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My Thoughts on the Underworld (the team, not the concept)
Here are my thoughts on the Underworld. Once again, card by card, rating them as such:
1. Unplayable.
2. Only playable in a specialized deck, very limited.
3. Playable, average card.
4. Above average. Will be played in numerous decks.
5. Top tier. These are the true necessities, and will be used in countless decks. If team-stamped it will be played in just about every deck using that team.
CHARACTERS
Anton Hellgate, Thanatologist
Cost: 4
8/6
Flight. Range.
Boost 1: When Anton Hellgate comes into play, discard any number of cards. Anton Hellgate gets +1 ATK and +1 DEF this turn for each card you discarded this way.
Rating: 3. His base stats coupled with flight and range are solid. His boost can have potential, but I think most of the time you'll be able to get a better deal for the cards in your hand. I'm sure he will see some play in the Mephisto, Soulstealer deck variants that start popping up en masse as MK releases officially.
Asmodeous, Duke of Hell
Cost: 6
12/11
Flight. Range.
Activate, discard an Underworld character card -> Each player KO's a resource he controls. Use this power only during the combat phase.
Rating: 4. This duke of hell is actually very potent. He is both a good main strategy or a good alternate drop at 6. His stats are slightly below average, but only slightly, and his ATK is a 12 putting most other 6-drops in range of being stunned. His ability to just about indefinitely hold off any turn beyond turn 7 can utterly wreck some decks. Wreck them, jump up and down on them and spit on their ravaged corpses :). And as far as mutual "KO a resource" cards go, this one is the easiest to pull off. All it requires is an Underworld character in hand. You do not need a location or ongoing plot twist face up in your opponent's resource row, nor do you have to pay resource points or KO this character to get the benefit. Asmodeus need only remain ready until the combat phase starts. Once combat starts, that's it, everybody loses a resource unless your opponent can negate Asmodeus' payment power. Note that even X-Stall will not be able to play around it so long as you have another character in play for Puppet Master to exhaust (Rogue and Mimic don't copy Puppet Master's power until after combat starts, and that is too late). If X-Stall cannot get past 6 resources it will lose. What can I say, I'm a blue mage at heart and this is such a potent control card. All this and he is on a team that actually benefits from filling your KOed pile with characters. That is a nice, tight package for a late-game control option that could take your opponent completely by surprise. Not to mention using it once to set up the initiative for your 7 or 8-drop if you aren't on the correct initiative.
Blackheart, Son of Mephisto
Cost: 6
14/10
Range.
Discard an Underworld character card -> Blackheart cannot be stunned while attacking a character with a cost of 4 or less or while defending against a character with a cost of 4 or less.
Rating: 4. Another surprisingly good 6-drop, he has a 14 natural ATK, putting him at the top of the curve along with Donna Troy (the only 15), Sandman, Luke Cage and Black Widow (and Hulk, but he's a special case). His ability to also be able to take down weenies, as well as be completely immune to most team attacks (now often have you seen a team attack with two characters that cost 5 or more on turn 6? No, I mean really!). Having range means he also gets to hide behind someone, giving you even better control over the flow of combat. And again, filling your KOed pile is a good thing. You have to be careful not to over-discard, granted, but that is the case with a lot of discard-heavy decks.
Blackout, Master of Darkness
Cost: 4
8/6
Concealed.
Discard a card -> Move Blackout to your hidden area or your visible area.
Rating: 3. A totally solid 4-drop simply due to the ability to have someone in the visible area at the right moment. It can give late-game oriented decks a 4-drop to leave in the hidden area unmolested until the end-game (something people might very well overlook as an option, but every deck builder should look and see if a missed mid-game drop can not only not hurt you, but might actually be able to help you when you need it most). Not only does he fill your KOed pile for Underworld, his discard is not team-stamped, so he splashes easily into any deck.
Centurious, The Soulless Man
Cost: 4
7/7
Range.
Discard an Underworld character card with a cost of 2 or less -> Power-up target attacker or defender you control.
Rating: 3.5. I really like Centurious. His ability is very potent in the same way that Bastion is, 2 turns earlier, and in a team that wants to fill the KOed pile. However, he can only drop weenies, so your deck must be pretty specific to make good use of him. He just so happens to work well with the next fellow on the list...
Deacon Frost, Vampire Master
Cost: 2
2/3
Flight.
Boost X: When Deacon Frost comes into play, put X character cards named New Blood from your KO'd pile into your front row.
Rating: 3.5. The (not so) good Deacon is a wonderful character, and will in all likelihood be a great character to play with in a tightly tuned tournament deck. He is a one-man Vomit deck and that lone makes me consider him. His rating would be higher if he didn't require the entire deck to be built around him and New Blood. Blood Vomit will be a lot of fun to watch in action, though!
Dracula, Lord of the Damned
Cost: 6
11/10
Flight.
Concealed.
Whenever Dracula stuns a character, put two +1 ATK / +1 DEF counters on Dracula.
Boost 1: When Dracula comes into play, he gets +2 ATK and has invulnerability this turn.
Rating: 3. Dracula is a 6-drop, and in (appropriately enough) a Blood Vomit deck will work rather nicely (since, with the many characters you will have in play thanks to Deacon Frost playing Press the Attack shouldn't be very difficult). He doesn't have quite the same raw power that Asmodeus and Blackheart bring to the table, though. He's a great 6-drop in a team full of great 6-drops. Some are bound to be better then others in more decks, such is the way of CCGs.
Dracula, Vlad Dracula
Cost: 5
8/8
Flight.
Concealed.
Whenever Dracula stuns a character, move that character to your front row and recover it unless its controller pays 5 endurance.
Rating: 3.5. He's pretty damned good. He may as well be a 13/8 quite often, as his flight lets you stun down the curve. Even if they reinforce they are probably paying 5 endurance to keep the two-card swing of them losing a character and you gaining a character. He may be a little small, but he is concealed, making him innately protected against most attacks. So he can pick his fights and effectively does stun damage + 5 + breakthrough. He'll see a lot of play in decks not running Mephisto, Soulstealer, or as a backup to ole Scratch.
Lilith, Daughter of Dracula
Cost: 1
0/1
Flight.
KO Lilith, reveal an Underworld character card from your hand -> Move target character with cost 1 or less to your front row. Use this power only during the combat phase.
Rating: 4. Lilith is the frigging bomb. She is only good in the early game, but first or second turn she can totally change the way the game is played. All while placing herself in your KOed pile for later in the game. She is probably on par with Longshot, Alfred and Boris simply because she hoses those same said cards. So, while a metagame card in ways, she just so happens to be so in a manner that will be useful quite often against a wide variety of decks. And in all cases she has the potential to change the flow of the game early. You opponent loses their 1-drop and you gain a character in your KOed pile first turn to be used as a resource immediately for such effects as Dracula's Castle, or to save up for a huge late-game push with cards like Mephisto, Soulstealer. If you draw her later, just use her to pay for a cost. Or adjust your drops to steal more of your opponent's 1-drops when they are playing off the curve (as often happens with Alfred in Cosmic Cops, or in Wild Vomit, occasionally in Sinister Syndicate, etc). What a 1-drop!
Marie Laveau, Voodoo Priestess
Cost: 3
3/5
Range.
Pay 2 endurance -> Move each of your characters.
Rating: 3. She's got defense oriented stats, range, and the ability to maneuver your characters into the best defensive position possible each and every attack for 2 endurance. This lady was designed for the Crime Lords and Underworld team-up. No doubt about it. Everything about her fits into a Crime Lords deck perfectly, she could easily be put in CL as an alternate 3-drop to Kingpin, even without same affiliation. In the CL/UW deck with Deathwatch and the like she will be much nicer, and no doubt frustrating, especially in conjunction with cards like Stopped Cold and it's like.
Mephisto, Father of Lies
Cost: 8
15/20
Flight. Range.
Recruit Mephisto only if you have three or more Underworld character cards in your KO'd pile.
You cannot lose the game. Your opponent cannot win the game.
At the start of your attack step, KO three characters you control.
Rating: 3. Thanks to Deacon Frost I think that Mephisto here is not forced down to a 2 rating. With the Deacon boosting in 5 other characters on turn 7, I think Mephisto can easily come in to play and have supplicants to feast upon. So long as you can keep Mephisto alive, control of the game is yours. I sense in this deck that there will be a number of DEF pumps, but they will be saved for the end-game rather than be used to keep parity in the early game. With a Witching Hour on turn 9, you will probably have enough characters in play to keep Mephisto going indefinitely. This deck screams and moans with horrible, tortured anguish for Gone But Not Forgotten. With the large number of endurance gain effects in Underworld already, many of them quite efficient (*cough* Dracula's Castle *cough*), and the large number of 1-drops and plays off the curve, I think GBNF will enhance the deck in simply amazing ways. Turn 8, with Mephisto out, you could easily have 2 GBNF in play and gain 12 endurance just for paying the cost to appease the Father of Lies. Even 6 endurance for a single GBNF gives you options for payment of cards like Witching Hour or as a back-up plan should Mephisto fall. A very fun card to build a deck around, and it might just be effective enough for the tourney scene. This is the finisher of choice for Blood Vomit, I think. If it gets to turn 8 it should then be Blood Vomit's game. Only time will tell.
Mephisto, Soulstealer
Cost: 5
5/8
Flight. Range.
Concealed.
Reveal an Underworld character card from your hand -> Remove any number of target character cards in a KO'd pile from the game. Mephisto gets +1 ATK this turn for each card you removed this way.
Rating: 4. While the 8-drop version of Mephisto is a fun card to build a deck around, the Soulstealer is a powerful card to build a deck around. It is so not hard to fill your own discard pile. It is also not hard for your opponent to fill their discard pile over the course of the game. With help from Gravesite and possibly Overpowered your opponent will have a large number of characters in their KOed pile by turn 5. If they are playing Big Brotherhood they are going to sputter out since every power-up becomes a one-shot. Be prepared to see Soulstealer decks all over as they become more and more finely tuned. It really hits hard, and does it early (turn 5 or 6 most games).
Morbius, The Living Vampire
Cost: 3
5/3
Flight.
When Morbius comes into play, you may search your deck for a card named Hypnotic Charms, reveal it, put it into your hand, and shuffle your deck.
Rating: 3. Any deck running Hypnotic Charms will be running Morpbius. He is a completely balanced 3-drop, and enables a team-up strategy in the same way The Rose, Shadowy Lieutenant and Dagger, Child of Light do (granted, Dagger does it best, but that is one of the Marvel Knights' shticks, so that's appropriate). I don't know that anything else needs to be said.
Nekra, Nekra Sinclair
Cost: 2
2/2
Activate -> Reveal the top two cards of your deck. Put each revealed Underworld character card with cost 2 or less into your hand. Put all other revealed cards on the bottom of your deck. If you put two cards into your hand this way, discard a card.
Rating: 3. This is another card that is only for a swarm Underworld deck (in this case Blood Vomit or no). She will, in the right build, draw you a net of one extra card per turn a majority of the time. I only wish she were concealed :).
New Blood, Army
Cost: 1
2/1
Flight.
Whenever New Blood becomes stunned, KO it unless you pay 1 endurance.
Rating: 3.5. A great Army card, New Blood are able to team-up on most drops equal to the number of them you are attacking with until turn 7! That is great for any sort of off-curve deck to focus a build around. The fact that Deacon Frost can get these guys back en masse means you might actually play against Blood Vomit in a tournament setting.
Nightmare, Dark Lord of Dreams
Cost: 7
15/14
Range.
Concealed.
When Nightmare comes into play, if you control another Underworld character, KO a resource you control. If you do, put a card from your KO'd pile face down into your resource row.
Rating: 3. Nightmare is ok. A big concealed character is nice, but Soulstealer can easily get this big two turns earlier. The replacement ability can certainly be powerful, since you get to control not only what card is KOed (meaning you can chuck a used plot twist or a character played in the resource row), you also get to choose which card gets recycled at the cost of having to play it from your hand at some point during the game (instead of laying it in your resource row). Not a bad deal, but without help he can't take down most tournament-staple 7-drops. Then again, in a Soulstealer deck, if Scratch can stun the opposing 7-drop, I suppose it would be nice to attack with Nightmare into their 5 or 6-drop. He'll see play, but isn't quite as good as a number of other 7-drops out there.
Orb, Drake Shannon
Cost: 1
0/1
Range.
Concealed.
Activate -> Target hidden character you control gets +1 ATK this attack.
Activate, discard a character card with concealed -> Draw a card.
Rating: 4. Orb is fantastic. She fills your KOed pile with characters, draws through your deck and can give you a needed point of ATK at a key time, all from the safety of your hidden area, and from turn 1 on! This is another hot 1-drop for Underworld. Between Lilith and Orb and New Blood you should expect action on turn one from any build of Underworld deck you are likely to come up against. This girl's ability speaks for itself.
Reaper, Vampire Armageddon
Cost: 4
12/1
Concealed.
At the start of the build phase, KO a character you control.
Rating: 3. As I've said before, UDE has some smart cookies working on this game. This 4-drop is absolutely perfect for the Blood Vomit deck. He allows you to pound on turn 4 for a bunch of early damage, which is kind of nice but not his main use. That, IMHO, would be to drop on turn 5 or 6 to take down their largest drop, in addition to whatever damage your other drops can dish out. Even on 6, you can play this guy and two New Blood. Reaper can stun their 6-drop most of the time, and everything else you have left can swoop in on what is left. Not for every deck, but great in a specific role such as in Blood Vomit, or as a beefy attacker for Curve Underworld.
Shelob, Queen of Spiders
Cost: 1
ATK/DEF: 2/1
Loyalty.
When Shelob comes into play, put the top four cards of your deck into your KO'd pile. Gain 1 endurance for each character card with concealed you put into your KO'd pile this way.
Rating: 3. Shelob is designed strictly for the Soulstealer deck, methinks. She doesn't look quite viable in any other form of deck, but does seem to perform quite effectively at filling your KOed pile with characters at an obscene rate :). While she's not for every deck, she does her job and she does it well.
Skinner, Psychotic Shredder
Cost: 3
4/2
Concealed.
Discard a card -> Skinner gets +1 ATK and +1 DEF this turn.
Rating: 3.5. At first I glanced over Skinner, seeing a rather dull character. Then, I...like...played with him :). He is a rather good 3-drop for Underworld. The tricks he brings can get lethal, and fast. One pump puts him at 5/3. This fills your KOed pile with a character to feed to...oh...Black Magic, let's say. Now you have your first attacker on turn 3 jump to 8/6. One more pump is a 9/7. An Evil Awakens gets you that character back and makes Skinner an 11/7. You normally wouldn't do the second two, of course. Unless your opponent forces your hand with DEF pumps or a power-up or having Wolverine, Logan out and so on. Skinner has all sorts of hidden tricks and particular synergy with cards in this set, so keep him in mind.
Steel Wind, Cyborg Specialist
Cost: 2
1/4
Range.
Activate -> Put the top card of your deck into your KO'd pile.
Rating: 3. Steel Wind is a defensive card with range, and a 1/4 for two to boot. Another character for the Crime Lords/Underworld team-up. She's just fine. She might even fill in as a great curve-filler for the Soulstealer deck as she fills your KOed pile and stalls at the same time (and, with a 4 DEF forces either an ATK pump or a power-up, the former of which you want to see wasted on turn 2, and the latter is great for when Soulstealer hits on 5 or 6.
Suicide, Chris Daniels
Cost: 3
4/5
When Suicide is put into a KO'd pile from play, you may discard two Underworld character cards. If you do, put Suicide into your front row exhausted.
Rating: 4. Suicide can be dangerous, but if you are playing with the Underworld cards that get KOed characters back into your hand or deck as a cost, or a deck where you need to fill your KOed pile quick, then the ability to keep another character out on turn 3 may be well worth the cost. The fact that his ability is when he is KOed means you don't need to decide whether or not to keep him in play until the end of the turn (generally). This leaves your options open for the whole turn. It also means you get to stop all the KO effects out there (and there are a lot now). And hey, 4/5 stats on a 3-drop are above average. He'll see play to taste all over the place.
Tryks, Army
Cost: 1
1/1
Flight.
Discard Tryks -> Target character gets -1 ATK this attack. Use this power only while Tryks is in your hand.
Rating: 3. This isn't a bad army card at all. It has subtle implications that aren't totally obvious at first glance. For instance, you can use it when attacking an opposing character or while defending, effectively making it a +1 DEF during any attack. It doesn't, however, put your character into Overload range. It also isn't a plot twist, so is a bit harder to negate. Finally, being a character makes it the most likely type of card to go back your your hand with a card effect. While in play, it has flight, allowing it attack options. It's not really that great on the board, though. You really want to play it from your hand. I'd suspect it would work especially well in an Underworld/Sentinel build, where the amount of character recycling would be astounding. But then, that particular team-up might just have all sorts of synergy with the ability to draw through, rapidly fill your KOed pile with, recycle, and utilize as a cost a tremendous number of character cards. Think Longshot, Tryks and perhaps Sentinel Mark III as the basis. I'm still not sure what the best build for that team-up is.
Varnae, First Vampire
Cost: 7
15/13
Flight.
Activate -> Target attacker gets -15 DEF this attack, and Varnae cannot be stunned this attack. Use this power only if you have three or more Underworld character cards in your KO'd pile.
Rating: 3.5. This is the most insane defensive character in the game. It can stun any character in the game while defending. Without being stunned back. That's pretty amazing right there (Yeah, yeah, Onslaught and Imperiex nuke him, but they nuke everybody!). His ATK is fine, but his DEF is low, making him vulnerable to 6-drops more often. Also, his ability activates so you only get to use it once (which, with enough DEF pumps, will be more then adequate). You definitely want to have some DEF for him to protect him from lower drops attacking up the curve, but if you plan on or just prefer to have even initiatives, Varnae is a powerhouse wall, but not the best sword.
Vengeance, Michael Badilino
Cost: 5
7/9
Range.
Concealed.
Pay 1 endurance -> Remove target character card in an opponent's KO'd pile from the game. If you do, Vengeance gets +7 ATK this turn while attacking a character with the same name as the card you removed this way. Use this power only once per turn.
Rating: 3. I know, I know, he looks like crap. He's not, though. He can put a serious hurt to Curve Sentinels (once the Mark Vs are cleared, of course), or any army-based strategy for that matter. Spider-man and Superman Clone decks both get hurt as well. And Big Brotherhood. In addition, he doesn't fit the standard concealed build of lower DEF and higher ATK. Instead, he reverses it, which tells me he is for attacking down the curve. Use your team-attacks or your ATK pumps to take down the big drops, use Vengeance to, turn after turn, clean up the chaffe. With range he can even hide behind another concealed character on the off chance that your opponent has a way to attack concealed characters. Finally, if they are playing one of his magic bullet archetypes, he's a 14/9 attacker. All in all, a better package then a first impression gives. He might play well into Curve Underworld or one of many Concealed Control decks that are a-comin'.
Werewolf By Night, Jack Russell
Cost: 2
2/2
Concealed.
At the start of the combat phase, if you control the initiative, Werewolf by Night gets +1 ATK and +1 DEF this turn. Otherwise, put the top card of your deck into your KO'd pile.
Rating: 3. He's not for every deck, he's only for decks that need to fill there KOed pile with cards. On the other hand, with no team stamp, he can go in any deck that requires your KOed pile be filled with any type of card and he will work. And he will do so from the relative safety of your Hidden Area. And when it's your initiative he's a 3/3, able to take down a large number of 1 and 2-drops without being stunned back. So not bad in existing decks, with potential long in to the future with deck types that have not come out yet. Keep looking back to this guy with the addition of every set from now on.
Zarathos, Spirit of Vengeance
Cost: 5
10/11
Flight. Range.
As an additional cost to play Zarathos, return an Underworld character you control to its owner's hand.
Rating: 3.5, He really is quite good. Playing Underworld, you should have at least one hidden character out by now to put back in your hand, and one you might not need any more at that (Orb, for example, has now drawn you through 5 cards and placed 5 characters in your KOed, which is amazing). With flight and range, Zarathos can take the fight to whomever he wants (most of the time), and without being stunned back. He also makes a great wall should all the rest of your characters be hidden. Zarathos is a solid beatdown option for Curve Underworld.
Zodiak, Norman Harrison
Cost: 2
3/2
Range.
Zodiak can team attack as though he had all team affiliations.
Boost 3: When Zodiak comes into play, he gets +X ATK and +X DEF this turn, where X is the number of cards in your hand
Rating: 3. Umm. Zodiak is ok. He's not really made for Underworld though, which is kind of amusing. He looks like he is designed to be the character you place in the 2-drop for the "Best of" deck (where every character is the best overall for it's drop, regardless of team). With Zodiak out you can stick him behind the bruisers for safety thanks to range, and can team attack, something a "Best of" deck isn't known for being all that great at. So, he's good insurance for a specific type of deck. Also, as a side note, he's an interesting option as a 5-drop for the Barbara Gorden equipment-heavy GK deck or an 8-drop for the Cosmic Cops deck (Do you want Superman, or do you really want another 40/40..."You have two Fatbats?!? Ahhhhhhhhhhhhh. Run away! Run away!"...kind of brings a smile to your face, doesn't it). An odd little character that, like Werewolf by Night, might warrant another look at a later date in addition to his current uses.
EQUIPMENT
The Darkhold
Threshold: 1
The Darkhold costs 1 less to recruit while you control an Underworld character.
Equipped character has "Activate -> Put the top card of your deck into your KO'd pile. If it's a character card, gain 4 endurance."
Rating: 3. In any version of the mono-Underworld deck this card looks to be great. A 50/50 chance at worst of gaining 4 endurance when you attack me and filling my KOed pile with a character that I can then use to gain 3 more endurance or many other things? Sign me up. Not for every build, this card if for the decks that really, really need to fill that KOed pile and have a high character count. Both the Soulstealer and Blood Vomit builds would benefit, Curve Underworld won't.
LOCATIONS
Club Dead
Threshold: 3
Activate, put an Underworld character card from your KO'd pile on the bottom of your deck -> Recover target stunned character with a cost of 3 or less you control.
Rating: 3.5. This is a really nice location. It would have been nice if it had a threshold of 2, but they probably thought that was a little too much during playtest. However, as it stands, from turn 3 on you should be recovering an additional character with much ease. And the great thing is it works for the Blood Vomit or Curve Underworld build. There are often low-drops you wouldn't mind recovering for "free". This will see plenty of play.
Dracula’s Castle
Threshold: 2
Activate -> Target defender gets +1 DEF this attack.
Activate, put an Underworld character card from your KO'd pile on the bottom of your deck -> Gain 3 endurance.
Rating: 4.5. This is an amazing location. I mean an Avalon Space Station amazing location. First of all, the DEF pump works on any defender. That means any deck that can use a +1 DEF bonus (a lot of character on the cusp of the DEF curve) every turn can use this card. If that is all this card did it would still get a 3.5 rating at the least. The fact that it also gives Underworld decks a reliable way to gain 3 endurance every turn from turn 2 on pushes it well into a 4 rating. After the dust settles during the next few months of intense playtesting and tournament play of decks, Dracula's Castle may even end up with a full 5 rating.
Infernal Gateway
Threshold: 3
Activate, discard three cards -> Return target card from your KO'd pile to your hand. Use this power only if you control an Underworld character.
Rating: 3. It costs you a net of two cards to use this ability. It's not bad since it gets any card back. That means this is the second reliable way (Garth being number one) to get back a plot twist every turn. The cost is high, but I can easily see some sort of combo that lets you draw a large number of cards each turn then lock your opponent out from attacking every turn from turn X on. I'm not saying such a combo exists with the cards we have out now ("Hey, what about A Child Named Val..." *whap* "Shut up, I wasn't asking you! That's secret tech!" *ahem*). But I can certainly see it being possible. This is a card to keep on your radar, as a devastating recursion combo could come about thanks to it's existence at any moment.
PLOT TWISTS
Black Magic
Threshold: 3
Play Black Magic only during your first attack this turn. Put an Underworld character card from your KO'd pile on the bottom of your deck. If you do, target Underworld attacker gets +3 ATK and +3 DEF this attack
Rating: 3.5. It's no It's Clobbering Time! But it is a solid offensive pump nonetheless. And with the sheer number of ways Underworld has to fill the KOed pile with character, I wouldn't worry too much unless playing against another Underworld player or a Phantom Phone Booth (or possibly Revenge Squad) deck. This will make it's way into a lot of Underworld builds, plain and simple.
Blood Hunt
Threshold: 2
As an additional cost to play Blood Hunt, exhaust an Underworld character you control.
Ongoing: Underworld characters you control have flight.
If an Underworld character you control would become powered-up, you may have it get +2 ATK this attack instead.
Rating: 3. This is a potent little card. The first ability is actually kind of filler, as a lot of Underworld characters have flight. The second ability works very well in a deck that can power up a lot, such as Blood Vomit or any swarm build with Centurious in it. It's not for every deck, but some builds can be focused just a little more with this card.
Children of the Night
Threshold: 1
Ongoing: Hidden Underworld characters you control get +1 DEF.
Whenever a hidden attacker you control causes breakthrough to a player, that player loses 1 endurance.
Rating: 3. This card is only good in a Concealed-heavy Underworld deck. So the Soulstealer deck and the Curve Underworld or Underworld/Marvel Knights concealed-control builds will benefit. The extra endurance loss is gravy, it's the DEF bonus this card is all about. This lets your attackers, who are already safe from attack most of the time, attack into opposing characters more safely, or with card advantage in mind (when your opponent must pump or power-up just to stun back your attacker). As more and more copies of this come out, the better your control-oriented hidden characters can deal with whatever your opponent has. Any concealed heavy deck with Underworld in it should seriously consider this card.
Dark Embrace
Threshold: 8
Play Dark Embrace only during your recruit step and only if you control an Underworld character.
Discard up to eight cards. Put an Underworld character card with cost less than the number of cards you discarded this way from your hand into your front row.
Rating: 2. You must really focus your deck to use this. Sure, it means on turn 8 you potentially have out an 8-drop and two 7-drops, which is indeed devastating. But I don't really think the cost will prove to be worth the benefit.
Evil Awakens
Threshold: 1
Target hidden character you control gets +2 ATK this turn. You may return an Underworld character card from your KO'd pile to your hand.
Rating: 3. Also only for a concealed-heavy deck, this card does give you back a card. It's a solid 1-threshold plot twist that probably fits best in a concealed-heavy Curve Underworld build.
Gravesite
Threshold: 1
Ongoing: At the start of the draw phase, each player draws a card, then discards a card. If a player discards an Underworld character card this way, that player gains 1 endurance.
Rating: 4. An amazing ongoing plot twist that will actually see play in a number of non-Underworld builds that need to grind through their deck a bit faster. In Underworld deck the bits of extra endurance are pure gravy that, by game's end, could mean the difference. This card is good for all of the Underworld builds out there and absolutely any deck that really needs to grind through the deck to be more consistent.
Hypnotic Charms
Threshold: 1
Play Hypnotic Charms only if you control an Underworld character.
Ongoing: Affiliated characters you control and affiliated cards in your KO'd pile have the affiliations of each character card in your KO'd pile.
Rating: 4. The second amazing team-up card in this set, this has a very different feel and set of uses then Midnight Sons. It becomes very easy to throw together a mixed-team deck with Hypnotic Charms, as a ton of good effects require a discard to work (Have a Blast, Weapon of Choice, etc). With Hypnotic Charm out you could have 4 or 5 different teams in your discard pile very easily, especially with Gravesite and the like. This allows for a hybrid "Best of" deck that actually does team up all 5 different teams represented at once. With Morbius, a solid 3-drop, searching for it as well, Hypnotic Charms is a great team-up card for any Underworld build you can imagine.
Card Name: Mist Form
Threshold: 1
Target Underworld attacker you control cannot be stunned this attack. Draw a card.
Characters you control cannot attack this turn.
Rating: 4. Another really good plot twist for Underworld. This is a mini-Bamf that draws you a card. But it must be your last attacker for the turn, it's penalty. Not all that harsh, as it means your last attacker, who is often exchanging with an opposing equal drop, does not get stunned, so you are up a character. And you draw a card, so at the it never costs you a card unless it is negated, and nets you a card if played in your resource row. Great stuff for Underworld here, folks.
Shadow Step
Threshold: 2
Play Shadow Step only if you control an Underworld character.
Target hidden character's controller moves that character to his visible area. If that player has six or more character cards in his KO'd pile, that character gets +1 ATK and +1 DEF and has flight and range this turn.
Rating: 3. This card isn't bad at all. It is better in limited, but still playable in constructed. Shadow Step serves as three cards in one. First, it can be a simple offense pump on a hidden character to push a fight in your favor. Second, it is a means with which to throw a defender into the visible area (and at +1/+1 sometimes, too), possibly ending your opponent's attack step earlier than he would have liked. Finally, it is a way to drag an opposing character into the visible area (though sometimes with a +1/+1 bonus), allowing you to stun a normally protected character or maintain board parity with your opponent. Pretty versatile, it will get splashed in to taste as the metagame fluctuates.
Strength of the Grave
Threshold: 4
As an additional cost to play Strength of the Grave, put X Underworld character cards from your KO'd pile on the bottom of your deck.
Choose one: Target character gets +X ATK this attack; or target character gets +X DEF this attack
Rating: 3. This card is pretty average in constructed. It is wonderful in limited, but in constructed there are better (that is to say, more efficient) things to do with the characters in your KOed pile most of the time. It's not a bad card, and some people will try to play with it to good effect. What it really has going for it is the versatility of being able to pump either ATK or DEF whether attacking or defending. Whatever you need this attack, if you can feed the effect, Strength of the Grave will provide it for you. It will probably be best for Underworld Curve or Soulstealer (perhaps a DEF pump for Mephisto himself?).
Wake the Dead
Threshold: 1
Search your deck for an Underworld character card with the same name as a character in play or a character card in your KO'd pile. Reveal that card and put it into your hand. Shuffle your deck.
Rating: 4.5. This is an awesome search card. It can get a power-up, it can grab an upgrade, it can grab an extra army character, or can allow you to pay a cost from your hand without losing a card. This is one you want to try and always play in the resource row if possible. And with how often you mill yourself in some Underworld builds, it gives you an extra chance at grabbing a key drop. Shelob threw Mephisto, Soulstealer into the KOed pile? Awesome, now I definitely have him on turn 5 thanks to the Wake the Dead I dropped on turn X. This will see play in most builds of Underworld. Think about it like this, at worst, if this card is played from your hand, it thins your deck by one card and gets you a power-up. Worst case. Best case is, of course, getting your needed drop and a win thanks to Wake the Dead. Not too shabby at all.
Witching Hour
Threshold: 7
As an additional cost to play Witching Hour, pay 2 resource points.
Choose any number of Underworld character cards in your KO'd pile each with a cost of 2 or less. During your recruit step this turn, for each of those cards, you may recruit it as though it were in your hand, and you may pay 2 endurance rather than pay its recruit cost.
Rating: 3. Witching Hour is a pretty cool seventh turn option for Underworld, a team that has one average option (Nightmare) and one similar option that actually has synergy with Witching Hour (Deacon Frost) at that drop. And what's more, you can split your extra 5 resource points between the 2-drop or less character cards in your KOed pile (including the Deacon himself), or to bring in a 5-drop or whatever combination of drops from your hand. And for every 2 endurance you pay you get a 2 or less drop back from your KOed pile. Great deal. I will definitely try this card out, particularly in Blood Vomit.
Suicide, in my book, is a 4 easily. He's already hard to take down with a 5 DEF, and his ability combined with Club Dead (which I love) means he's simply not leaving the board until YOU decide. If you run Zarathos (as I do), this means you'll never have to worry about returning someone to hand. Sure, I'd rather bring back a 1 or 2-drop, but he's better than my 4. He also dicatates the flow of your opponent's attack: They'll quickly learn that they'll probably have to attack him at least twice, leaving your guys in back free to counter-attack.
I also really like The Darkhold, just to be able to gain lots of life with little cost. Combined with the Castle, you can gain tons of life easily.
Finally, Strength From the Grave sucks. Sorry, but to be useful you need to sacrifice most of your pile, and those are badly needed for other abilities, like feeding the Castle. No thanks!
Due to your recommendations I'm gonna give Skinner a try as my backup (was Morbius, just because there wasn't anyone else!), I guess I never really thought of him as a mini-Batgirl, just because his stats were awful. But we'll see :)
Tryks, New Blood, Nekra, Deacon Frost and Longshot are the only characters you need for a Underworld Vomit deck. Really, if you draw into Longshot and Nekra at the beginning of the game, your hand should be up in the area of 10 cards consistently. The draw power that the deck potentially provides is just stupid. You also don't really need many plot twists with it. Gravesite, Witching Hour, and Blood Hunt are all you need, Wake the Dead is unnecessary. Blood Hunt allows all those army characters to pump +2 attack, which is just crazy. Imagine boosting Deacon Frost on turn 6 to bring out 4 New Bloods, then cleaning up on turn 7 with Witching Hour. The problem is that, like all vomit decks, it relies on getting a good draw. However, you aren't punished as much by missing Longshot since you've got Nekra and Gravesite.