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Pojo's Duel Masters Card of the Day

justice_jamming
Image from Wizards Duel Master site

  Justice Jamming
Thundercharge of Ultra Destruction

Card #8


Date Reviewed: 03.13.07

Constructed Average Rating: 3.50
Limited Average Rating: 4.00


Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.

 
The Truth This is my first COTD review, so please give me your honest opinions on how I did.

Justice Jamming seems like a good card at first sight. I mean after all, fire and dark are two civilisations that are used quite often. Being able to tap all fire creatures OR all darkness creatured is already pretty good. You might say that we already have Holy Awe, but that costs 6 mana, Justice Jamming is only half the cost. (Holy Awe's still a great card too.)
Name: Justice Jamming

Cost: 3

Civilization: Light

Type: Spell

Rules Text:
Tap all darkness creatures in the battle zone, or tap all fire creatures in the battle zone.
Flavor Text: Sky Crusher's army couldn't decide which was worse-when the forbidding stone tablets rose up, or when the forbidding stone tablets fell over.

Set: Thundercharge of Ultra Destruction


Personally, I think this card is good but it won't see that much tournament play. Why?
Screaming Sunburst is much better. Screaming Sunburst taps all creatures in the battle zone except light creatures. Justice Jamming taps either all darkness creatures or all fire creatures in the battle zone. What's more, both their mana costs are the same. Of course, Screaming Sunburst does has its own bad points.

I would recommend this card if your meta runs a lot of fire or dark, and you don't. Meaning it's a cheaper Holy Awe.

Overall, I think this card has some potential to be devastating if used the right way. But personally, I don't use it. I think Holy Awe is better, there ain't a lot of things to tap on turn 3 anyway.

The Good: Has the potential to win games for you. Just like a Holy Awe.

The Bad: Only taps darkness or fire creatures

The Ugly: Nothing much I guess.


Constructed rating: 3.5/5 The effect is good but there are better cards out there.

Limited rating: 4/5 I somehow think this card is better in limited.

By The Truth (thetruth99 on pojo forums)

Duel Masters all the way.~~~
Death
Phoenix

Let’s start off by looking at the card itself:

 

Name: Justice Jamming

Cost: 3

Civilization: Light

Type: Spell

Rules Text:

Tap all darkness creatures in the battle zone, or tap all fire creatures in the battle zone.

Flavor Text:

Sky Crusher's army couldn't decide which was worse-when the forbidding stone tablets rose up, or when the forbidding stone tablets fell over.

Mana Number: 1

Artist: Kou1

Rarity: R

Collector Number: 8

Set: Thundercharge of Ultra Destruction

 

When I first looked at this card, my immediate thought was the damage you could do with such a card.  You could do so much damage; allow me to go through what you can do to upset you opponent’s defenses, and perhaps the entire game.

 

You could be in a duel against someone (not some alien), and your opponent has an army of Fire or Darkness creatures.  You, then as his opponent, want to find some way to eliminate his creatures.  You have enough creatures to take down a chunk in his army or his shields. 

 

You draw the card and smile.  You play it and go onto win the duel because of that card.

 

Another scenario could be in your opponent has a bunch of Fire/Darkness Blockers and you need to get to his Shields now.  You draw this card and smile.  You play with this card, attack with your monsters and win.

 

I could explain it well if I used those two scenarios. 

 

My verdict on this card. . .

3.5/5

 

Dry 1337

Justice Jamming is a card that most duelists have stayed away from, and for good reason.  Sure it’s great to have another cheap way to tap your opponent’s creatures, but the problem is that it’s too conditional.  Let’s take a closer look.

 

Justice Jamming

 

Cost: 3

 

Civilization: Light

Type: Spell

Rules Text:

  • Tap all darkness creatures in the battle zone, or tap all fire creatures in the battle zone.

At the cost of only 3 mana Justice Jamming appears to be similar to Screaming Sunburst, although it’s somewhat toned down.  Screaming Sunburst taps all non-light creatures in the battle zone, while Justice Jamming taps only darkness OR fire creatures.  It would have been a lot more useful if we could choose any civilization but making it so that you can pick one civilization out of two is laughable.  Fortunately, fire and darkness happen to be the most very popular in today’s meta so you’ll at least get something out of it.

 

Again, the keyword here is “conditional”.  Usually, when we deal with conditional effects, the cards are harder to play but the rewards are that much more beneficial.  Unfortunately there is very little splendor with Justice Jamming’s effect and all you get in the end is a few tapped creatures.  If you really want to take advantage of the Light Civilization’s tapping abilities (even if you’re running dual-civ) then look no further than Screaming Sunburst.  Justice Jamming is just too inefficient.

 

The Good:  Well at least you have a chance to tap something.

 

The Bad:  The effect is conditional.

 

The Ugly:  Cards that are conditional typically have a more powerful effect (just look at Slash and Burn).  Justice Jamming doesn’t really offer anything too worthwhile.

 

Constructed Rating: 2/5 – Yes, you might get to tap something but this isn’t the type of card that can assure you of certain victory.  You’re better off going with Screaming Sunburst, which will give you better control of the game.

 

Limited Rating: 2/5 – Again, you might be able to tap something but it’s not the best card to be using in limited.

 

 

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