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Two-Fisted Tales of the Secret Wars: Jammers and Ascended

Part 2 of a Shadowfist set review


Overall score:

This is the second review; you can find the first here. For copyright reasons I won’t be printing the text of the cards, just the titles--it may help to have a second browser/tab with the spoiler in it--there’s one on the official site, www.shadowfist.com, in the spoilers/card lists section.

Jammers

This set seems to give the Jammers a little punch-through, a little defence, and some more of the tricky site destruction that Jammers are renowned for. Marmojet and Dr. Ivan get my vote for the best cards for the faction.

Ape City – Kind of an odd one: it limits you to using only Monkey type characters without being weakened. The only benefit I can see of this card is that no-one else would want to seize it

Dr. Ivan Vasilovich – I like this card. Not only is a decent 3 for 4 midrange hitter, but also a utility character, capable of generating power on a very frequent occurrence (when the opponent plays an Event) and of healing other characters on play. Worth it, since he’ll likely pay for himself in two turns.

Far Too Much Dynamite - Ok, five points just for the Chrome on this one. Kind of a useful way to take out a big character at a cost of a weenie, but it also has a high opportunity cost.

K’Tongo – A very interesting character: you toast your own resources on playing him to make him stronger, and you don’t get to choose which ones. In a monofaction deck, and with some clever building, you might have quite a tank, much like the old Fatty Cho deck.

Marmojet – The new Foundation. When I first saw the card, I laughed for about fifteen minutes at the artwork. I laughed about another fifteen minutes when, in game, my friend made engine noises to indicate he was “starting up his marmojet”. This came shortly after a discussion that it should not in fact have props. Besides that, it’s a two-cost, resource and talent provider with some defensive mobility.

Rampage – Jammers are big on Edges, and this free one is handy in a very offensive deck. Not much more to say on this one--the bonus and drawback are about equal.

Resistance Fighters – An in-theme anti-site Jammers midrange hitter, the resistance fighters are the answer to annoying Temple of the Angry Spirits type sites, but otherwise just another option for the midrange slot.

Stolen Plans – A fun card with a High Opportunity cost. That said, it can be useful comeback, but I’m not sure if it’s really a card worth putting in a deck. I’d test it first in social play, at any rate, sine I haven’t yet had the chance to try it out.

The Ape is Loose! – Extra damage and event protection for a power. Nice as a surprise to punch through for a win, and to stop anyone from stopping you.

The Underground – I love the art on this card, it’s really evocative. Otherwise it's useful punch-through for the Jammers, though quite expensive and limited compared to what other factions have. I’d strongly consider using this a bit.

“Torch the Place!” – Jammer site destruction. I can see an excellent use for this in a Weenie deck--attack with loads of one-cost characters, and deal twice the damage the opponent was expecting, thus taking the site.

Wild Gorillas – A monkey card that returns other monkey cards to your hand. It probably has a clever use in a monkey deck, but I can’t think of it.

X-Ray Specs – A highly useful free state. Let’s you look at your opponent’s hand, as well as protects you from several abilities. Strong and solid, if nothing revolutionary.

Year of the Monkey – A cool effect, but not really all that powerful. I can’t see this ever being worth the two power it costs.

Ascended

Ascended do really well in this set--two powerful reascended hitters, a couple of useful events, some Hood cards that come together to form a cookie cutter Hood deck, and, most usefully, some excellent utility characters.

Athena – Reascended are always fun, and Athena plays to the strengths. You need a lot of Tech to get the reascended happening, and she pumps based on the amount you have. The hand size boost is excellent, but I consider it just a bonus considering how powerful she COULD pump. (She’s four for seven by the time you can actually play her.) If you’re building a Reascended deck, put her in.

Bad Colonel – A utility character that hoses the Architects, especially in this set, so especially powerful in a draft. He pumps up Soldier characters, and can take over any soldier character an opponent plays. Still, he’s fairly limited in use unless you expect a game with a lot of Soldiers.

Femme Fatale – An excellent defensive utility character that I highly recommend. She gives opposing characters mobility, then forces them to intercept for you. What better way to defend yourself and hurt two opponents? Be warned: I know from experience she attracts a lot of hate from the other players. Also, she’s obviously beyond pointless in a duel.

Gangsters – A basic one cost Foundation for the Ascended. Nothing special, a little more useful than the Pledged or Students of the Bear.

G-Man – the usefulness of this guy really depends on your meta-game. I rarely see burns for power except for when the game is as good as won anyway, so I wouldn’t bother with him. Your kilometreage may vary.

Gun Moll – Steals power that’s almost impossible to spend in response. Incredibly useful as a utility character, but she attracts even more hate than Femme Fatale.

“Hammer” Harrison – As a 3-cost utility, he’s a little weaker than most three costers, but he’s practically immune to weenies, which helps. Quite a lot. I’d probably slot him before either The Suits or The Liquidators.

Hired Killer – Sort of a Sniper Rifle for Hoods, in a way. I’d only even look at it for a Hood deck, and possibly not even then.

John Fenris, the Iron Man – Quite a powerful reascended. Worth a look for a big hitter in a Reascended deck.

Master of Disguise – Kind of a weird card. Seems to force a uniqueness auction in order to destroy an enemy Unique character. Useful if you have a bunch of power, but a Nerve Gas from the Architects will always be a cheaper way.

Murder by Night – An incredibly useful event that gives you a three cost character for one power. Excellent in a last ditch defence or a quick attack that needs more punch.

“Throw me the Idol” – This card is pure Ascended: the opponent can give you two power in exchange for a stronger character. The smart opponents will say no. It works best when another player is about to win, but anytime you can convince the opponent to say yes is good if it gives you enough power to Shadowy Mentor the powered-up character to your side.

Tools of the Trade – Another decent Ascended Hood state. Consider it in a Hood deck, pretty much pointless otherwise.

Vincent “The Jackal” Benalli – A powerful hitter with a pumping effect on your Hood Characters. He’d make a good centerpoint to a Hood deck, that’s for sure.

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Written by JamPaladin on March 11th, 2005