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Subject: absolute Zero / Sub-Zero Atmosphere rss

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"ANY VILLAIN CARD WHICH WOULD ACT AT THE END OF THE VILLAIN TURN INSTEAD ACTS AT THE START OF THE VILLAIN TURN."

I'm not sure how or why I would play this?

- zombie
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Scott Douglass
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In theory it can help you by delaying the abilities of certain villain cards until the turn after they get played. In practice it's a risky thing to do, as many villains could potentially destroy it at such a time that they would get to activate those abilities twice in one turn.
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Jeff Dougan
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Sub-Zero Atmosphere is especially useful against villains who have lots of cards that act at the end of their turn - in the Core set, that's everybody except Baron Blade. Putting Sub-Zero Atmosphere into play means that you get a full round to deal with each "minion" as it comes into play rather than suffering its effects immediately.
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And it is rather obvious now it’s pointed out to me. blush

Thanks guys.

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Lynk Fox
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Really Nice against the Chairman, because all of his Minions come into play at the end of the turn, and then get to do their End of Turn effects. Of course, it also means that they all have start of turn effects now, but maybe that is helpful in some other way (ie, if the environment lets you play a card out of turn, which it often does)
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Everything between now and the next game is just killing time
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lynkfox wrote:
Really Nice against the Chairman, because all of his Minions come into play at the end of the turn, and then get to do their End of Turn effects. Of course, it also means that they all have start of turn effects now, but maybe that is helpful in some other way (ie, if the environment lets you play a card out of turn, which it often does)

It's really not very effective against the Chairman at all as all the abilities of the thugs and underbosses now happen at the start of the turn, including the ones that pull out more underbosses and thugs! (Which means it happens at the start of turn and all their abilities trigger now as well)
 
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Bryan Graham
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Matchstickman wrote:
lynkfox wrote:
Really Nice against the Chairman, because all of his Minions come into play at the end of the turn, and then get to do their End of Turn effects. Of course, it also means that they all have start of turn effects now, but maybe that is helpful in some other way (ie, if the environment lets you play a card out of turn, which it often does)

It's really not very effective against the Chairman at all as all the abilities of the thugs and underbosses now happen at the start of the turn, including the ones that pull out more underbosses and thugs! (Which means it happens at the start of turn and all their abilities trigger now as well)

Yes, but now when a Jailbreak (Prison Break? I always forget the name) occurs, you have 1 round to kill the Underbosses before they summon their Thugs, which is HUGE.
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