Archive for April 22nd, 2008

22
Apr
08

This Set Is Going To Be Goddamn Amazing

Some teasers about the set after Marvel Universe have emerged online, and rather than explain it in an inefficient manner, here’s the announcement from Vssystem.com:

VsSystem Update: Marvel Evolution
By David Humpherys
4/22/2008

Following the June release of Marvel Universe, the next Vs. System expansion will hit streets in November of this year.

We have been in ongoing discussions with DC Comics to expand our licensing category, and instead of delaying the release of our next set, we’ve decided to deviate from our alternating release schedule. As a result, the upcoming release of Marvel Evolution will mark the first major, back-to-back Marvel launch.

Marvel Evolution will revolve heavily around this past year’s Messiah Complex, the fan-favorite storyline that ran through all the “X” titles. Expect to see the long-awaited debut of X-Factor, X-Force, and Mr. Sinister’s Marauders. Characters from across the dimensional divide are also set to make appearances later this year. Like Marvel Legends, DC Comics Legends, and Marvel Universe, Marvel Evolution will include multiple legendary characters, such as Cyclops, Gambit, Deadpool, and many others—including some teen guest stars!

Marvel Evolution continues in the same vein as recent releases and will contain increased content. Featuring 275 cards in the same rarity distribution as the Legends sets, Marvel Evolution will introduce several new mechanics, including the keywords Shift and Energize, bringing with them new ways to play and use your favorite characters.

This may be my first ever case-buying of VS System cards I do. I’m so freaking pumped by this news, it’s unbelievable. It’s practically everything I’ve wanted from past sets rolled into one, and I really can’t see this being a bad set at all.

I love yooooooou UDE.

22
Apr
08

Worst Deck Idea Ever

Ahem…

60 x S.H.I.E.L.D Agents.

I then remembered that you only draw so many cards a round, and this wouldn’t work, but the premise is like this:

Every time you recruit one, your opponent loses 2 endurance. So let’s look at the maths:

Turn 1: 2 Endurance

Turn 2: 4 Endurance (6 Total)

Turn 3: 6 Endurance (12 Total)

Turn 4: 8 Endurance (20 Total)

Turn 5: 10 Endurance (30 Total)

Turn 6: 12 Endurance (42 Total)

Turn 7: 14 Endurance (56 Total)

So, with seven turns of gameplay, you could whittle your opponent down to 0 endurance, without ever entering into combat. You’d always have more characters than them by Turn 3 or 4, and can simply reinforce with no problem. Finally, you’ll never miss your drop.

So, what’s needed is to add into the fray a way to get cards into your hand as quick as possible, by Turn 4, as that’s when you start to drastically get diminishing returns. Something like Birthing Chamber would help, as would Damocles Base.

There’s some danger to be had from Scarecrow, Chiroptophobic, but whilst that reduces board presence to nothing, it also fills my hand up again, ready to place the cards into play again.

Once I have more of a concrete idea of what cards are in Marvel Universe, I’ll be sure to come back to this, as it seems like a great win-condition to pull on an unsuspecting opponent.

22
Apr
08

“Bushy 16-year-old tail for the win!!!”

First off, for those of a politically correct nature (and located somewhere where the age of consent is more than 16) the 16-year old comment is about how long Squirrel Girl’s been in the comics business for (1992-2008), so don’t get on any high horses. ;)

Now, on to business! The next wave (no, not that Nextwave) of Marvel Universe previews is up, and it was worth waiting until 2am to get them:

Iron Man realised he sould put boosters somewhere more...useful next time

Iron Man realised next time he should put boosters somewhere more…useful next time.

The first one, Stark Armory, obviously works well in synergy with Iron Man, and will form part of his Legend tretament. However, rumblings are already afoot for the fact it looks like it can easily slot into a Doom Patrol/Horsemen of Apocalypse deck, and help 5-drop Apocalypse from reaching his much-wanted twenty +1/+1 counters. There’s also, yet again, the possiblity of using Mystique, Shapely Shifter to adopt the Iron Man name, and take advantage of some hitherto unavailable +1/+1 counters. With Stark Armory being playable from Turn 3, that’s two counters that can go on Mystique for the combat phase of Turn 4, which is nothing to be sniffed at, as she’ll be 10ATK/8DEF, comparable to a 5-drop. Plus, on Turn 5, she’ll get a third counter, giving her yet again, just a slight edge, which sometimes can make all the difference.

“This is my moody chair. Do not disturb me whilst I am using the moody chair.”

Nick Fury’s up next, and though he had a card in Marvel Legends, this one panders more to the Nick Fury character himself, being concealed to emulate his behind-the-scenes activities, and his ability to place troops into the battlefield without question. Already, the prospect of a Golden-Age team up with Multiple Man and Sentinel Mark IV is looking very appealing, as well as a team-up with the modern X-Men for some instant Fastball Special goodness.

She was never this scary in the comics. Well, unless you were Dr. Doom or Thanos.

This is one card that I know some people were fervantly wishing for in this set, and they weren’t disappointed. This preview, and the one following came from Rian Fike’s awesome Full. Body. Transplant. and I know he’s been waiting for this card for a long time. Squirrel Girl continues what appears to be the S.H.I.E.L.D theme of amassing the board with Army characters, and if this vein continues with such great cards for doing so, some games are going to need wider tables. A shame there wasn’t any humorous flavour-text, but I’m not going to complain, especially if this card means the rest of the Great Lakes Initiative get to appear.

“Quick! Fire ineffectually!”

Finally, what looks to be the base-unit for the S.H.I.E.L.D Army tactic comes with a nasty little twist, namely in the form of endurance burn. Whilst 2 endurance may not seem like much, it can make a difference during the game as a whole, and if S.H.I.E.L.D can reach the late-game, then I can’t imagine a better victory than dropping 7 or 8 of these cards for 14/16 endurance burn, which by that stage is normally enough to push your opponent into minus figures. After they’re in play, there’ll be so many of the little buggers in play, you can simply reinforce against the opponent’s attacks, and win yourself the game.

Having seen these tasty cards, I’ve finally decided what team I’ll be concentrating on when Marvel Universe arrives, and it’s definitely S.H.I.E.LD, possibly teamed up with Nextwave. (Yes, that Nextwave this time.) That is, unless Messiah CompleX/House of M characters make an appearance here too.

22
Apr
08

Music Monday: You Have No Idea What You’re Getting Yourself Into…

Long title, average-length album, shorter-than-usual review, as it’s quarter-past midnight, and I need to be up before midday tomorrow. So, without further ado:

Does It Offend You, Yeah? – You Have No Idea What You’re Getting Yourself Into…

Does It Offend You, Yeah? are an electronic-based band from Reading in the UK, with the focus being primarily on the music rather than the vocals, with hard-hitting synths left, right, and centre, along with a coupel of guitar-led tracks dotted around, which admittedly, are some of the poorer tracks on the album. It all kicks off with three fantastic tracks in a row, Battle Royale, With a Heavy Heart, and We Are Rockstars. Each song revolving around a frentic beat of pulsating bass and riff lines, and minimalist vocals.

Unfortunately, the album then takes a turn for the worse with Dawn of The Dead, which sounds like almost any other band you could expect to find on the NME Channel on Sky. It takes another song or two until things return to normal with Let’s Make Out, followed by yet another generic-song, Being Bad Feels Pretty Good. The final song, Epic Last Song also feels a little underwhelming given the title, and not in an ironic sense unfortunately.

Overall, the album is rather a mixed bag. There’s enough highlights to save it from being relegated to the ‘listen to it sometimes’ pile, but the band need to focus more heavily on the crunching beats to avoid being washed away in the post-Klaxons climate. Though, to be fair, you can’t say much wrong with a band that has song titled Attack of The 60ft Lesbian Octopus.

Song To Download: Battle Royale

Song To Skip Past: Dawn of The Dead

Overall: 6/10

22
Apr
08

Horses, Hulk and Handfuls of Cash

This was supposed to be posted on Wednesday, and the Wednesday before that…and the Wednesday before that. Unfortunately, Wednesday seems to be a darn-awful day to try and get anything done. Plus, I’ve had to start getting down to business with my revision for a couple of exams next week. So, I finally present; the deck I won’t be taking to the World Championships, but would love to:

Horse Patrol (Modern)

Characters

4x Elasti-Girl, Rita Farr
4x The Infinites, AoA
4x Sugar Man, AoA
4x Mento, Steve Dayton
4x Negative Man, Larry Trainor
4x Dark Beast, AoA
3x Robotman, Cliff Steele
3x Apocalypse, AoA (5-drop)
2x Beast Boy, Freak of Nature
1x Mikhail Rasputin, AoA
1x Apocalypse, AoA (8-drop)

Plot Twists

4x Freak Out
4x Heroic Effort
3x Marvel Crossover
4x Misfits
3x Pathetic Attempt
2x Omnipotence
2x Strange Days

Locations

2x Dayton Manor
2x Breeding Pens

It’s a standard Doom Patrol/Horsemen of Apocalypse team-up, with the aim of surviving through until Turn 5, and then dumping as many +1/+1 counters onto the 5-drop Apocalypse as possible. I had a version of this deck floating around back when DC Legends first came out, but this is the first time I’ve updated it to include The Infinites and Breeding Pens. Unfortunately, the deck tends to not hold it’s weight against some of the bigger decks out there, which is why the Pathetic Attempts and Omnipotences are included. As it’s not quite as competitive a deck as my Brotherhood one is, I’ll not be considering using this for the World Championships in June, but it’s one that sees play online from time to time. Also, I’m still awaiting many of the cards from the UDE Points Store, so this deck can’t be created by me in real-life just yet anyhow.

I’ve also had to skimp on my views on the new Marvel Universe Hulk cards previewed this week, thanks to the revision again. So, whilst I can’t fit them all into this one post, I’ll place up the one that’s most intriguing for me.


So, you may simply be thinking; “It’s a Hulk-stamped ungodly +8 ATK card. Aside from making me go and cry in the corner, what’s the big deal?” Well, the deal is Mystique, Shapely Shifter. From Turn 4, she can go “Hello, I’m now called Hulk. Give me the +8 ATK goodness please.” A rather nice addition to my Brotherhood deck, and if I can get a playset of this card, Sabretooth may have to make way for the shape-shifting lady.

And in addendum, I finally get my loans/grants for this term at University tomorrow, so I can go and pre-order my boxes of Marvel Universe, and buy the singles I need to finish off my Modern Brotherhood deck. If I can find copies of Random that is.

22
Apr
08

Hulk Busting

The new Hulk preview is up, and it’s an extremely potent Plot-Twist:

This card works in a similar fashion to Caiera from yesterday, allowing at a basic level, the opportunity for your Hulk to swing twice in one round, which coupled with the inevitable +ATK effects we’re likely to see, is going to be some serious damage to your opponent’s endurance. The difference with this card is the fact that the effect is usable two whole turns earlier, and without the cost of removing some of your board presence. It comes at the price of stunning the Hulk you want to use the effect on, and losing the card’s cost in endurance, but between 3 and 8 endurance is a small price to pay in the grand scheme of things.

Now, with what very little we’ve seen so far, Hulk is going to be one seriously tough character to put down, and keep down. The question is; how do we do that? Before today, it seemed that an out-of-combat stun, and a Finishing Move would very likely clear the board for your own characters to hit straight-to-the-face, with Hulk’s apparent strategy of having only one character in play each turn. Now, with this card, all manner of ‘Target’ effects are rendered useless as of Turn 4, provided they have this card, and more than likely some copies of Pathetic Attempt. So how do we try and sort this situation out?

My answer right now? Alternate win condition.

Of course, it’s a Brotherhood way of dealing with things, as the X-Men don’t appear to have anything that can deal with Hulk efficiently until Turn 7, with Professor X, World’s Most Powerful Telepath. This card used against Hulk, Savage Hulk is potentially a game winner, until it gets negated with today’s previewed card thanks to the Professor’s ‘Target’ effect. Thus, the answer lies with the Brotherhood, and an odd concept for them; stalling. Why, I hear you ask?

Simple, this card: Xorn’s Takeover.

Provided you can get the card out on Turn 4, then a Turn 6 win is possible. Against normal decks, this card suffers from Brotherhood decks ideally wanting to keep characters in play to cause damage, and get the game over with as quick as possible. In this case, we only need to potentially stun/remove one opposing character each turn, due to Hulk’s lone-character play. There are two ways I can see of doing this:

1.) Deliberately sending non-beefed up characters into Hulk without any help, to ensure they get stunned whilst attacking, and Hulk doesn’t, before sending in one character with enough +ATK to stun Hulk, and a low enough DEF to get stunned back. The board is all stunned, and Xorn’s Takeover gets one of it’s counters added.

2.) Getting to the Recovery phase with a lone Magneto in play, then playing Metallic Assault to get rid of Hulk and Magneto, leaving the board empty.

There’s also the option of using the Target-based effect of Finishing Move, but it’s risky with Righteous Anger and Pathetic Attempt being around.

So, the question remains; what can you think of that’ll defeat Hulk….or is he simply unstoppable?

22
Apr
08

…and New Marvel Universe Hulk Cards.

Blimey, slightly info-packed today it seems. Over at VSsystem.com, there’s not one, but two previews of new Hulk cards from the forthcoming Marvel Universe set.


Looking at the 4-drop Hulk, the usage of a ‘gamma counter’ indicates a number of similar effects will be in play for Hulk, and possibly the Warbound team as a whole. Obviously, it takes it’s influence from the ‘Cosmic’ ability, whilst ensuring that a team-up with Cosmic teams such as Heralds of Galactus doesn’t result in Hulk being given a godly amount of counters to result in a broken card. I notice that his ability to stun 2-drop characters in play doesn’t specify just opposing characters, which means some tactical consideration is probably needed as to whether getting rid of the enemy’s 2-drops is worth the cost of your own as well. However, with “The” Ben Seck’s description of a ‘lone-character’ system for the Warbound team, mostly focusing on Hulk, it seems likely you won’t have a 2-drop in play at Turn 4 anyway, which mitigates the effect the ability will have on yourself.

The second card, Caiera, initially seems a little weak for a 6-drop ability, until you notice that the text Hulk gains doesn’t include the phrase ‘cannot cause breakthrough’, meaning that, for instance, you can use Hulk, Savage Hulk twice in a row, so that if somehow you didn’t win the game on your first swing with the character, your newly-found second attack is going to cause even more serious damage. A very effective tactic if the opponent manages to reinforce the first time round, and also another potential game-ender in a Coming of Galactus game.

That’s the only cards that were previewed for today, with more coming up during the week, the links to which can be found in the article on VSsystem.com

22
Apr
08

New VS Marquee Event

The newest VS event I can’t take place in due to no local Hobby League is here, and it’s a Modern: Bring Your Own Set (building teams only from one of the four most recently released sets) tournament. Details can be found HERE. The main reason that yet another event that’s passing me by has caught my attention, is this:

Whilst it’s partially ruined by the horrible “Chill Out!” phrase, there’s not much that can compare with Mr Freeze for sheer awesomeness, and it’s definitely my favourite playmat since the X-Men one from the Elite Series last year. I’m not sure how many there’s been since the X-Men one, but even so, still awesome.

Just a shame I’m probably never going to own one.

22
Apr
08

Music Monday: Floodland

As you may have guessed by the title, the album up for review today is:

The Sisters of Mercy – Floodland

November 1987, two years since the debut album by the band, and they had already split up by the release of this album. Confused? It’s all actually relatively simple. The Sisters of Mercy; originally a four-and-a-half piece rock band (their drummer was a drum machine) with gothic overtones, full of jangly guitars, moody lyrics, and wearing sunglasses at night. After the release of the first album First and Last and Always, internal tensions caused the band to split up during writing for their follow-up, with Andrew Eldritch eventually taking the Sisters of Mercy name, and the remaining members forming The Mission.

Working effectively as a solo artist, Eldritch wrote the entirety of the second album himself, and made a marked departure from the guitar-led format of the former album. Instead, we were treated to synthesised landscapes, clunking basses, and songs of en epic nature. The major success sotry of this album was the single This Corrosion, which made it to No.7 in the UK singles chart. The song itself is grandiose affair, incorporating the New York Choral Society into a straight-out rock song, that manages to pack more energy into 11 minutes than many bands can pack into a whole album. But whereas this song, Dominion/Mother Russia and Lucretia My Reflection (with its killer bass-line, and industrious drum beat) provide the rock side of the album, it’s in the other songs in which we find the album’s real highlights.

Where Dominion/Mother Russia sets the scene for the album, allowing for fans of the band’s earlier output to adjust, Flood I is where the album really kicks off, with’s it’s disassociated drumbeats and strained guitars crashing into a synth-led dirge with an eastern tinge that shows the direction the album is going to follow. The real highlight of the album though, comes with Driven Like The Snow, a true landscape track, with haunting synths overlying Eldritch’s tortured vocals.

The vinyl version of the album finished with the minimalist Never Land (a fragment), but the CD version included two extra tracks, Torch and Colours. Originally B-sides for This Corrosion, they now provide a perfect close for the album, again adopting the heavily synth-laden approach, with Colours featuring just one repeated verse, the song instead focusing on the building layers of music throughout.

There’s not a single track on this album I don’t enjoy listening to, and whilst it’s not a Sunday afternoon style of album to listen to, there’s a lot to be explored in the dark corners Eldritch touches upon here. If you can, pick up the recent re-issue of the album, as there’s an expanded version of Never Land, as well as a surprisingly good cover of Hot Choclate’s Emma.

Song To Download: Driven Like The Snow

Song To Skip Past: At a very big push, 1959. You still shouldn’t really skip any of the album though.

Overall: 10/10

22
Apr
08

Good Gaming Friday: No More Heroes

Yes, I know it’s a day late, but I had a headache, and couldn’t be doing with trying to think enough to write a review. But anyhows, enough of that, here’s this week’s game:

No More Heroes – Nintendo Wii

From the moment you get past the minimal starting screen, the game lets you know that it’s, well…a game. The main character, Travis Touchdown, breezes through the intro, as he proclaims; “I know you gamers have short attention spans”, and this is the first step of stylised madness that Grasshopper, the developers, have become renowned for after Killer 7 on the Gamecube/PS2.

After this brief introduction, you gain control, and the rather intuitive control system comes into play. Travis wields a ‘beam katana’, a weapon that looks like a cheap home-made lightsaber, and is one of a number of Star-Wars riffs throughout the game. Rather than going for a Twilight Princess style of combat, with Wii Remote swings being copied on screen, combat relies on a judicious use of the A, B and Z buttons. The former two being used for attacks and grappling, the latter for targeting and blocking. The Wii-Remote’s motion controls are used to affect your combat stance (High and Low), and to perform wrestling moves and Deathblows, which either finish off a minor enemy, or cause large amounts of damage to the tougher types and bosses.

After the initial fight with minions, one thing you’ll notice is that the main levels are very linear, though this works in the game’s favour, as it keeps the combat fast and frantic, with very little of the wandering about and getting lost that’s present in a number of modern ‘action’ titles. This changes once you reach the city of Santa Destroy, the hub that serves as a means of training, buying new clothes and weapons, and working through missions to gain enough money for the entry fee to the next mission. In a satirical take on Grand Theft Auto’s numerous sub-missions, the Job Centre sends you out on exciting tasks such as mowing lawns, finding lost cats, and cleaning up graffiti. Once one of these is completed, you’re given a ‘ticket’ to obtain Assassination Missions, which are more combat orientated, and range from defeating 100 enemies in a time limit, or defeating a group of enemies without taking any damage.

One thing that you shouldn’t expect is Grand Theft Auto with lightsabers though. The in-between mission sections are deliberately dull, remember, the game knows it’s a game that’s satirising games with free-roaming cities and the ludicrous things you’re able to do in those. That’s not to say it’s not fun to play, but the real meat of the game comes in the more linear ranking matches, especially the continuously challenging boss battles against ranked assassins. There’s one at the end of each ranking mission, and each one requires vastly different tactics to defeat, in a similar style to the variety in bosses with the Metal Gear Solid series.

I’ve deliberately left the plot and characters alone thus far, for fear of spoiling parts that reviews I read managed to. Be assured though, it’s less complicated than Killer 7, though still just as downright crazy in parts, with not one, not two, but three major plot twists that turn things on their heads towards the end of the game, especially if you obtain the ‘Real Ending’, which provides access to the real final boss.

There’s still so much that can be said about this game, but to do so would require another review-size text, so I’ll head to the summary, and just implore you to buy it:

Pros: Intuitive and easy-to-master combat, crazily-inspired characters and story.

Cons: Deliberately dull out-of-mission city, steep learning curve for beginners with bosses.