Anti-Matter
Arkham Inmates
Avengers
Brotherhood
Crime Lords
Darkseid Elite
Doom
Emerald Enemies
Fantastic Four
Gotham Knights
Green Lantern
Kang Council
League of Assassins
Marvel Knights
Manhunter
Masters of Evil
New Gods
Revenge Squad
Sentinel
Sinister Syndicate
Spider-Friends
Squadron Supreme
Teen Titans
Team Superman
X-Men
Small Teams
Non-Affiliated Characters
Non-Affiliated Equipment and Locations
Non-Affiliated Plot Twists
X-Statix
Underworld
Crime Lords
Other
Staff

 

Q's Universe

Card of the Week
Finishing Move
By IQ


6.02.04  Wow, this card takes me back to when I had just started playing the game. This card used to be the hell of a power house in my mind but a couple of rulings later and a few weeks of playtesting though me a bit about this card.

Ever since I started playing I have always been a fan of team attacking because most decks in my area only recruit one character per turn, which turns this card into an MVP… errrr… how about MVC. ^_^ The other reason why I liked this card so much was because Upper Deck hadn’t ruled that you couldn’t play this card during the Recovery phase.

How does that matter you ask? Well, before that ruling was made you could play this card during the Recovery phase because according to the rule book Plot Twist can be played at any time. Being the magic player that I used to be I started looking into ways to abuse this card and here’s what I came up with. During the Recovery Phase your characters recover before your opponent gets a chance to recover his if you have initiative. This means that even if both players only had one stunned character and you have initiative you could recover your character and exhaust him to Finishing Move your opponent’s before he got the chance to recover his only character.

Now that it’s been ruled that you can’t do that the card is not as good as it used to be but it’s still a good card worth looking at. I’ve seen a decent amount of Doom decks pack this card and just Boris for it when they need it to get rid of their opponent’s characters. Combine the ability to do that with Mystical Paralysis and you have a really good active stall deck. There are also decks like Alliance that rely on effects like this one and Rogue’s (6) to finish off the game.

This card is very playable and can turn the tide of the game in the right situation. If you’re using a bunch of small characters I strongly recommend you look at this card because it gives your small army a way to deal with your opponent once he starts recruiting his stronger characters. There might be some cards out the that can cancel this card but even if your opponent uses cards like Swift Escape to counter your Finishing Move it’s still an even trade of 1 card for 1 card and you have forced your opponent to have that card in his hand and to have to use it when he might have been saving it for something else.

That’s pretty much all I have to say about this card and I know I may sound like a n00b to a lot of players for thinking this card is playable but we all have unique play styles and we all have that one card that we really like even tough everyone else might say that card sux. >_^


Q signing off.


 

 


IQ


Pick up our
New Big Book of YuGiOh!
- 256 pages!

Without Victory, there is no survival...

 

Copyright Pojo.com 1998-2004

This is not an official site.