Infinite Crisis Sneak Peaks

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DaAmazing1

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This is a list of all the sneak peaks that I coulds find scattered around the web in a short comprehensive list. Many thanks to Metagame, Pojo, VsRealms, VsParadise, StarCityVs and Inquest for previewing the cards.

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Dr. Psycho
Character, 6
12/12

At the start of the combat phase, each player loses endurance equal to half the combined cost of all the characters he controls, rounded up.

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Check and Mate!
Plot Twist, 5

Play Check And Mate! only during the draw phase.
As an additional cost to play Check And Mate!, discard a Checkmate character card.
If you have not played another card named C&M! this game, characters cost 1 more to recruit this turn.

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Ted Grant <> Wildcat
Character, 3
JSA
4/4

Ted Grant gets +3 ATK while exhausted.

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Harbinger - ?
Character, 7
Crisis
17/17
Flight, Range

Boost 1: When Harbinger comes into play, if you control another Crisis character, search for a card named Harbinger, put it into your front row and shuffle your deck.

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Zatanna - ?
Character, 6
Shadowpact
12/13
Range

Willpower 5
Pay 3 Endurance >>> If you control another Shadowpact character, draw a card.

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Shazam - The Sorcerer
Character, 7
Shadowpact
15/16
Range


Loyalty-Reveal, Willpower 6

At the start of the combat phase, if you have played no plot twists this turn, you may have target opponent's endurance total become equal to yours. If you do, you cannot play plot twists this turn.

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Deathstroke the Terminator - Ultimate Assassin
Character, 7
Villains United / Deathstroke
17/14
Range

Loyalty
Vengeance: Whenever Deathstroke the Terminator becomes stunned, if you have played no plots twists this turn., you may KO target character. If you do, you can not play plot twist this turn.

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Superman - Earth 2
Character, 6
JSA
13/12
Flight, Range

Ally: Whenever an exhausted character you control becomes powered up while in combat with a character with greater cost, that exhausted character gets an additional +1 ATK/+1 DEF this attak.

Boost 1: When Superman comes into play, put two +1 ATK/+1 DEF counters on each Earth 2 character you control.

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Carter Hall <> Hawkman - Eternal Champion
Character, 5
JSA
8/7
Range, Flight


Carter Hall gets +1 ATK / +1 DEF for each exhausted, non-stunned, non-Army character you control.

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Conjuration - Magic
Plot Twist, 3


Play Conjuration only during your recruit step.
You may pay 15 endurance. If you do, gain 1 resource point only to recruit a character card with the printed Shadowpact affiliation.

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The Conclave
Plot Twist, 2

Play The Conclave only if you control a Shadowpact character.

As an additional cost to play The Conclave, pay 4 endurance.

Negate Target effect from a non-ongoing plot twist.

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Blackbriar Thorn - Druid of Cymru
Character, 2
Shadowpact
2/2

Willpower 1
Whenver you play a Magic plot twist, put a +1 ATK / +1 DEF counter on Blackbriar Thorn.

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Dr. Psycho - Mental Giant
Character, 2
Villains United
4/1

Vengeance: Whenever Dr. Psycho becomes stunned, you may stun target character with cost of 1 or less.

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Mr. Freeze - Brutal Blizzard
Character, 5
Villains United
9/10
Range

Vengeance: Whenever Mr. Freeze becomes stunned, target character with cost 5 or less cannot ready this turn.

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Ahmed Samsarra - White King
Character, 3
Checkmate
Range
6/6

Loyalty - Reveal, Concealed - Optional

When Ahmed Samsarra is put into a KO'd pile from play, you lose the game.

Activate>>>KO a resource you control. If you do, search your deck for a location card, reveal it, put it face down into your resource row, and shuffle your deck.

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Threat Neutralized
Plot Twist, 1

Target Checkmate character you control gets +1 ATK/+1 DEF this turn.

Ongoing: If a card would be put into the KO'd pile from play, instead, remove it from the game.

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Dr. Polaris - Force of Nature
Character, 3
Villains United
4/4
Flight, Range

Vengeance: Whenever Dr. Polaris becomes stunned, target opponent exhausts a ready character he controls.

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Lex Luthor <> Mockingbird - Evil Exile
Character, 7
Secret Six
16/15

Concealed
Remove Lex Luthor from the game>>>Put a Secret Six character card with cost less than the number of resources you control from your hand into your front row stunned. Use this power only during the recovery phase and only if Lex Luthor is in your hand.

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Secret Six Victorious
Plot Twist, 5

Ongoing: At the start of your recruit step, if you control exactly six characters with the printed Secret Six affiliation, you win the game.

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Mourn For The Lost
Plot Twist, 2

As an additional cost to play Mourn For The Lost, discard a character card.

Negate target non-triggered effect from a plot twist with cost 1 or less. If you control a Gotham Knights character, draw a card.

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The Penguin - Arms Merchant
Character, 3
Arkham Inmates
5/5

When The Penguin comes into play, each player draws a card and then discards two cards or a location card.

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Dr. Fate - Lord of Order
Character, 8
JSA
20/20
Flight, Range

Concealed-Optional, Willpower 4

When Dr. Fate comes into play, you may search your deck and KO'd pile for up to three Fate Artifact cards, reveal them, put them into your hand, and shuffle your deck.

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Fate Has Spoken - Magic
Plot Twist, 4

If you have played no other plot twists this turn, ready target character with the name or identity Dr. Fate and lose endurance equal to its cost.

You cannot play plot twists this turn.

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Katar Hol <>Hawkman - Eternal Hero
Character, 4
JSA, JLA
8/6
Flight, Range

Discard a card that shares an identity with an attacker or defender you control>>>Power-up target attacker or defender you control.

Ally: Whenever a character you control becomes powered-up, it gets an additional +1 DEF this attack.

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Cloak Of Nabu - Fate Artifact
Equipment, 0

Unique, Concealed-Optional

Equipped character can be equipped with any number of Fate Artifacts.

Equipped character gets +1 DEF and cannot be the target of effects your opponents control.

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The Rock Of Eternity
Location, 4

At the start of your attack step, ready each JSA character you control that was exhausted as your attack step started, and exhaust each other character you control.

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Nightmaster - Demon Slayer
Character, 5
Shadowpact
9/9

While you control a Shadowpact character and five or more resources, you may pay 20 endurance rather than pay Nightmaster's recruit cost.

Pay 1 resource point>>>Gain 5 endurance. Use this power only once per turn.

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Double Play
Plot Twist, 2

Ready target JSA team attacker you control that shares an identity with another attacker you control. The character you readied cannot be stunned while team attacking this turn and cannot cause breakthrough this turn.

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Zazzala <> Queen Bee - Mistress Of The Hive
Character, 3
Villains United, Injustice Gang
5/4

Concealed-Optional
Whenever a character leaves play during the combat phase, target opponent loses 2 endurance.

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The Science Spire
Location, 3

Activate, return a Villains United character you control to its owner's hand -> Draw X cards and then discard X cards, where X is the cost of the character you returned.

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Adrian Chase <> Vigilante - Street Justice
Character, 4
Checkmate
8/6

Backup: Activate -> Whenever target character you control becomes stunned by an attacker this turn, stun that attacker. Use this power only in the build phase.

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Rook Control
Location, 4


Rock Control is not unique.

Activate -> Move a hidden character you control to your visible area. If you do, move target visible Checkmate character you control to your hidden area.

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Adam Strange, Champion of Rann
Character, 2, JLA / Rann,
3 ATK / 2 DEF


Reservist

Reveal Adam Strange >>> KO target character with cost 1. If you do, and Adam Strange is in your resource row, KO him and you may put a card from your hand face down into your resource row. Use this power only while Adam Strange is in your resource row and only during the recovery phase.

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A Moment of Crisis
Plot Twist, 2


Choose an identity. Characters you control gain the chosen identity this turn.

If you control a JSA character and A Moment of Crisis is in your resource row, draw a card.

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Aspiring Pawn, Army
Character, 1, Checkmate, 1 ATK / 1 DEF


Concealed

Whenever Aspiring Pawn causes breakthrough while attacking a player directly, put a +1 ATK / +1 DEF counter on Aspiring Pawn, and it loses the version Army and gains the version Knight.

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Bart Allen ◊ The Flash, Impulsive Speedster
Character, 5, Speed Force / Teen Titans, 9 ATK / 9 DEF


Bart Allen does not exhaust to attack.

Whenever Bart Allen stuns a defender or causes breakthrough, Bart Allen cannot attack this turn.

Bart Allen cannot attack the same character more than once per turn.

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Black Adam, Teth-Adam
Character, 5, Villains United, 10 ATK / 8 DEF


Vengeance: Whenever Black Adam becomes stunned, target character gets -3 ATK / -3 DEF this turn.

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Check and Mate!
Plot Twist, 5


Play Check and Mate! only during the draw phase.

As an additional cost to play Check and Mate!, discard a Checkmate character card.

If you have not played another card named Check and Mate! this game, characters cost 1 more to recruit this turn.

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Cheshire, Jade
Character, 5, Secret Six / Villains United, 8 ATK / 11 DEF


Whenever a Secret Six character you control attacks, gain 1 endurance.

Whenever a Villains United character you control attacks, target opponent loses 1 endurance.

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Dr. Fate, Hector Hall
Character, 6, Shadowpact, 12 ATK / 12 DEF


Concealed"”Optional, Willpower 4

Other characters you control get +1 ATK for each equipment equipped to Dr. Fate.

Equipment you control and equipment cards you own in all zones have concealed"”optional.

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Dr. Fate's Tower
Location, 2


When you flip Dr. Fate's Tower, you may discard a card. If you do, search your deck for a Fate Artifact card, reveal it, put it into your hand, and shuffle your deck.

Backup: Activate >>> Transfer all equipment on a character you control to another character you control. Use this power only during the build phase.

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House of Secrets
Location, 1


Discard a card or pay 1 resource point >>> Gain 2 endurance and an additional 2 endurance if you control a Secret Six character. Use this power only once per turn.

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Huntress, Earth 2
Character, 3, JSA / Gotham Knights, 5 ATK / 4 DEF


Characters you control and character cards you own in all zones gain the version Earth 2.

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It's Not Over Yet
Plot Twist, 3


Play It's Not Over Yet only during the recovery phase.

As an additional cost to play It's Not Over Yet, discard a card.

Choose one: Recover target stunned Secret Six character you control; or gain endurance equal to the cost of target stunned Secret Six character you control.

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Join Us or Die
Plot Twist, 2


Stun target non-stunned character you control. If that character has the Villains United affiliation, you may recover it.

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June Moon ◊ Enchantress, Good Witch
Character, 4, Shadowpact, 7 ATK / 7 DEF


Activate >>> Stun target character with cost 3 or less. If you have more than 25 endurance, that character's controller moves June Moon to his front or support row, and she gains an affiliation of that player's choice.

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June Moon ◊ Enchantress, Bad Witch
Character, 6, Shadowpact, 12 ATK / 12 DEF


Activate >>> Stun target character. If you have more than 10 endurance, that character's controller moves June Moon to his front or support row, and she gains an affiliation of that player's choice. Use this power only during your attack step.

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Kendra Saunders ◊ Hawkgirl, Eternal Heroine
Character, 3, JSA / JLA, 5 ATK / 4 DEF


Discard a card that shares an identity with an attacker or defender you control >>> Power-up target attacker or defender you control.

Ally: Whenever a character you control becomes powered-up, it gets an additional +1 ATK this attack.

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Kate Spencer ◊ Manhunter, Fearless Renegade
Character, 2, JSA / Manhunter, 3 ATK / 2 DEF


Characters you control get +1 ATK while attacking a character with greater cost.

Free >>> Target hidden character an opponent controls can be attacked by characters you control with lesser cost this turn. Use this power only once per turn.

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Knights' Gambit
Plot Twist, 2


Play Knights' Gambit only during the combat phase and only if you control a Checkmate character.

If Knights' Gambit is in your resource row, KO Knights' Gambit and KO target non"“Team-Up ongoing plot twist. Otherwise, replace that plot twist.

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3 . . . 2 . . . 1 . . .
Plot Twist, 2


Play 3 . . . 2 . . . 1 . . . only during the combat phase and only if you control a Villains United character.

If 3 . . . 2 . . . 1 . . . is in your resource row, KO 3 . . . 2 . . . 1 . . . and KO target location. Otherwise, replace that location.

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Mordru, Dark Lord
Character, 5, 9 ATK / 9 DEF


When Mordru comes into play, choose a team affiliation and an identity. Mordru gains the chosen affiliation and identity.

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Multiverse Power Battery
Plot Twist, 1


The controller of target character moves it to a different position. That player KO's an equipment equipped to that character.

Ongoing: Each Earth 2 character card you own is not unique unless you control an Earth 2 character with the same name as that card.

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Obsidian, Todd James Rice
Character, 4, Emerald Enemies, 8 ATK / 6 DEF


Willpower 2

KO a resource you control >>> Target character you control gets +1 ATK this turn for each face-up resource you control. Use this power only once per turn.

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Pawn of the Black King
Plot Twist, 4


As an additional cost to play Pawn of the Black King, discard a Checkmate character card and exhaust a location you control.

Target character loses all team affiliations and cannot have team affiliations other than Checkmate this turn.

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Removed from Continuity
Plot Twist, 2


As an additional cost to play Removed from Continuity, exhaust a DC character you control.

Remove target stunned non-Army character from the game. You may discard a card. If you do, search that character's controller's deck, hand, and KO'd pile for all cards with the same printed name and version as that character and remove them from the game, and that player shuffles his deck.

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Talia, Daughter of Madness
Character, 5, Villains United / League of Assassins, 9 ATK / 9 DEF


Whenever you discard a character card with cost 2 or less, if it is the first card you have discarded this turn, you may put it from your KO'd pile into your front row if you don't control a character with the same name as that card.

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The Monitor, Guardian of the Multiverse
Character, 9, Crisis, 24 ATK / 22 DEF


Characters and resources you control cannot be KO'd by effects your opponents control.

Whenever a character you control becomes stunned, recover it.

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Valentina Vostok ◊ Negative Woman, Bishop
Character, 4, Checkmate, 8 ATK / 6 DEF


Concealed

Backup: Activate >>> Characters your opponents control get -3 DEF this turn while Valentina Vostok remains exhausted. Use this power only during the build phase.

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Taking Up the Mantle
Plot Twist, 1
As an additional cost to play Taking Up the Mantle, remove a JSA character card in your KO'd pile from the game and choose a character you control.

Put a +1 ATK / +1 DEF counter on the chosen character.

Ongoing: The chosen character gains the identities of the card you removed.

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Check and Mate!
Plot Twist, 5

Play Check And Mate! only during the draw phase.
As an additional cost to play Check And Mate!, discard a Checkmate character card.
If you have not played another card named C&M! this game, characters cost 1 more to recruit this turn.
Um, does this effect apply to all players? Cause if it only applies to the controler I dont get it.
 
Then it should say "players" and not "you" shouldn't it? "Players who have not played another card named Chck and Mate!..."
 
Or it could just mean that it only checks if you the controller of the card have played any cards called c & m so far. So as long as you havent played another one all characters cost +1.

Of course then another player can play their c&m making it +1 again.
 
EmeraldDragon said:
Or it could just mean that it only checks if you the controller of the card have played any cards called c & m so far. So as long as you havent played another one all characters cost +1.

Of course then another player can play their c&m making it +1 again.
But if it did, then it would have no other effect but to make your characters cost more to recruit this turn.
 
Yeah i know.

Cobined with a few other cards it might just be a match winner. Keep the opponents characters low so you dont face off against their powerhouses.
 
The way it's worded up there, the only characters that are going to cost more to recuit are yours. Not your opponents'.
 
The card can only be played during the draw phase so if you play one then your opponent chains one then if everything resolves with out a hitch then characters will cost you and your opponent two more to recuit.

The wording says if you have not played a c&m, then the effect goes through. The effect is that characters cost 1 more to recuit, if iwas to effect only you or your opponent, the effect would have been worded characters cost target player 1 more to recuit this turn or characters cost you one more to recuit this turn.
 
Im sure this is gonna come back and bite me in the ass one day but hell why not......

HA IN YOUR FACE DJ!!!!!

.....run away now....... <runs away really really fast>
 
Everyone a comedian. ;)

Play Check And Mate! only during the draw phase.

Activation requirement, obviously.

As an additional cost to play Check And Mate!, discard a Checkmate character card.

Cost to play the card aside from spending the threshold cost.

If you have not played another card named C&M! this game, characters cost 1 more to recruit this turn.

I can see it now. I overlooked the way "characters" was used. Only I have to disagree that it would be necessary for it to say target player. It could just say "you". But I digress.
 
Whooo, I got a playmat!

I had a decent deck, I just came up dry on plot twists too often, but still went 3-1. I opened 4 teamups, but played two. Not a whole lot in the way of combat pumps, but I had a 3-6 JSA/Earth-2 curve, and T-Spheres. I played 3 7-drops, but one was Phantom Stranger, who's really a combat pump anyway. The other two were Joker and Black Adam, although I never got to get Joker on the field. Mr. Freeze was a great splash on 5, and Rose Psychic is almost always consistent endurance gain. I really like JSA as a team, I think I may build them in constructed, maybe team them up with JLA too. They've got that one plot twist where you can have a character and their Earth-2 counterpart on the field at the same time without violating uniqueness. I wish I'd gotten a chance to draft this set. Oh, and 6 drop Captain Marvel is such an awesome flavor card. :D
 
Cool I got the Paymat too.... My deck was so-so, I went JSA & Vilians united that's all I had in my packs really. Captain Marvel 6 drop is bananas!!!! "SHAZAM!", that card won me almost all my games! I went 4-0....
 
[font=verdana,helvetica,sans-serif]Captain Marvel, Earth's Mightiest Mortal[/font]
[font=verdana,helvetica,sans-serif]
Symbol_6_mana.gif
, JSA - Character 1/1[/font]
- Reservist
- Captain Marvel does not come into play with a cosmic counter.
- Discard a JSA character card, say "Shazam!"
Symbol_Arrow.gif
Put a cosmic counter on Captain Marvel.
- Cosmic: Captain Marvel gets +13 ATK/+13 DEF and has flight.

Say Shazam!?

Thats cool. Theyactually tell you to say shazam.
 
Someone asked a question on VS Realms on whether not actually saying "Shazam!" made activation illegal. They told him he get a game penalty and one guy said "That's 'Shazam!' with '!'", so he's going to make them say it loud! I'm just waiting for the day this card sees a regular play, somebody yells "Shazam!" and gets struck by lightning.
 
so are we saying that if I don't play two check and mates, that my characters cost one extra? seems to me that if a player didn't play a check and mate!, their characters cost them one extra to recruit, or am I on something and am miss understanding the whole purpose of the card?

About Bart Allen:

Bart Allen ◊ The Flash, Impulsive Speedster
Character, 5, Speed Force / Teen Titans, 9 ATK / 9 DEF

Bart Allen does not exhaust to attack.

Whenever Bart Allen stuns a defender or causes breakthrough, Bart Allen cannot attack this turn.

Bart Allen cannot attack the same character more than once per turn.

Does this mean that he attacks everyone at once? If not, I don't understand playing him at all, as he would only be able to attack once, at which point he would not be able to atk again, and leaving him ready is stupid. Please help me understand this guy!?
 
Well for one it would be good for effects where you have to exhaust a character to activate them. If he attacks and then you get to exhaust him for the use of a good plot twist then he seems ok to me.
 
Check and Mate! makes everyone's characters cost 1 more to recruit this turn, unless you've played another Check and Mate! card this game. So basically, the first Check and Mate card you play during a game is going to make your characters cost extra that turn. But any subsequent Check and Mate! cards you play that game will not affect you.

Bart Allen has no provision to attack everyone at once in his effect. No card can in the VS system as far as I know. Bart's special ability is balanced so you can't pump him up to ridiculous amounts and have a multi-shot beat stick on the field. What he can do is attack, an be used for payment effects that require you to exhaust a character at the same time. Since ordinarily you have to exhaust a character when an attack becomes legal, you can't use it for special effects that require an exhaust cause it's already exhausted. Bart will allow you to circumvent that little rule. But if he could just keep attacking each character on the field, that would would be incredibly broken
 
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