VS2PCG
March 7, 2017 By: PauperTim
Sister Grimm Main Character Level 1

"Lots of kids think their parents are evil. Mine really were. Honestly." - Nico Minoru (Mystic Arcana Sister Grimm Vol 1 #1)

The daughter of powerful magic wielding villains, she inherited some of their magical abilities. When she bleeds, a powerful staff emerges from her body that she can use to cast powerful magic. How does the flavor of her character come through in the VS2PCG you may ask? Let's find out!

Leveling

Level up (1) When Blood is Shed...: When Sister Grimm gets wounded on an enemy player's turn, she gains an XP.

Getting wounded as a Main Character is part of the game. Technically, it could be circumvented via a series of Spooks and Deadpool's alternate win condition or Gamora's alternate win condition, but generally you will be taking wounds. She could also get wounds on your turn via a Ghost Rider SC coming back from a KO'd singularity or from a Dramatic Entrance.

You just have to try to make sure it is on your opponent's turn if possible by not running her into combat or running into the corner cases listed above, which aren't the most common scenarios you will have to worry about, but you do need to be aware of them.

Super Powers

Level 2 Text: Each of these super powers can be used only once this game. When you use one, Sister Grimm becomes Level 1.

Sister Grimm is a bit of an odd MC because she levels and de-levels multiple times ideally. She has no special powers in her level 1 form and relies on her level 2 abilities to carry her team to victory.

Her abilities are only usable once a game, but the effects are very powerful. This makes up for her lackluster stats and the fact you aren't throwing her into combat to advance your board position like other Main Characters.

Sister Grimm Main Character Level 2

Level 2 Power 1: "Muzzle" - Main Skill Symbol: Characters on your side can't be attacked until after your next turn.

Muzzle can gain you some board advantage by giving you the chance to keep your board presence and get another round of attacking in, in which you can pick your own advantageous attacks.

Level 2 Power 2: "Bounce House" - Main Energy Symbol: Put up to two supporting characters in their owners hands.

This is yet another ability that oozes with board control if you return two opponents supporting characters to their owners hands. This also can be used to give yourself value and psuedo "heal" a character of yours with multiple wounds, however that will likely not be the main use of this ability. It could send female Loki back to your hand so your opponent doesn't take control of it too, but the board control and tempo gain is the more likely mode of use.

Level 2 Power 3: "Open Sesame" - Main Intellect Symbol: Draw three cards.

There isn't much to say here except "Value!". Channeling my inner Chris Traeger(Rob Lowe) from Parks and Recreation: "This is Literally the best thing you could have said to a player! Draw 3 cards!".

Not only do the other two abilities help drastically with board advantage, this one Literally keeps your advantage flowing.

Three great abilities, but wait... there's more!

Level 2 Power 4: "Caffeine Injection" - Main Might Symbol: Put 4 +1/+1 counters on a supporting character.

That again helps in board advantage. Four amazing abilities, but with great power comes great responsibility. Choosing the right one at the right time is crucial since you can only use each one once. It takes a lot of practice and timing to figure out when to use each ability.

Deck Construction

Building this character may seem like a daunting task as you don't really have a theme to build around other than running all 4 original basic location types. That way if you do level her up, you will have the choice of using any of her abilities without strictly relying on Arcadia. Also you will likely need 4 copies of each as you really want to get those locations as early as possible.

Kane does seem like it could fit in well with this deck since it requires locations at the very least for Sister Grimm's level 2 abilities, but I'm not sure that is the way to go as I only have a little experience with her.

Sister Grimm does want board control and to be able to hold it so a way of building her is often to play into those advantages. Team attacks are more deadly if you have a large board of allied characters. Even something that if it just stays out a couple of turns that gets better the longer it is out is heavily rewarded such as a character with genius or M.O.D.O.K.. Characters that stay on the board with multiple health make it even harder for your opponent to slog through are also good choices.

Sister Grimm is a very versatile character though she does have her weaknesses such as allowing your opponent dictate when she levels and only being able to use each of her level 2 abilities once. Do you have it in you to see what the staff of power in her is really capable of?



About the Author

PauperTim is this websites owner and has always been into games of all sorts. He is a founder of the Pauper format for Magic: The Gathering. You can find him on facebook, twitter or OCTGN as PauperTim or as TheOrangeMitten on Magic Online.