• Marks in Time - Pony Problems and Draconequus Dilemmas

    What are these crazy sideways cards you see before you? They're the brand new Dilemma cards that are part of the next My Little Pony Collectible Card Game set, Marks in Time, coming this spring!

    They look so topsy-turvy because they are vertical while they're in your hand, and then when you put them into play they are turned horizontal... as a new Problem that can be moved to and confronted, often with big benefits for you. And as part the theme of Marks in Time, each Dilemma is set in one of the apocalyptic alternate timelines that Twilight and Spike visited during the Season 5 finale, including the changeling takeover and the Crystal Empire's invasion.

    Head below the break for a closer look at what Dilemmas are, and of course a couple more Dilemma cards for your viewing enjoyment.

    Anyone who's seen Friendship is Magic can attest to the fact that sometimes, new pony problems can pop up at the drop of a hat. We wanted to make a big splash in MLP: CCG with a new kind of card mechanic, one that adds another Problem into the fray during a player's turn. Dilemmas are an exciting new type of Resource card that do just that, which will be part of MLP: CCG starting with the Marks in Time set.

    While in your hand, deck, or discard pile, a Dilemma acts like any other Resource card would. However, once you play it, a Dilemma is no longer a Resource and is put alongside the other Problem cards currently in play as another Problem that can be interacted with just like normal Problems that usually come from your Problem deck.

    Crazier still, there's no limit on the number of Dilemmas you can play, so if you think you have a good reason to do so, you can put down a half-dozen Dilemmas and confront to your heart's content!

    Each Dilemma also comes with game text on them that gives you reason to play them, so let's take a closer look at some of these Dilemma cards.

    Let's say that you're playing an aggressive Blue deck that really wants to get out there and confront two Problems, score points at both, then win the Problem faceoff for more bonus points on top of that. However, your opponent has a Problem locked down with a really tough Troublemaker and you won't be able to defeat it this turn. Even worse, they have a powerful Friend like Applejack, Carbo-Loader that might make your life difficult during the upcoming faceoff.

    Try this out: play Tirek's Reign of Terror to the board, then confront it and another Problem in play. You'll score points for both Problems, use Tirek's game text to frighten your opponent's scariest Friend, then because you confronted two Problems you'll go into a multi-Problem faceoff to compete for bonus points. At the end of that, ALL Problems in play are resolved and go away, including any Troublemakers on them, leaving an open board that your opponent needs to start over on locking down again!

    Industrial Revolution encourages you to have multiple Problems in play since its effect gives you free little Critters every time you confront it. Critter decks traditionally get more value out of little Critters than just 1 power, with boosting cards like Forest Owl and Conductor's Baton. Plus the way that timing works in MLP: CCG means you can confront Industrial Revolution, get free Critters on other Problems, then use those Critters to have enough power to confront other Problems during the same Score Phase.

    There are Dilemmas in all six colors, so lets look at two more. Being able to rotate out a single Problem with Jest Clowning Around can be useful in many ways, from getting rid of a Troublemaker, to fishing for a specific Problem in your Problem deck, to sending an opponent's Dilemma to the discard pile without solving it.

    And Nightmare Scenario plays into the hands of more controlling decks by letting you create a Problem that not only requires 10 power to confront, but also lets you thrown down a Troublemaker already face-up onto any Problem in play, which can often make it very hard for your opponent to double-confront next turn.

    If you'd like to read some more in-depth FAQs about Dilemmas, there's an Enterplay post over here that you might find useful (be sure to click See More). And of course the MLP: CCG Rules Group is always there to help out all players, be they new converts or Day One veterans.

    There are more Dilemmas that haven't yet been shared in Marks in Time, along with plenty of other cards to spoil, so be sure to keep an eye on Twitter for near-daily card reveals and follow along here on EQD as more MLP: CCG articles come out each week in the lead-up to Marks in Time debuting this spring!

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