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Back
[{"text":"Hey everyone, Coiser here again. I'm back with some gameplay tips on how to maximize the potential of one of the sneakiest Locations in the game: Cadmus Labs."},{"image":[{"src":"cad711874cadmus-l.jpg"},{"caption":""}]},{"text":"Such an innocent looking Location. With a cost of 6, and it being worth 2 VP, its a fine enough pickup for any deck that maybe you can get a few uses out of over the course of a game. In general, it'll let you return any 3 or less costing Hero or Villain that you have in play to your hand, so you can play it again. While 3 or less costing cards aren't typically very exciting, I want to look at some very peculiar interactions for it, some that you may not have noticed before. Let's begin."},{"header":"return a hero or villain & play it again"},{"double":[{"src":"kid398767kid-flas.jpg"},{"src":"che408804cheetah-.jpg"}]},{"text":"Kid Flash is an innocent 2-drop card, but worth picking up for any deck due to its ability to replace itself when drawn. We'll happily send him to the Labs, netting us another card for our troubles.<br><br>Likewise, I'm sure we can find another card worth gaining if we happen to find ourselves having a Cheetah in play.<br><br>Returning cards you've played with Cadmus Labs is fairly straight-forward, and is probably readily apparent to anyone who reads the cards. Let's shift gears and look at some advanced plays we can make with it."},{"header":"Time travel"},{"double":[{"src":"daw531271dawnstar.jpg"},{"src":"dre87168dream-gi.jpg"}]},{"text":"Let's review the ruling for Time Travel:<br><br>(all rulings are from www.dcdeckbuilding.com\/rules\/)<br><br>5.040: Time Travel: You may discard a card from your hand to play this card from the Line-Up or Super-Villain stack. If you do, you cannot buy or gain it this turn, and return it at the end of your turn.<br><br>So if we Time Travel a card from the Line-Up, we play it, and it leaves the Line-Up and enters our play area. Note: Players will often leave a card that has been Time Traveled in the Line-Up, and place a token on it, to show it was Time Traveled; this is a generally done as a time-saving mechanism, but make no mistake: you are playing the card, and it enters your play zone as any other card does.<br><br>Let's review another interesting rule:<br><br>2.050: When a card changes zones, it loses any dependencies it had while it was in the previous zone.<br><br>Regarding Time Travel, this means that if the card leaves play, it will lose the 'return to the Line-Up or SuperVillain stack' effect that is waiting to return it at the end of the turn. Note: This is the same rule that prevents cards that are Time Traveled and then destroyed with Bane from returning to the Line-Up.<br><br>Here, it means that if we Time Travel a card, and then return it to our hand with Cadmus Labs, it will lose its 'return to the Line-Up...' effect, and therefore it will not return to the Line-Up at the end of the turn, no matter what zone it happens to be in at that time. It will lose its 'return to the Line-Up...' dependency from the Time Travel rule. So we effectively get the card for free! Note: This does not constitute gaining the card, its just an edge case whereby we now own it, although we never gained it.<br><br>This is an excellent use of Cadmus Labs, and should not be overlooked!"},{"header":"time travel Main characters"},{"double":[{"src":"cha612278chameleo.jpg"},{"src":"sat654245saturn-g.jpg"}]},{"text":"The same time of situation presents itself if you are playing with MCs that either directly Time Travel a card (Chameleon Boy) or with an MC that can give a card Time Travel (Saturn Girl, etc). Once you have Time Traveled a card that meets the cost and type requirements of Cadmus Labs, you are free to return that card to your hand and keep it!"},{"header":"unique interactions"},{"text":"So now that we have a better understanding of how we can take advantage of Cadmus Labs to 'freely' add cards to our deck, we can look for other unique situations to take advantage of."},{"double":[{"src":"abr95692abra-kad.jpg"},{"src":"eme879937emerald-.jpg"}]},{"double":[{"src":"gra210613granny-g.jpg"},{"src":"con556400constant.jpg"}]},{"text":"Each of these cards\/MCs present an opportunity to abuse Cadmus Labs. If you play a card that meets the requirements of Cadmus Labs with either Abra Kadabra, Emerald Knight or Granny Goodness, then you can freely put it into your hand with Cadmus Labs and keep it!<br><br>With Constantine, you already own the card, but the advantage here is that it won't be destroyed at the end of the turn, so you are able to keep it, and it won't be destroyed!"},{"header":"know your limits"},{"text":"As with most everything in life, even Cadmus Labs has their limits. When a card or effect directs you to '...play, and then return...', there is no way by which you can use Cadmus Labs to put those cards into your hand.<br><br><br>If you play an opponent's card with Telepathy, and then attempt to return it to your hand with the Labs, Telepathy's effect of 'return each card...to that foe's hand when it leaves play' will intercept Cadmus Labs ability, and it will return to your foe's hand.<br>"},{"double":[{"src":"tel821462telepath.jpg"},{"src":"xra156972xray-vis.jpg"}]},{"text":"Now is also a good time to review a relevant rule:<br><br>2.080: Unless explicitly stated, if an ability you control would cause a card owned by another player to be put into your hand, deck or discard pile, instead put that card into its owner's hand, deck, or discard pile.<br><br>This rule applies to Telepathy, but is unneeded for it due to its text directing you to return the card to its owner. This rule is more for the following type of cards:"},{"double":[{"src":"bra723203brainiac.jpg"},{"src":"isa82244isabel-r.jpg"}]},{"text":"If you play an opponent's card with Brainiac, and then attempt to return it to your hand with Cadmus Labs, the rule applies. The game knows that Brainiac 'would cause a card owned by another player to be put into your hand, deck or discard pile', and therefore the ownership rule intercedes and places the card 'into its owner's hand, deck, or discard pile' (in this case, it would go to their hand).<br><br>On the other hand, Isabel directs you to gain a card owned by your opponents, so the ownership rule doesn't apply here due to the clause of 'Unless explicitly stated...' in the cited ruling."},{"double":[{"src":"cap972704captain-.jpg"},{"src":"pie111915pied-pip.jpg"}]},{"text":"Teamwork falls under a similar category as the Brainiac example above. If you attempt to return a Teamworked card to your hand with Cadmus Labs, the Teamwork rule will interject, and will put the card on top of its owner's deck instead.<br><br>That's all I have for you today, hopefully this explanation has given you a deeper understanding of the competitive rules, and maybe you can do some sweet tricks with Cadmus during your next few games!"}]
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