Thursday, May 8, 2008

Late to the party, but better late than never...

It is no secret amongst my circle of friends that I have a fixation with the Marvel Team-Up ongoing plot twist We Had a Team Up.

But while studying it again tonight it occurred to me that I had possibly been reading it wrong for months. Like most people, most likely.

Tonight I realized that, based on the wording, you don't need to already control the character whose name you choose.

"But what are the implications and uses for such?" Glad you asked. The benefits of being able to give a character and character cards you don't yet control team affiliations means the ability to get around loyalty as well as DUAL LOYALTY! That's right folks, We Had a Team-up allows it's player to offer the chosen character the ability to meet it's loyalty requirements with out actually controlling any of the chosen characters printed affiliations! This simple factor allows many of the dual loyalty characters released in Marvel Team-up to be "splashed" in to decks they might not normally be able to fit in to!

Hellstorm just got a whole lot better!

1 comment:

Pi_3.14159... said...

How so? To recruit a Dual Loyalty character, you need to control both of the Dual Loyalty character's printed affiliations on characters you control. We Had a Team-Up won't get around that. You have to choose affiliations you control, so if you have those, you can do it, but not otherwise.
Oh, and from the FAQ on We Had a Team-Up:
As an additional cost to play, choose a name among characters you control and one or more affiliations among characters you control. The name and affiliation(s) need not be from the same character(s).
So yeah, it does. Otherwise, nice try.