ROC Cup Primer – Finals – Easton Brock

Modern Age Primer: Special Objects and ID Cards 

Only a day away from the ROC Cup, and there is still so much to do and get prepared for! I’m here today to lend you my advice in two very specific areas, ID Cards and Resources/Equipment. I’m going to go over the strategy behind an ID Card, and the significance a resource change could have on your team. So, let’s get started!

I would like to start off by saying that there are two ID cards that are basically must plays. This includes SHIELD Level 7 and Nightwing. If you have access to these two, I highly suggest they are on your team. So, beyond that you want to make sure that ID cards cover your weaknesses. With the field likely to contain an abundance Jakeem and Uni-Mind, it’s worth taking note that there are ID cards that can deal them some damage, if not just pressure them into playing extremely passive. For example, Elseworlds Green Arrow can really affect the way the opposition picks powers. It will almost always force them to pick a power in the defensive slot to prevent his massive damage output. If your team has no way to get through a barrier or just struggles moving around blocking terrain, I highly suggest playing a card with wall-busting capabilities such as Hulk, Superman, Spider-Man, or She-Hulk. If your team needs some utility, I suggest looking at Doctor Strange and Lex Luthor as options.

The main point of this article is that there will be many teams that are extremely similar, and ID Cards are where you can get a leg up in a mirror match. Something to note is that Inspirations are now burst effects, so when they hit the map, the characters adjacent to them will have the effect for the duration of that turn. This can be EXTREMELY useful in certain situations as you no longer have to stay next to that character. This works well with cards that give out buffs to stats, so you can call them in before you move and attack. 

When it comes to resources, there are really only two to choose between, Supreme Intelligence and The Justice League Teleporter. Supreme Intelligence is historically better for one-man-armies, while the teleporter has been better for bigger teams. While this is normally how it goes, it is worth taking a second look and comparing the two. For starters, Supreme Intelligence is cheap and always gives two useful powers, while teleporter can be much more expensive and is not as reliable in the early game. What separates the Teleporter from SI is that you can have 6 ID cards, regardless of how many characters are on your force. This is why it works on One-Man-Army teams as it gives them plenty of offensive options, while not risking themselves in the process. On the other hand, SI has great power sync with Jakeem on its second click, making it close to an auto-play as long as he can still fit plenty of ID options on his force as well. I could also make an argument to put Supreme Intelligence on Uni-Mind for the opening sidestep since he is mostly an ID Powerhouse and Sidestep can benefit that immensely. It’s just not as easy to fit enough impactful pieces to get the ID cards he needs. With these two being the most played things in the current competitive scene, I hope to see the most variety in their choice of ID’s and Resources.

With the big two down, it’s time to talk about the crazy equipment that you can add to all this stuff to top of a team. A few of these pieces stick out to me, so I’m going to take time to talk about them.

Symbiote – Probably the most reliable of all equipment, it is extremely useful as Shape Change isn’t so easy to get by, and if you are second player, you can always roll for +1 stats on your last turn as there is no downside in doing so.

Mjolnir – In my opinion one of the most over-rated pieces in the set, Mjolnir still has its purposes. This is mostly with Mistress Death as it really optimizes her as a threat.

Thunderstrike – Probably my favorite of the new equipment, it can bring insane amounts of sustain to teams that don’t have any otherwise. Anyone with 2 bolts can really make use of it as they can heal multiple clicks at a time as long as they connect.

Enchanted Crowbar – This is one that I hope sees a lot of play. As a sure-fire way around invincible in a game FILLED with Invincible, this can be a real game changer when equipped to the right character.

Mirror of Mysolljh – Have I ever mentioned I REALLY dislike Shape Change? Well I have had to play against this object a few times now, and every time has been frustrating. If you don’t have a way around shape change, you are going to have a bad time when playing against this.

Well insiders, that’s going to wrap it up for me today! If you think I left anything out, please tell me about it in a comment below! I hope to see many of you at the Cup, don’t be a stranger!