2nd Inning Program Boss Pack, Cornerstone Card Reviews
The 2nd Inning Program in MLB The Show 25 dropped several cards that can provide a boost to lineups that have begun to reach their max potential.
.png)
Our content review series continues with the 2nd Inning Program cards, including three new bosses, three new Cornerstone players and an Ozzie Smith henchman.
Here is a breakdown of each to help you prioritize which players to take first in choice packs as you complete the 2nd Inning Program.
BOB GIBSON
- Location: 2nd Inning Program
- Card Series: Standout
- Overall: 90
- Position: SP
- ShowZone profile
Perks: Gibson can overcome a rough day start on the road with his three quirks of Road Warrior, Stopper and Day Player. A sinker that can get up to 95 MPH and a 4-seamer that can be dotted with 95 control will have hitters on their back heels. A rating of 88 on his slider control will also hopefully help players avoid leaving hanging sliders over the plate. He can also field his position incredibly well with 89 fielding, 97 arm strength and 78 arm accuracy.
Grind Time: With the first 2nd Inning boss pack not available until 320,000 XP, expect to take a week or more into the 2nd Inning Program before we see Gibson regularly in lineups.
Drawbacks: A lack of the Outlier quirk on the fastball will disappoint some competitive players. Control on the secondary pitches beyond the slider is also a bit mediocre, including 75 on the sinker, 78 on the curveball and 77 on the changeup.
Verdict: Bob Gibson will likely be many players' first or second choice out of the choice pack as players continue to look for that edge in their starting rotation. While not the most dominant Bob Gibson card we have ever had, he'll be a welcome addition to most lineups.
JOSH GIBSON
- Location: 2nd Inning Program
- Card Series: The Negro Leagues
- Overall: 90
- Position: C (Secondary 1B, LF, CF, RF)
- ShowZone profile
Perks: Like his counterpart 2nd Inning boss on the mound, Josh Gibson brings power to the equation with 90 power left and 91 power right. The clutch of 79 brings his contact ratings up from the low 70s in RISP situations. His fielding is adequate with ratings in the high 70s and low 80s, but expect some passed balls or less than ideal reactions if placed in the outfield.
Grind Time: As another 2nd Inning boss and maybe not the most sought after card of the three, expect not to see much of Josh until players reach their second boss choice pack at 500,000 XP.
Drawbacks: A lack of contact ratings (73 contact left and 71 contact right) and vision (70) make Gibson a nonstarter for those seeking to compete at higher levels. His status as a free agent may also be less than ideal to players who want to make Team Affinity progress. He also possesses zero quirks, which would have inflated his value situationally had he been given some.
Verdict: While the lack of contact and vision certainly work against Gibson, the versatility in his secondary positions makes him an intriguing option. With secondary positions lacking on many high overall cards, Gibson could be worth a bench stash as a backup catcher who could also spell an outfielder in a pinch.
KEN GRIFFEY JR.
- Location: 2nd Inning Program
- Card Series: All-Star
- Overall: 90
- Position: CF
- ShowZone profile
Perks: Fans of reverse splits (hitters that hit well against same-handed pitchers) will enjoy a Griffey Jr. card with 110 contact left and 90 power left compared to 89 contact right and 70 power right. A 94 clutch helps even that out nicely for a card that should see play in the second and third spots in the order for many. He also comes with a whopping nine perks, highlighted by Dead Red and Breaking Ball Hitter along with Night Player and Homebody.
Grind Time: Good Griffey Jr. cards are always a popular choice among the community, and expect this one to start appearing early on once players reach that 320,000 XP milestone in the program.
Drawbacks: It's centerfield or DH for Griffey Jr., as he possesses no secondary positions for those hoping to stash him in a corner outfield spot. Fielding in center is also not great, with 76 fielding, 82 arm strength, 78 arm accuracy and 75 reaction. Stealing ratings of 81 speed and 27 steal will make testing catchers a rarity as well.
Verdict: Griffey Jr.'s smooth swing will always make him a popular option, and the reverse splits and perks especially make him viable even in lefty-heavy lineups. The fielding and speed leave a bit to be desired, but a better version is definitely coming at some point.
OZZIE SMITH
- Location: 2nd Inning Program
- Card Series: 2nd Half Heroes
- Overall: 89
- Position: SS
- ShowZone profile
Perks: Switch-hitting, contact, fielding and speed highlight Smith's tools. He is a great leadoff or second leadoff (nine hole) option for people looking for an option to set the table. A rating of 70 on power left is a bit of a surprise that could have players catching opponents off guard with extra-base power against lefties. Bunting fiends will also have a field day with his 99 bunt and drag bunt ratings.
Grind Time: The appetizer before the main inning bosses is available at 205,000 XP in the program. Expect a week or less of grinding, depending on your pace.
Drawbacks: Long-time MLB The Show players know what Smith is, and critically, what he isn't. The ability to hit home runs at nearly every spot in your lineup will nearly always reign supreme, and Smith simply does not offer that the vast majority of the time with just 30 power right.
Verdict: This is a good spot in the power creep for a Smith card to appear before cards all seem to have 90 or better power on both sides. Making him a henchman instead of program boss was probably also a good call, as he is a card few players outside of loyal Cardinals fans will go out of their way to acquire.
TONY CLARK
- Location: 2nd Inning Program Cornerstone Pack
- Card Series: Cornerstone
- Overall: 87
- Position: 1B
- ShowZone profile
Perks: The gold version of Clark is a lefty specialist (80 contact, 83 power) with some power and swing and miss against righties (49 contact, 88 power). Once his evolution to diamond is complete, those ratings even out to 84 contact, 88 power left and 81 contact, 92 power right. Clutch sees a notable bump as well from 35 on the gold to 85 on the diamond.
Grind Time: Cornerstone packs are available at 7,500 XP, 70,000 XP and 135,000 XP, making all three earnable in the first week of the 2nd Inning Program. Expect to play 10-15 minutes worth of moments and one or two games with the card to complete the Cornerstone evolution.
Drawbacks: Even once upgraded to diamond, a lack of vision at 63 makes this a difficult card to grind an at-bat out with. Defense in the low to mid 60s is usable for first base, but do not expect many tough scoops to be made.
Verdict: A serviceable option for switch-hitter or Tigers theme teams, but the lack of vision may hold this card back from competitive viability.
J.D. MARTINEZ
- Location: 2nd Inning Program Cornerstone Pack
- Card Series: Cornerstone
- Overall: 87
- Position: LF (RF secondary)
- ShowZone profile
Perks: Both the gold and diamond versions of Martinez can hit, with the gold including 82/88 contact and power against lefties while having 88/60 contact and power on righties. The clutch on the gold is usable at 82 as well. The diamond sees all of those ratings increase except power vs. lefties increase to around 100. His diamond has three quirks: Homebody, First-Pitch Hitter and Situational Hitter.
Grind Time: Same as Clark.
Drawbacks: This card is a bat and brings little else to the table. Ironically, leveling him up to diamond actually DECREASES his arm strength and arm accuracy. Do not play this card in the field unless he is an automatic home run in your lineup and you have nowhere else to put him.
Verdict: Much like Smith, players know what they're getting in a Martinez card. This card will hit, but the only question is whether players have a DH spot available or can stomach his defense in left field. The lack of light tower power against lefties for a righty bat is also disappointing.
BRUCE SUTTER
- Location: 2nd Inning Program Cornerstone Pack
- Card Series: Cornerstone
- Overall: 89
- Position: CP
- ShowZone profile
Perks: Sutter at a glance looks to be the most viable gold card for online play of the three, but that should not stop you from upgrading to his diamond as soon as possible. A 15 MPH difference between the fastball (95 MPH) and the splitter (80 MPH) on the diamond, along with the splitter having 99 control and break, make that a devastating wipeout pitch.
Grind Time: Same as Clark and Martinez, though Sutter's brief pitching moments and mission thresholds make him one of the easier of the three to complete.
Drawbacks: A three-pitch mix removes a bit of the guessing game for the opponent, but a player who executes those pitches well should be able to overcome that. The quirks of Night Player, Road Warrior and Stopper perhaps make him best for a road night game that teeters on the brink of getting out of hand.
Verdict: Sutter has just three pitches, with a slider rounding out his fastball-splitter mix, but will have some effectiveness when used in the right spots. Even at this stage of the power creep, it still feels like more of a middle reliever than a back-end option in your pen.
Zac Bellman is an award-winning sportswriter who, when he’s not around an actual baseball diamond looking for a scoop, loves to hop on MLB The Show for some Diamond Dynasty grinding. Two of his favorite achievements in playing the game since MLBTS 16 are getting Brewer Aaron Ashby to sign a jersey congratulating him on being the first to reach Parallel 5 with Ashby’s card and Parallel 5ing every Brewers live series and legend card in MLBTS 24.