Future Foes Team Preview

7 11 2009

By Guglio

“He’s going to lose. They all will. Trust me, Superman. I was there!”

Time travel is fun, wouldn’t you agree? You see, I’ve been exerting my power over time for awhile now, casually peering into the future to see what is waiting for me. Among the millions of dollars I will one day possess, one thing caught my eye in particular. It was this preview article. You will be reading this article on November 7th, but by that point I will already have seen it on front page of Vssystem.org and all the comments. I would tell you the number of comments, but that may change the future just a little bit, so I withhold that information for now.

Just like all things, time travel has a flaw. It has one thing that takes an already otherwise perfect object or event just a little worse. For time travel, it is the ability to change the future. For the card I am about to show you, it will be something else entirely.

Lord Pernisius

RAWR is what I say to you, reader. I can already see you scratching your heads. You see, the Future Foes have seen the future of every game they play in, and know exactly what to do. In DLS, the Foes were what Ben Seck described as a “grief team.” They had effects that were moderately powerful, and then got drastically better unless an opponent discarded a card. While a great concept and a lot of fun, the team really never took off. This is was always because players could figure out what to discard to, and what not to discard to, and the Foes lost their edge. But no more.

The Future Foes still love to make you discard. In fact, they strive for nothing else, because a player with no hand has no options, and no ways to stop them. However, as perfect a plan it is, it still has a flaw. That flaw is requiring the opponent to actually pitch the cards. Like all good plans, the Foes have a way to do that.

Each Future Foes character with a Flaw power has an absurdly good effect and, in rare cases, large stats. This allows them to easily overpower any opposing character, which is fitting of their statures as Future war criminals. The opposing player can use the flaw power to “turn off” that character in one way or another for the turn. These flaw powers all have the cost of discarding a card. At any given moment, you could be facing down two or three characters, each with a good ability and a flaw power. This is where the true problems arise.

You have the option of discarding to all of them, making your opponent’s characters just regular guys, but that puts a serious drain on your hand. You could discard to none of them, and then get your face smashed in. You could only discard to the strongest guy, keep your hand manageable and at least shave off one threat.  The choice is yours, but be careful in choosing the discard.

Trapped in Time
There is one temporal anomaly left, though. When Superman-Prime busted the Legion of Super-Villains out of the prison planet of Takron-Galtos, he brought along some other friends who have their own time powers going on. They were called the Fatal Five. One of my stipulations for work on the DFC set was that my favourite Legion villain, Mano, had to be purely awesome. I think we achieved this.

Mano

Much like their DLS incarnations, each member of the Fatal Five (plus the Emerald Eye) have the exact same text template. They are all characters with stats that jump the curve, they all effects that remove them from the game for a turn and they all have effects that fire once they’ve been removed. For Mano, the sting caused by a punch from his Anti-Matter hand leaves a lasting impression during the recovery phase, when the character he hit takes more endurance loss. Then, when combat rolls around again, he flies back in.

Thus brings in two interesting points. First, this allows the Fatal Five to be non-unique in a sense. Because they will be removed from the game and returning during the recovery phase, you can recruit a new Mano next turn, and the original would come back. This is not unlike the time The Persuader used his Atomic Axe to cut dimensions and recruited the Fatal Five Hundred. Second, the balancing factor of the Fatal Five allows an opponent to send a low drop into them and have them fly away. Send your 2 drop into Mano and the 2 drop will stun, sending Mano into the removed from game zone for the turn.

Regardless of what way you play them, the Future Foes have seen the future. And I can tell you that this future includes many people enjoying the DFC set on Magic Workstation or in real life. Other things of course happen, but I don’t want to spoil the surprise ;) . If you have any questions, call the Time Trapper, and he will get back to you (note: Guglio is NOT the current Time Trapper).

Travelling to your nearest future,
Guglio


Actions

Information

Leave a comment