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"Ok, so I admittedly stole the title . . . ten points if you can name the UDE game and card that initially bore that line of text.
Teams have always been staples of comic books. Though the genre first took hold with a run of silver-age solo artists fighting one-on-one against evildoers, the bad guys quickly found equally-evil compadres that exceeded the expectations of mere henchmen. Sidekicks became a huge fad, and even the superheroes that didn't seem to need or want them suddenly had someone with the first half of their names, and "boy" or "girl" attached to it, just as these new characters were attached to their mentors' hips. Eventually the trend became entire teams of superheroes: the Justice League, the Avengers, the Fantastic Four, the Green Lantern Corps, and the X-Men immediately come to mind.
This idea of teamwork is a staple theme in comic books. To this day, comic books are written about groups of heroes that each have their own unique strengths—strong on their own, but nigh-unstoppable as a team. Not only is it a popular concept that is worth writing stories about, it's also a stylistic approach that lends itself very well to the comic book format: each character can be given a distinct personality, and thus the writer can play with the characters' set roles to accomplish the dramatic effects he desires. Teams are not just a staple of the comic book approach to story, they're a staple of everything involved in the medium.
And of course, that is the case in MarvelVs.! (Ha! Bet you thought I'd keep rambling about comic books!)
Many other games have teams, or groups of cards or pieces that can be used together to a greater effect. Perhaps one of your cards gives all of your elves an offensive bonus, or another card lets you draw when you recruit a dwarf. Teams, clans, races, houses, and other group-types are often strategically important in other trading card games. However, you usually see one of two scenarios:
1. You can only use a set number of affiliations. You play one or two houses, or clans, or colors, and you'd better like it."
Cool, thanks for the complements. I felt it was still simplistic compared to the curve article but... I think I'm kinda gonna be thinking about most of what I write for the next while. The next instalment, the final one in the series, deals with forms of costing seen in Origins, and should hopefully provide a decent range of depth.
I don't even know the street date on DC... o_o I do know it includes some pretty awesome new mechanics, but if I say anything, I know ninjas are gonna burst through my windows and kill me. If anyone's going to be doing previews, I'm sure it'll be danny or another one of the dev/design guys.
My next column, which will be permanent and just got the green light, will be based on groups of cards that share similar, or the same, mechanics and effects. The column will analyse the effectiveness of the effects/mechanics as a whole, as well as on a card-by-card basis, for both Constructed and Limited formats.
I think it'll be pretty cool, because there are alot of cards that share sort of the same effect that are not really front-runners in most Constructed contexts, but are easy first-round picks in a draft (for instance, the "a team + b team = one big friendly shared team" cards, like Mutant Nation and Unlikely Allies, are good but not primo material in constructed - however they rock in Limited). The opposite is true for some groups of cards as well. Should be cool, it'll be written with the advanced player who's heavily into Vs. in mind, and that seems to be what the fan base wants. I'm pleasantly surprised at the response I've gotten on these boards, so hopefully I can find ways to keep the column as interactive as possible.
Originally posted by JDGloom (for instance, the "a team + b team = one big friendly shared team" cards, like Mutant Nation and Unlikely Allies, are good but not primo material in constructed - however they rock in Limited)
I think Heroes United and Mutant Nation are great in constructed if you build your deck around them.
Although it is hard to make a Common Enemy or Unlikely Allies deck. Maybe I'm just not thinking creatively enough.