Rules of the Game SITUATION While this card is in play, any player that plays a Ranged Attack loses 1 Ability. Discard this card any time another Rules of the Game is played. (restricted to 3) Rules of the Game SITUATION While this card is in play, any player that plays an Ally loses 1 Ability. Discard this card any time another Rules of the Game is played. (restricted to 3) Rules of the Game SITUATION While this card is in play, any player that plays an Event that does damage loses 2 Ability. Discard this card any time another Rules of the Game is played. (no restriction) Here we have three cards that come down to the very core of at least two of the most common sources of "cheese" in the Highlander CCG: ranged attacks and direct damage. Game mechanics questions first, as always. If a Rules of the Game is Focused, it is not removed if another RotG is played. Why? Because the text on the first RotG is nullified, so there is nothing to require its removal. However, if you manage to get down two RotG, they are _both_ removed by the play of a third one. Unless those two are Focused the turn you play the third one. Then, all three are removed by the play of a four, unless, etc., etc. All three Rules of the Game cards inflict Ability loss, not damage. Cards that prevent damage, such as Dr. Sonny Jackson, will not aid against them. Ability lost may, as normal, be healed back normally. As always, an Event that causes Ability loss (Boom Boom, Bassett & Hotchkiss, etc.) is not considered to be an Event that does damage. The particular Rules of the Game must be in play when the card in question _is played_ for the Ability loss to occur. Playing it the turn after the relevant type of card is played has no effect. Rules of the Game/Event damage talks about "an Event that does damage." This does not mean that the Event in question actually has to inflict damage: only its capability to play damage. So if someone plays a Street Punk when Greenfield Hobby is out, they will still lose 2 Ability. So that's how they work? Why should you use them? The most obvious answer is if you want to keep the game in the realm of swordfighting. Rules of the Game/Event damage won't help against every cheese-type card (see the exceptions for Boom Boom and B&H noted above), but it will help thwart quite a few. Or at least make sure that the person playing cards like Angry Mob/Careful Planning, Watcher/Hunter, and Toadies will share some or all of your pain. Rules of the Game/Event damage can also lock their hand a bit, since as noted above, if they play an Event damage card even if Greenfield Hobby is in play, they will still lose Ability. Rules of the Game/Ranged Attacks counters a threat that is perhaps not so obviously cheesey. However, if you're one of the seven current Persona who only have Back Away, you might disagree. A Kalas deck using Trip, Pistols, and the Kurgan Q, or a Slan deck with Challenge/SE and Shooting Blade, is in many ways just as cheesey, if not more so. This particular RotG puts a stop to that in most cases. The main problem with this version is that, thanks to the Kurgan Q, currently someone can basically inflict two damage on you, at the cost of only 1 Ability loss. Corda & Reno and Kern can do four damage by playing Thrust, Equalizer or Musket, and using the Kurgan Q. A one Ability loss is pretty trivial compared to this. Still, if you can Divine Intervention that bothersome Kurgan Q, Personas that use Pistols, or Kinman, may soon come to realize that playing Ranged Attacks against you is a bad idea. After all, you can always play Holy Ground or Dr. Sonny Jackson to avoid the damage from their attacks. There's nothing they can do to avoid the Ability loss caused by Rules of the Game. The third Rules of the Game deals with Allies. Although many cards in Highlander only deal with Situation/Allies, Rules of the Game/Ally is a bit stronger. Why? Because it works on Event and Edge Allies as well. This means that it is an excellent punishment card against opponents relying heavily on Renee Delaney or Darius. It even works against Det. Bedsoe. Obviously, if you are going to use one or more of these three strategies (Event damage, Ranged Attacks, Allies), you shouldn't include that particular Rules of the Game in your deck. That's not to say that you can't include one or both of the others. A Kalas deck relying on Event damage might still be well off to include three RotG/Ranged Attack. But this brings us to the question of who should include Rules of the Game, and which version(s). If you're one of the current seven Immortals (Slan, the Kurgan, Kern, Kalas, Corda & Reno, Kane, Yung Dol Kim) who have no dodge-type defense against Ranged Attacks, Rules of the Game/RA is something you should seriously consider adding to your deck. Personas with limited defense against Ranged Attacks (Fitzcairn, Hyde, Ceirdwyn, Kanis, and Kanwulf) might also wish to consider the addition of this RotG. This brings us to an interesting consideration: if you're someone who plans on _using_ Ranged Attacks, you may want to include Rules of the Game. Obviously, not the Ranged Attack version, but one or both of the other two. Why? Because if you play your Rules of the Game, it will remove your opponent's. This means you can devote your Situation-removal to other cards. So Personas who are heavily into Ranged Attacks (the Kurgan on some occasions, Corda & Reno, Kinman, and Kern) may want to include one or both of the other two Rules of the Game. Almost anyone might include Rules of the Game/Event damage in their deck, since anyone with a few Angry Mob/Careful Planning combos can be dangerous. However, Personas with an emphasis on Event damage, such as Xavier (Alliance), Katana (Toadies), Ceirdwyn (Retribution), Amanda (Surprise Attack), and Nefertiri (Temptress) might wish to consider using different Rules of the Games to counter and remove. The only Persona that is currently specifically Ally- reliant is Ceirdwyn. Since she is vulnerable to Ranged Attacks, and tends to use Event damage and Allies herself, Rules of the Game/Ranged Attacks is her best choice. You still might run into an Ally-reliant deck, of course. The key here is to not use Allies yourself. If you have no intention of using Renee Delaney or Darius, and are concerned about running into decks using either (or both!), Rules of the Game/Ally may be an excellent choice for you. Even more so if you have reason to want to remove from play either of the other two versions. Some Personas may wish to rely on their own superior abilities. Connor, for instance, can handle Ranged attacks (due to his dodges) and Event damage (It's a Kind of Magic, plus generic means). Kane may wish to rely on stealing his opponent's Allies. And if you're going to use all three aspects that Rules of the Game opposes, you also don't want to use them. For obvious reasons, don't include them in your Kalas Pistol/Angry Mob deck, particularly if you're going to Darius in a Seduce or four. So overall, Steve gives Rules of the Game/Ranged Attack a 3, Rules of the Game/Ally a 5, and Rules of the Game/Event Damage a 6. RotG/Ranged Attack just isn't a strong enough disincentive against the Ranged Attack decks out there that can use the Kurgan Q to get a minimum of 2 damage. If the Ranged Attack rules are ever altered so that they cannot have their damage boosted, this rating could change. Rules of the Game/Ally is useful in nearly any deck, and can cripple Ceirdwyn. However, it requires that you not use Allies yourself, or be willing to Focus RotG to play them. For those who don't use Renee Delaney or Darius in their decks, that may not be a problem. And finally, we come back to Rules of the Game/Event damage. This card is an excellent anti-damage card, since it hurts your opponent for playing Event damage cards and you still have your options open for dealing with the Event damage on your turn. What Our Other Raters Say: Jeff - Rules of the Game is an interesting set of cards. The Ranged Attack one is almost useful... if you're playing an Immortal without access to Dodges. The Ally one is mostly useful as a Ceirdwyn Nemesis. The direct damage one is absolutely beautiful, though. The fact you can Focus one to keep it in play when playing another is really nice...especially when you consider that these Situations stack due to them adjusting Ability. Hank - The Rules Of The Game cards are great. They _strongly_ penalize particular strategies, but another ROTG will remove one in play. I could see people putting in ROTG in decks like they do Locations, to either protect their strategy or prevent another. I think they're a cool idea. Alan - Prodipto - These cards make it a little painful to use less savory tactics in play. An opponent would have to seriously consider whether it's worth playing that Ranged Attack/Ally/Damaging Event with the appropriate RotG out. However, more often than not, the 1 Ability Loss is worth the cost of playing an Angry Mob or a Callum or Musketed/Equalized Thrust. In the end, the satisfaction of sticking it to your opponent for "breaking the rules" is tremendously diminished by the fact that they're usually willing to eat a little Ability loss early in order to hammer you later. Another major drawback is the fact that each RotG is discarded when another is played. If they could come out in multiples, or stack, then they would be much more powerful. Of course, with Focuses, multiple, stacking RotG's can make life very unpleasant for your opponent more quickly. Allen - Generally, the three Rules of the Game are a solid addition to Highlander that should prove useful to a wide number of decks. RotG/Allies is the weakest of the three, since a large number of your opponents will use no Allies. Dr. Sonny and Renee (annoying) decks will be hurt, however. Hit them with a Twist of Fate whenever you can so they can't Focus past you. As the game continues to devolve into a John Woosian melodrama, RotG/Ranged will become more and more useful. If you are playing a Back Away-only Immortal you already need to strongly consider including RotG/Ranged in your deck. Cheese RotG has good effect, but lacks the response ability of Greenfield. It's completely useless against Xavier, but then so is Greenfield. Bruce - (In general) As long as Rules of the Game continue to reflect the actual rules of the game and penalize non-genre type game play, they are good for Highlander as a game and will cause people to think before playing un-Highlander like decks. (Ranged Attacks) With the large number of Ranged Attacks that have suddenly hit the game, this card should be a staple in most toolbox decks. You can always Focus to play your own Ranged Attack so it really only targets Ranged Attack abusers. Too bad it doesn't stay in play for First Blood. (Ally) There are a lot of Allies out there now that can cause you serious harm. How many Renees are they going to play knowing that they will lose a point each and every time they do. (Event Damage) Events that do damage, by definition, hurt. Most of them also fall outside the rules of the games, making this card very appropriate. It can provide significant protection from other Events that only do damage as a side effect as well. Stealth Dave - Collectively, the Rules of the Game cards, when in play, penalize players for using "unsavory" tactics. However, you have to get them in play and _keep_ them in play to do any good, and Simple Mind is becoming a better and better option to defend against all these nasty Situations out there. These cards are also completely reactive, meaning you have to stop playing your own strategy and take time to play RotG. (RotG Ally) Most effective against Ceirdwyn. (Come on, baby! Play those Allies!) Also helps against those nasty Avery decks (though not much), and stops Dr. Sonny in his tracks! (RotG Event Damage) The latest attempt by TCG to kill all cheese. Good or bad, it's becoming harder to play any Event damage. Not only does it cause 2 Ability Loss instead of 1, but it is the only RotG that is restricted to 6 instead of 3. Of course, it doesn't affect healing or Ability Loss, but if you're worried about cheese, this is a good card for the job. But you'd better pack some Greenfield any way. (RotG Ranged Attacks) Stop those !@#%ing Pistols!!! Shooting Blade users aren't as worried (you still gain 3 points on them), but Equalizer and Musket users might think twice about it. Jonathan - I feel like the Rules of the Game cards are a nice addition to the game as a whole, and sealed deck in particular, but not necessarily highly competitive play. If your deck has a particular fear or weakness, you can compensate for it a little with these cards. Generally, I think the Ranged Attack version is the most useful, with the profuse spread of dangerous Ranged Attacks in the game (will everyone play with Shield? I think not). The Ally version could also be useful against those Ceirdwyn types. The one big problem I see with these cards is lack of versatility. You could put them in your deck if you fear Ranged Attacks or cheese, but they might just be wasted space. If you fear Ranged Attacks or cheese, you could always add Dr. Sonny. In any event, I would attempt to add more versatile cards to my deck instead of cards that might not have any function. However, these are good cards for newer players who don't have access to some of those rarer cards, and need a card for protection against some of the more troublesome aspects of the game. Charles - I like the idea of penalizing a player for deviating from the "Rules of the Game". A Kurgan deck that loads up on these might have a chance against a Kinman 9mm Deck; unfortunately, these cards are of little use against a deck that is not playing a strategy that is affected by the "Rules...". Ratings Overall (Ranged, Ally, Event Damage) Steve 3/5/6 Jeff 5/4/7 Hank 7/7/7 Alan N/A Prodipto 3/5/3 Allen 7/4/5 Bruce 8/6/7 Sdave 5/3/5 Jonathan 4/4/4 Charles 6/4/4 Average: 5.33 (Ranged) 4.67 (Ally) 5.33 (Event) ------------------------------------------------------------------
Maurice Event Turn over cards in your Endurance and discard them until you find the one you would like to keep. Then put that card in your hand. Maurice is a Rare that, like a number of the older Allies like Brenda Wyatt and Louise Marcus, haven't been so much dismissed as simply overlooked. Game mechanic questions first. In the case of Maurice they're pretty straightforward. Maurice is a Special, and if you play him he counts as your Special for the turn. So if you use him to grab a Special, you can't play it that turn (unless you use Chessex - see below). And...that's it. Pretty simple, eh? So other than target practice on your dart board (apologies to the legions of Michel Modo fans out there), what can you do with Maurice? Obviously, he's of little or no use in a small deck. There's enough "vapor" out there that as long as you actually want to play a non-Edge card rather than Exert, you can do so. Why use Maurice to cycle through your deck when you can use Patience, Lean & Mean, A Master's Focus, Desperation, Martin Hyde, the Nef Qs, etc.? So that means Maurice goes into the larger decks. Fortunately, these have gotten somewhat of a boost with the release of Big & Bad in the Arms & Tactics edition. The use of Maurice in such a larger deck is obviously. Even with Big & Bad, you may not have the defense or attack you need. Or in anticipation of a combo you want to play next turn, you don't have the one card you need. In either case, play Maurice and prepare to start digging. Big & Bad can be used in much the same manner. However, it is both limited to and required that you draw ten cards. With Maurice, you can keep on going past ten cards. Alternately, if the card you needed was the first one you drew, you can stop then and there. Big & Bad also has the disadvantage that it raises your deck size minimum. Maurice has no such limitation. You can put him in a 60-, 70-, or 80-card deck. With Maurice, you also don't need to keep going until you get the card you need. If the Kurgan played an attack and you're looking for the proper block, but you draw Holy Ground instead and suspect he's going to use a Bloodlust in a turn or two...keeping the HG might be the better option. This brings out another interesting point. Don't forget that you can Exert after playing Maurice. If you get a Special that you'd rather keep while looking for a defense, keep the Special and then Exert. For Edges this is also a pretty good deal since unlike Specials, you can play the Edge the same turn you use Maurice. For those who can make multiple attacks without playing a Special (Amanda, Kern, Kim, Rapier and Katana users), drawing that Flashing Blade at the critical moment may be just what you need to put your opponent in a bind. One final use for Maurice is in a Chessex-based deck. Play Maurice as your first card, look for the Event that you need, and play it as the second card. Direct damage cards can get at useful stuff like Angry Mob/SEs and Careful Planning that much quicker, _and_ play it. This gives the opponent less time to slap down The Gathering/Promo (if they're using it) and lock you. The main problem with Maurice is that...you may have to some digging to get what you want. This can be good in a while. It means you can get rid of some garbage, as you toss those Upper Center Attacks and Evades that you've realized you don't need. It's bad in that, with each card you draw you're that much closer to an Endurance burn. You may also have to go past some cards that _might_ prove useful in return for a card that you need that will prove useful _now_. So to use Maurice, you have to both have discipline and be flexible. If the card you need is down deep, get used to the idea that you're going to have to toss some other stuff to get to it. But you need to be flexible in that you may have to change your plans depending on what cards come up. Since Maurice does increase your chances of Endurance burn, Khan or someone using his Quickening get best use out of him so the Ability loss is minimized when you do take the burn. Tower decks, particularly those who use larger numbers of certain cards to make up for critical cards being lost in the shuffle, can also benefit from Maurice. Such tower decks typically feature the following Personas: Duncan, Connor, and Kern, but practically anyone else under the right circumstances. If you're not playing at least a 60 card deck, you otherwise probably won't find much use for Maurice. This does mean that if the Big & Bad tournament format becomes popular, Maurice may see much more use. So overall, Steve gives Maurice a _5_ rating. It can prove vital under the right circumstances, particularly if you favor large decks. I do, so I tend to rate it a little higher. If this format becomes more popular, the 5 rating will also be more warranted. What Our Other Raters Say: Jeff - Not a card you see very often... and for good reason. Maybe it would have some use in sealed or in a huge deck as a Luck. Even then, I think I'd rather build without Maurice. Hank - Maurice has some uses (defending against that Master's Head Shot, for instance), but I've never really used him much. The cost of going through a lot of cards I've always seen as a last-ditch kind of thing, so I've never found a good offensive need for him... and, as defense, there are lots of other Events less costly (Live Forever, anyone?)... Alan - Abstain Prodipto - Maurice is best suited for novice players. Until good deckbuilding strategies have been learned, Maurice is a nice failsafe to get a card you need for your strategy to work. The drawback is the high card turnover, but he allows players to cycle cards much more readily. He has no place, however, in a well-built deck. Allen - Abstain Bruce - An interesting and fun card that actually works. With six of these and some decent cycling, you can make a big deck that may not win a lot of tournaments, but will at least win some games. While the fact that he uses your Special for the turn limits his emergency use, you can use Maurice to make a toolbox extrordinaire, to stack for First Blood, to commit suicide, and to get to cards in an Exhaustion deck. Most tournament decks are small and will find little use for him, but if Big & Bad changes that, I see Maurice seeing a lot more use. Stealth Dave - Not much I can really say about Maurice. I've never really had much use for him. He's more of a desperation card than anything essential to a strategy. If you _have_ to get to one particular card, you're better off going with a 44-card vapor deck. He might have some use in a tool-box deck, but there you're better off playing as Methos (ack!). Unless you need lots of Allies in play (Ceirdwyn, Clan MacLeod), there's not much call for this romantic Frenchman. Jonathan - Generally, a card with more risk than reward. Unless that card you're searching for is so integral to your strategy, or could win you the game at that very instant, Maurice will be an effort in futility. Even if you could guarantee not having to go very far through your deck, attempting to cycle to the card would be a fonder fate than using Maurice. Probably a fun card at times, but just not worth the space. His place is in a Big and Bad deck (perhaps) but is better played in a Cull the Weak deck, helping Khan (or a user of his Q) get to dual-player exhaustion quicker. Not a card I'd expect to see in high-level play. Charles - Great if you have a massive deck, are fishing for an Edge, or if you are playing a deck that relies on getting specific cards quickly. Maurice is, however, the poor man's Desperation/Nefertiri and if you are going to use it, then I highly recommend replacing Maurice with Desperation and switching your persona to Nefertiri. Ratings Overall Steve 5 Jeff 4 Hank 4 Alan N/A Prodipto 5 Allen N/A Bruce 7 Sdave 2 Jonathan 3 Charles 3 Average: 4.13 ------------------------------------------------------------------
Reporter Event REPORTER: Each player gains 2 Ability. May not exceed maximum. (errata'd text) Here's another Series Edition classic. Unlike last issue's Maurice, though, this one is a Common, and one that folks were initially probably pretty sick of seeing in all of those booster packs. Reporter's popularity has waned and risen as the Highlander CCG rules have changed. initially it's use was somewhat limited. Then folks figured out how to make stall decks work, and Reporter became much more valuable. who cared how much Ability your opponent had, as long as you had even more and could time the game out after 30 minutes. Now, with stall- and supra-Ability decks on the wane again, now seems like a good time to take a look at Reporter. Game mechanic questions first. DUEL IS DELAYED on the original text is flavor text, has no impact on the game, and has since been errata'd out. Reporter is, needless to say, a Reporter card. This makes it vulnerable to cards such as Sovereign Media, Trench Coat, Scare/Kurgan, and Casual Killer/Corda & Reno. Reporter works just like Angry Mob/SE, except in reverse. The person playing it gains the two Ability on the Ability Adjustment phase of the turn he plays it. The opponent gains the two Ability at the end of _their_ turn during their Ability Adjustment phase. Thus, if the opponent is Nefertiri, they don't get to draw up to their new +2 Ability until after their Ability Adjustment phase. Regardless of when you play Reporter, your opponent is considered to gain the +2 Ability during _her_ turn, not yours. So this means they will subsequently be a legal target for Kate. Since they didn't play the Special themselves, Stalk/Hyde will have no special effect. So what can you do with Reporter? The only real use for it is if you have less Ability then your opponent. Optimally, you want to play it when your opponent is already at his maximum Ability, so that they gain no benefit from it whatsoever. Of course, nothing is as easy as that. First of all, you do not _want_ to have lower Ability than your opponent, and strategies that you know will cost you Ability should (hopefully) zap your opponent for an equal amount or more. Thus, the Kurgan packing Reporters to handle the four Ability loss he knows he's going to take from playing a Bloodlust won't do much good, because hopefully he'll inflict even more damage on his opponent. In which case Reporter is useless to him. Ditto for Battle Rage or Bassett & Hotchkiss. So Reporter is really more of an emergency precaution, for when your opponent nails you on that first turn with a Power Blow/Seduce and you failed to draw that Live Forever? You can take 12 points of damage, each pass through your Endurance, and recover it with six Reporters. This still leaves your Watcher/Treatments for other stuff. Of course, if you're that poor a player, or having that much bad luck, you're probably in trouble anyway. Still, this demonstrates Reporter's use as a beginner's tool. Most starting players will have it due to their Common status, and it can help to assure they aren't totally crushed by an unlucky draw. Still, if you're up against an Angry Mob/SE + Careful Planning type of opponent, Reporter can prove useful in avoiding a loss. Greenfield Hobby and Spiritual Center might be a bit better...but you also have to have those particular cards. Remember that Reporter is a Common. We mentioned Kate above, but healing them for two so that you can subsequently inflict two damage on them isn't really of much benefit. One overlooked facet of Reporter is that it is the only card that lets you heal your opponent. If you don't want them to escape a battle due to 0 Ability, this can prove remarkably useful. Of course, it's only useful if you want to take their heads instead. With careful use of Reporter, you can whittle down an opponent to near-zero with normal attacks. Keep attacking them to use up your non-Head Shot attacks, get them down to 0, then bring them back up again, while boosting yourself up if you're down in Ability. This requires a bit of careful timing, but means that your opponent can't throw himself on to your non-Head Shots so that he can get to 0 and exit the battle. Another use for Reporter is to force a game into First Blood, by keeping both players from winning. Again, you shouldn't play Reporter and extend the game out to 30 minutes if it looks like you can win before then. However, if you can't, or if you want to rely on a Head Shot after 30 minutes is over (through the use of the new A&T pre-game, or the Kurgan/Duncan Master's Head Shots), Reporter will prove useful to you. Otherwise, Reporter's primary use is as an emergency card. However, it's an emergency card that's only good if you're losing What do you do with it if you're not? Card cycling is the key. Methos is the master of such things. If he's ahead on Ability and doesn't anticipate a need for Reporter, he can dump it and redraw. The other Persona who can dump unneeded Reporters is...Nakano. Don't need that Special? Discard it to duplicate your opponent's Event. Heck, if Nakano is using Master's Maneuver, make a Hidden attack the same turn as you duplicate your opponent's Watcher/Treatment, or Seduce, or Live Forever? If you're going to use the Methos Q or Master's Stratagem, you can also cycle out unneeded Reporters as fast as you draw them. However, that depends on you keeping those cards out. An inherent ability to ditch Reporters will ultimately prove more useful. So overall, Steve gives Reporter a _5_. It may not be an incredibly useful card in competitive play (except to Methos and Nakano), but it can prove extremely valuable to beginners, in sealed deck, and as a defense against certain stuff like Angry Mob/Careful Planning if you don't have other preventatives. What Our Other Raters Say: Jeff - Formerly the card of choice for heal decks, Reporter seems to have fallen into disfavor since the advent of Trench Coat and the new First Blood rules. Still a nasty card to prolong a game. Hank - Each player gains 2 Ability... as useful as Watcher/Treatment for you, and not limited to 2, but useful to your opponent as well. You can undo the benefit with Kate, but it's using another Special to do so. I've used it in heal/stall decks, and in decks that rely on other ways to win (Head Shot decks, for instance). Alan - Abstain Prodipto - Reporter should be used when your opponent is at full Ability, or down only 1 to minimize the amount of benefit they get from the healing. Generally, it is best used when you are losing. As a result, the card is fairly unappealing to me, since it implies an expectation to lose. For a healing-heavy deck, however, it's fairly decent. Just watch out for Hyde and Kate. Allen - Abstain Bruce - On its face, this is a fairly balanced card, deserving of an average rating, but its lack of a restriction makes Healing far too easy. If you want to force First Blood or keep your opponent alive to take your Head Shot, this is a fairly effective way to do it. I have seen this card used to great effectiveness despite the current countermeasures. Stealth Dave - One of the many Healing cards in the game. Back in the old First Blood days, this card was a staple in Healer/Stall decks. While it still makes its way into a few of the newer Stall decks, its use has seen a huge decline. Since you now have to actually win the game or go to First Blood, Reporter can hurt you as much if not more than it can help you. That and the existence of Trench Coat can severely inhibit your ability to play Reporters. All that adds up to little place for Reporter in today's decks. Jonathan - Reporter is one of my favorite sealed deck cards, mainly because it's easy to get in your Series Edition boosters, and is a great way to help yourself out early in the game if you get behind. In Standard Constructed, it's much less useful. There aren't many reasons to use Reporter in place of Watcher/Treatment. In fact, with Hyde Stalking away, it's less likely that we'll see huge healing decks, using any more than a couple Watcher/Treatment. It seems to me that Reporter will be relegated to being a nice sealed deck card, and that's about it. Charles - In spite of the anti-Reporter cards that have been released, this card proves to be quite useful in small quantities (1-3). It can aid you in staying alive until time is called. It can also annoy your opponent whenever he manages to score a hit and still not do any permanent damage. Ratings Overall Steve 5 Jeff 6 Hank 6 Alan N/A Prodipto 5 Allen N/A Bruce 7 Sdave 3 Jonathan 3 Charles 4 Average: 4.88