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You are: Home -> Articles -> Feature Article | Email the author Editor: James Kong. Saturday 2nd October 2004.

Web Of Spider-Man - Common Locations
by Scott Smith

What no nifty Heading? No catchy Tagline? What’s going on? I must be in my ‘bored as hell’ phase at uni and can’t be bothered thinking of anything witty. Oh well, cry me a river, because I actually have something useful to say today.

Web of Spider-Man has introduced a number of new and exciting Locations for us to paw over in a vain attempt to win a few more rounds on our long and gruelling journey to the top 8 and beyond.  The absolute brokenness of the Avalon Space Station/ Lost City combo as well as other fantastic location staples such as Doomstadt and all the Teen Titan goodness makes running location hate a necessity in almost every deck that intends to win (there are always exceptions). Does WOS give us anything new to worry about? Let’s take a look and see.

I did these common locations first because you are more likely to see them in a draft. That and there’s only 3 of them =)

(NB: I wrote the article with all the locations reviewed but it was infi-long so I cut the review into 3 articles. This way I get more packs for writing, and you’ll actually read the article. Bong.)



Midtown High School - 1

Whenever you recruit a non-army Spider-Friends character, you may pay 1 resource point. If you do, draw a card.

Constructed: In a weenie SF deck this could be useful but I wouldn’t run it in a curve deck (one in which you wish to hit each drop of your curve). You shouldn’t run it on the off chance you will miss a drop because if you are, the extra card you draw won’t be worth it. You should never ‘plan’ on missing a drop. Weenie decks right now seem to be better off left to Teen Titans and maybe Sinister Syndicate. Only time will tell though. (I say 'seem' a lot with this set because as of writing this article I have drafted twice with the cards, so most of my observations are based on speculation…. To the X-TREME… got a little boring there… sorry)

Limited: This card has some definite possibilities in draft only because you can’t guarantee a drop in every spot of the curve.  If you’re running like six 3 drops and only one or two 4 drops (happens all the time), then this comes in pretty handy.  You probably will, at most, only get a couple of uses out of it, and on the seventh turn when you play another 6 drop, drawing a plot twist could make all the difference.  However, with all that said, it is still playing like you’re planning for missed drops.  If you’re low on your location/plot twist count I’d run it, otherwise the spot could be put to better use.  I wouldn’t run more than one though.

NOT WORTH IT



Lion’s Den – 2

Pay 1 resource point Target Sinister Syndicate character gets +4 ATK this turn. Use this power only once per turn.

 

Constructed: The Sinister Syndicate deck that UDE seems to be promoting, with all its cards and plot twists, is a weenie rush deck, with emphasis on multiple smaller costing dudes which swarm your opponent for a quick finish. Lion’s Den seems to fit right in with this theme, making the +4 ATK (even on defence) absolutely necessary to be able to beat up the curve. You’ll probably throw out a couple of under-costed guys which, with the help of the Den, will allow more men to attack straight to the face. Just watch out for overload, and if it looks like you’ll use this card every turn, run Not-So-Fast.

Limited: I like this card. Like Midtown High School, on the seventh turn, if you don’t happen to have one of the many common 7 drop Green Goblins (very common), then +4 Attack on one of your 5 or 6 drops could mean the difference between winning and losing. Just think of it as boosting any of your characters. I’d definitely run at least one if I drafted some Sinister dudes, and I’d run the second if I was low on Greens and Blues. It also allows for missed early drops to still hold their own against the bigger 4/5 drops which are everywhere in Marvel.

I'D RUN IT



Mojoverse – 1

Attackers with no team affiliation get +1 ATK and +1 DEF.

Activate Target character you control loses all team affiliations this turn.

Constructed: Ok so Madripoor + Danger Room = This. So how can it be bad? The answer is that you have to run an unaffiliated deck to do it. It doesn’t seem so bad cause there are a lot of new cards (Murderworld) as well as old ones (Mojo, Random Punks, Puppet Master) that fit right into this archetype, and the bonuses are obviously good. If you are thinking along these lines you take team attacking and reinforcement for granted. There is the possibility to run it in any deck really if you want to give +1/+1 to a character randomly, but is it worth running this location over another plot twist? Usually not.

Limited: There is a lot more room for potential in limited. I suppose that’s one of the big reasons I like Limited a lot more than Constructed. In a format where the norm curve (i.e. 3 – 4/4, 4 – 7/7, 5 – 9/9, 6 – 12/12 etc) is pretty steady, and location hate is at a low, this card is absolutely fantastic. Sure it’s only for attackers, but if your guys aren’t getting stunned while attacking the same costed guy then it is obviously better for you (duh). But what is better is when you can make them waste a plot twist or some other trick while you have a reusable +1/+1 for any one of you attackers for the turn. I’d draft it but I wouldn’t take it over some of the better plot twists.

RUN IT IN LIMITED

This is the first in a 3 part series of WOS Location reviews so stay tuned to the next one where I look into uncommon Locations like Madripoor, ESU Labs and Doc Ock’s Lab.

Scott Smith

Cool Zero on Forums

Krazy in RL

 

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