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[{"text":"Hello, everyone! LRock (or Lenny) here again with some cube updates! The release of Rivals 2: Green Lantern vs. Sinestro is upon us, and while Rivals\/Confrontations characters are banned from cube play in order to blanket their overall limitations, the set will still give us a good number of legal main deck cube cards that we can get an early preview of in order to start some speculation, so let\u2019s get a card-by-card breakdown going, shall we?"},{"header":"super powers"},{"image":[{"src":"2-j8446272.jpg"},{"caption":""}]},{"text":"Construct Beasts<br>Super Power, Cost: 2, VP: 1<br>+1 Power<br>If you attack or have attacked a foe this turn, draw a card<br><br>The first thing we\u2019ll all need to get used to seeing is that handy little "Construct" keyword on the right side of the card above the text box. This will be relevant for some of the cards we\u2019ll be having a look at later. That being said, this card is a solid start for the set. It\u2019s hard to go wrong with a cheap cantrip like this, and the big benefit for decks that are heavy on attacks like Sinestro and Comedian is that this card doesn\u2019t care if the attack was defended or not; only that it was played. A solid pickup for Villain-heavy squads, for sure."},{"image":[{"src":"3-p6646143.png"},{"caption":""}]},{"text":"Construct Jets<br>Super Power, Cost: 4, VP: 1 <br>+2 Power <br>You may put a card from the Line-up on the bottom of the main deck. If you do, replace it. <br><br>I\u2019ve personally always been a fan of Line-up replacement effects in cube play such as Sonic Siren and Rioters, but the kicker is that this one doesn\u2019t destroy a card, so there\u2019s no immediate upside for a character like Heatwave or Bizarro. Still, for a 4-drop, this card is solid for Line-up manipulation and I\u2019d never be too unhappy to have it in my deck. <br><br>"},{"image":[{"src":"4-j3347494.jpg"},{"caption":""}]},{"text":"Construct Missiles<br>Super Power, Cost: 5, VP: 1 <br>+2 Power <br>You may destroy a card in your hand or discard pile. <br><br>To my memory, this is the first card I recall being spoiled in the set, and it\u2019s definitely a doozy! A cheaper Heat Vision (albeit one that provides less power) is an amazing pickup for any deck. In addition to that, this card has that handy little Construct keyword attached to it\u2026 which we\u2019ll get into later. <br>"},{"image":[{"src":"5-j1083745.jpg"},{"caption":""}]},{"text":"Construct Train<br>Super Power, Cost: 3, VP: 1 <br>Draw a card. <br>Defense: You may discard this card from your hand to avoid an Attack. If you do, draw two cards, and then put a card from your hand on top of your deck. <br><br>They\u2019re constructing all kinds of stuff in this set, aren\u2019t they? On text alone, this card is really solid for a 3-cost, even if it is just a worse Super Speed, but then Super Speed is a classic example of an undercosted Base Set card, so this card will make do just fine. "},{"image":[{"src":"6-j1203756.jpg"},{"caption":""}]},{"text":"Willpower<br>Super Power, Cost: 7, VP: 2 <br>+1 Power for each Hero you control. <br>Defense: You may reveal this card from your hand to avoid an Attack. If you do, draw a card, and then discard a card. <br><br>Here we have our only spoiled non-Construct Super Power, and this one has quite the high ceiling. In some decks, this will be next to worthless when played on your turn, say in the events when you aren\u2019t playing any blue Hero cards. On other turns, it\u2019ll be as good or better than a card like Super Strength, though it like won\u2019t get that high very often. Couple it with its Defense option, however, and this card easily ranks among the best. If you\u2019re defending with this in hand, you\u2019ll have the continuous option of customizing your hand for the best optimization, and that can never be overlooked. In some circumstances, you might even have the ability to discard this card itself if it won\u2019t be able to provide any power. Either way, any team will be fortunate to have this card in their deck. <br><br>"},{"header":"Equipment"},{"image":[{"src":"7-p8187107.png"},{"caption":""}]},{"text":"Green Lantern Power Ring<br>Super Power, Cost: 5, VP: 1 <br>Draw two cards, and then put a card from your hand on top of your deck. <br>Defense: You may discard this card from your hand to avoid an Attack. If you do, put a Construct from your discard pile into your hand or draw a card. <br><br>And heeeeeeeeeere\u2019s the payoff! Constructs as a keyword will have interaction with this handy dandy Defense card, similarly to how Krypto interacts with cards that have the Assist keyword. It\u2019s certainly not a make-or-break for a card like this since you can just draw a card if you don\u2019t have a Construct to return, but the extra incentive is always nice. In addition to that, this card is a solid draw spell in addition to also being a new Power Ring, so it\u2019ll add to the VP count of the Power Ring cards from Heroes Unite. Lots to be excited for with this gem!"},{"image":[{"src":"8-j4528448.jpg"},{"caption":""}]},{"text":"Interceptor<br>Equipment, Cost: 5, VP: 1 <br>+2 Power <br>You may swap all of the cards in your deck with all of the cards in your discard pile. If you do, shuffle your deck. <br><br>In all truth, I\u2019m a big fan of this card. Not because it\u2019s a +2 Power for a 5-cost, which is generally horrible (still technically is here), but the effect it allows for is very unique. I\u2019ve always wanted to see more discard pile dumpers ala Crimson Whirlwind and this card can certainly fit the bill in some cases. In other cases, you may just be shuffling your discard pile into your deck a turn early, which can also be fine. Some characters that rely on deck-stacking like Black Manta may not appreciate it as much, but that\u2019s fine, too. There\u2019s a reason why it\u2019s a "may" ability. "},{"image":[{"src":"9-j8984979.jpg"},{"caption":""}]},{"text":"Sinestro Corps Power Rings<br>Equipment, Cost: 4, VP: 1 <br>+2 Power <br>Attack: Each foe discards a card. <br><br>Oh look! Another Power Ring! One of which will most likely be in duplicates ala Power Ring from Base Set! Solid card here, as the text should be very familiar for anyone who\u2019s played with the card Bane from Base Set, with a different card type being added in this case. Not a bad addition at all. "},{"image":[{"src":"10-72618210.png"},{"caption":""}]},{"text":"Sinestro Power Battery<br>Equipment, Cost: 5, VP: 1 <br>+1 Power <br>Put an Attack from your discard pile into your hand. <br><br>Gross. I\u2019m all for new Bat Signal-type effects in cube, but this one is definitely going to annoy people. Getting to play something like Scarecrow or Constructs of Fear or Black Lantern Batman on back-to-back turns is going to set some games ablaze. You\u2019ll either love seeing this one or groan audibly, with very little in-between. "},{"header":"heroes"},{"image":[{"src":"11-66973811.jpg"},{"caption":""}]},{"text":"Arisia<br>Hero, Cost: 3, VP: 1 <br>+2 Power <br>The first time you discard this card each turn, you may put it from your discard pile into your hand. <br><br>Oh man, do I ever love this card! There\u2019s so much potential for great discard abuse here. Looking at Main Character abilities alone, characters like Black Lightning, Chameleon Boy, Killer Frost, Oliver Queen, Red Lantern Supergirl, Rorschach, and many more will always be happy to abuse what this card has to offer, which in most cases is just free uses of their abilities without any downside. As a card played on your turn, it\u2019s still a fine though unexciting Kick with a different card type, but nobody will ever buy it for just that reason. This card\u2019s going to get a lot of abuse in the upcoming cube season(s)! "},{"image":[{"src":"12-6191812.jpg"},{"caption":""}]},{"text":"Chaselion<br>Hero, Cost: 4, VP: 1 <br>+2 Power <br>Defense: You may discard this card from your hand to avoid an Attack. If you do, draw a card and you may destroy a card in your discard pile. <br><br>This is effectively a functional reprint from Superboy from Teen Titans Go, which in itself was a functional reprint of Bulletproof from Base Set with a different card type. Not much to talk about here, but good defense is always welcome in cube. "},{"image":[{"src":"13-56876613.png"},{"caption":""}]},{"text":"Kyle Rayner<br>Hero, Cost: 6, VP: 2 <br>Draw two cards. <br>You may discard a card. If you do, Attack: Each foe gains a Weakness. <br><br>Hooooooo boy, this card is a beast. Divinations (a term I\u2019ve borrowed from Magic: The Gathering that refers to \u2018Draw 2\u2019 spells, see also: Hugo Strange, Cheetah Form) are veritable bombs in cube play, and this card takes that application AND gives the player even more bang for their buck by adding a Scarecrow-effect to it for the low price of discarding the worst card in your hand. Seems pretty great to me, and yeah, this card will definitely win its fair share of games. "},{"image":[{"src":"14-80024014.png"},{"caption":""}]},{"text":"Salaak<br>Hero, Cost: 2, VP: 1 <br>+1 Power <br>If you have a Defense in your discard pile, draw a card. <br><br>Not a bad card here. A lot of decks will want to have it due to most decks already having Defense in their deck as is, but there are some cases where this will just be a Punch which is unfortunately lackluster, but the same can be said for a card like The Trench, and that card sees quite a bit of play. Can\u2019t complain about solid utility like what we have here, now can we? "},{"image":[{"src":"15-93792315.jpg"},{"caption":""}]},{"text":"Tomar-Tu<br>Hero, Cost: 4, VP: 1 <br>+2 Power <br>Defense: You may discard this card from your hand to avoid an Attack. If you do, draw a card and the attacker gains a Weakness. <br><br>Interesting card here, though it happens to be a cheaper, slightly worse version of Miss Martian from Teen Titans Go. The cost reduction reduces the VP count from 2 to 1, which is expected, and giving the person who attacked you a Weakness is a great way to counter their attempt at griefing. The only other upside Martian provided is that she could give any player a Weakness, which meant it was always going to the person that was ahead, and it could be given to someone in the event of a Super-Villain First Appearance, whereas this can\u2019t. Either way, this card is good at defending and everyone will want it, so expect to see some more green cards float around if this pops up. "},{"header":"villains"},{"image":[{"src":"16-5694616.jpg"},{"caption":""}]},{"text":"Bedovian<br>Villain, Cost: 5, VP: 1 <br>+2 Power <br>Attack: Each foe discards a random card. <br><br>Goodness, this card is a beating. You Have Failed This City from Crossover 2 was already a pretty great card, and this card ups the ante by ensuring that text attacks everyone at the table instead of just one target foe, for the same cost no less. Another gross pickup for attack-based builds from a set where we\u2019ll likely see a lot of them. "},{"image":[{"src":"17-98844517.png"},{"caption":""}]},{"text":"Despotellis<br>Villain, Cost: 3, VP: 1 <br>Draw a card. <br>Attack: Each foe reveals the top card of their deck. Discard all cards with cost 1 or greater revealed this way. <br><br>I was personally always a fan of Deadshot\u2019s attack text, even though I wasn\u2019t a fan of the card itself (2-cost Punches aren\u2019t my favorites). This card, however, is a strict upgrade. For a slightly-boosted cost, you get to draw a card instead, which is always preferred over simply netting +1 Power AND you get to snipe the top of their deck to boot. I\u2019m honestly surprised it isn\u2019t a 4-cost as I would buy it even then. Good stuff here. "},{"image":[{"src":"18-22722818.jpg"},{"caption":""}]},{"text":"Lyssa Drak<br>Villain, Cost: 4, VP: 1 <br>+2 Power <br>Foes cannot avoid your next Attack this turn. <br><br>If players are looking for a new card to strongly dislike, this one is likely going to top a lot of lists. Guaranteeing yourself an undefendable attack is how one can set about ensuring that they won\u2019t have friends any longer. Imagine Female Furies or Desaad being guaranteed\u2026 seems fun, right? How about global effects of the same flavor like Constructs of Fear or Scarecrow? Part of me is starting to feel like this card will do too much for only 4 Power, but we\u2019ll see how it goes. Expect a lot of salt from this one. "},{"image":[{"src":"19-69937819.png"},{"caption":""}]},{"text":"Maash<br>Villain, Cost: 2, VP: 1 <br>+1 Power <br>Attack: Each foe puts a card with cost 0 from their discard pile on the bottom of their deck. <br><br>As far as cheap attacks go, I\u2019m pretty sure I\u2019ve seen worse. For a 2-cost Villain, this will definitely find a spot in some decks as a pseudo-reverse Harley Quinn that messes up a later turn for a player rather than their following turn. Still, +1 Power is unexciting, but Villain-based and Attack-based decks will generally want this. "},{"image":[{"src":"20-35644920.png"},{"caption":""}]},{"text":"<br>Parallax<br><br>Villain, Cost: 7, VP: 2r<br>Draw two cards and choose a foe. <br>Attack: You may pass a card from your hand or discard pile to that foe\u2019s discard pile. <br><br>As is tradition in cube play, cards named "Parallax" tend to do pretty big things, and this 7-cost is no different. As mentioned with Kyle Rayner, Draw-2s will never go out of style in a game like this, and this one even allows you to pass Starters and Weaknesses to the player that\u2019s ahead, or at least to the player that has the least defense. Awesome big get here. "},{"image":[{"src":"21-25565721.png"},{"caption":""}]},{"text":"Soranik Natu<br>Villain, Cost: 6, VP: 2 <br>+3 Power <br>Defense: You may discard this card from your hand to avoid an Attack. If you do, draw two cards, and you may destroy a card in your hand or discard pile. <br><br>Wow! Without looking at the Card Database (https:\/\/www.dcdeckbuilding.info\/) here on DCdeckbuilding.com, I dare say this might be the best non-reveal defense card ever printed! For a moderate cost of 6, this card does everything. Any defenses that draw 2 as part of their avoiding capability are highly sought-after, including the (in my opinion) overcosted Reach Scarab, and this card takes the cake by letting you destroy the worst card in your hand of discard pile. 10\/10 card here, and it will likely end up being my favorite card in the set once I get to purchase it for the first time! "},{"image":[{"src":"22-85986022.png"},{"caption":""}]},{"text":"Tri-Eye<br>Villain, Cost: 2, VP: 1 <br>If one or more foes failed to avoid an Attack this turn, +3 Power. <br>Otherwise, +1 Power. <br><br>This one is strictly for the attack-heavy builds, though it\u2019s certainly a great card for them. +3 Power for the low cost of 2 is always good. "},{"header":"locations"},{"image":[{"src":"23-80383623.jpg"},{"caption":""}]},{"text":"Mogo<br>Location, Cost: 6, VP: 1 <br>Ongoing: Each time you are attacked, you may discard a card. If you do, draw a card. <br><br>I honestly can\u2019t say I\u2019m very excited about this one. I like Trash Hole as a card quite a bit, but having the same effect that costs two more without providing a gain in VP is about as underwhelming as it gets. Don\u2019t get me wrong, the effect is still very strong and one I don\u2019t mind having in my deck, but spending 6 on what I could be getting for 4 is just not going to be my cup of tea 9 times out of 10. A solid card overall, I suppose\u2026 just not a necessary one. "},{"image":[{"src":"24-70422424.jpg"},{"caption":""}]},{"text":"New Korugar<br>Location, Cost: 5, VP: 1 <br>Ongoing: The first time a foe avoids an Attack during each of your turns, they ignore the Defense reward. <br><br>On the flipside, this card is amazing. First off, this is a unique effect for cube play. No card beforehand has been able to shut off the upside of defending with a high-upside low-cost defense card like The Cape and Cowl or Super Speed, and this card does exactly that. You even get to negate reveal defense effects like Power Armor and Pied Piper. There\u2019s a lot to look forward to here with attack-heavy builds, for sure. "},{"image":[{"src":"25-30857825.png"},{"caption":""}]},{"text":"Oa<br>Location, Cost: 5, VP: 1 <br>Ongoing: Once during your turn, draw a card, then put a card from your hand on top of your deck. <br><br>Not many people know this, but this is one of my favorite redundant effects to have in deckbuilding games, and I\u2019m glad it has made its way into DC. This card is great for anyone looking to just improve their hand every turn (which should be everyone) and it gets even better for Main Characters that can gain value from the top of their deck like Saint Walker, Mister Terrific, or Vixen. Quite the big pickup for cube play, and it may work its way into becoming one of my favorite locations in the game. "},{"image":[{"src":"26-16016826.jpg"},{"caption":""}]},{"text":"Ranx<br>Location, Cost: 5, VP: 1 <br>Ongoing: The first time one or more foes fail to avoid an Attack during each of your turns, you may destroy a card in your hand or discard pile. <br><br>By now, if you haven\u2019t sensed that there\u2019s an overlay of attack enhancement in this expansion, this should drive the point home. More upside is coming for characters like Comedian and Sinestro in the form or cards like this, and if you\u2019re one of those players, there\u2019s plenty to look forward to with cards like Ranx. How can you go wrong by playing the game AND improving your deck at the same time? "},{"header":"potential"},{"text":"Before I sign off, there\u2019s one last card I want to look at that likely won\u2019t make it into the cube due to a lack of support, but I feel it\u2019s worth examining regardless\u2026"},{"image":[{"src":"27-89711927.png"},{"caption":""}]},{"text":"Rigen Kale<br>Location, Cost: 3, VP: 1 <br>+2 Power <br>If you control a Construct, you may pass a card from your hand to any player\u2019s discard pile. <br><br>This goes back to what I was discussing earlier in regards to the Construct keyword. This has similar applications to the new Green Lantern Power Ring; however, I don\u2019t think this card will be included. While the GLPR will always be able to provide the correct amount of upside when used as a defense, the effect this provides while controlling a Construct is a little too narrow, while also being extremely powerful. With all that said, I don\u2019t think it\u2019s going to see inclusion in the cube since the card is nothing more than a Kick with a different card type if you aren\u2019t able to obtain a Construct to go with it. I could be wrong, but it doesn\u2019t seem likely; slightly-better Kicks don\u2019t tend to rule the roost all that much in cube play. "},{"header":"closing thoughts"},{"text":"That\u2019s going to do it for my breakdown of cards to expect coming out in Rivals 2. I, myself, was certainly anticipating seeing cards on the same power level as what we received in Rivals 1: Batman vs. The Joker, and I don\u2019t believe we\u2019re going to be disappointed. There\u2019s a lot of goodies here for a lot of different deck types, so be sure to pick up your copy wherever you can closer to the end of the month!r<br><br>In the meantime, I\u2019ll see you at the tables! <br>"}]
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