Glorious Godfrey is a character is amazing
potential that is balanced by lackluster stats.
With only a 7/8 attack and defense, this
character will probably make good fodder for
your opponent's 5+ drops, however being able to
exhaust your opponent's 4-drop character is
something that can come in very handy. Being
able to insure that your opponent takes
endurance loss equal to the character they have
to drop is even better. Unfortunately this
character stats alone will demote him to the
rubbish heap -- just another character in a long
line of UDE goofs?
Ratings:
DCMA constructed - 2.0/5.0 -This character
really isn't worthy of space in a deck.
GA constructed - 1.5/5.0 - even less so here?
Limited - 2.0/5.0 - The only way this guy could
come in handy is if your opponent misses their 5
drop - and you have another DE character.
wierdofur
Glorious
Godfrey, Persuader
Number: DSM-104
Rarity: Uncommon
Card Type: Character
Cost: 5
Team: Darkseid's Elite
Attack: 7
Defense: 8
Range: No
Flight: No
Activate >>> Exhaust target character with a
cost of 4 or less. That character's controller
loses endurance equal to that character's cost.
Use this power only if you control another
Darkseid's Elite character.
Cost: 5
Nothing useful to say here... 5 is 5.
ATK/DEF: 7/8
Somewhat below adverage stats here for his cost.
Range/Flight: Neither.
Front row or nothing with this heavy thinker.
Effect:
Interesting, trade his attack this turn to
exhaust a character for some burn damage. An ok
ability, but nothing special.
Team Affiliation: Darkseid's Elite
I can't really recall hearing about anyone who
uses this team much.
They have some interesting tech tricks; such as
burn tech, KO tech, weenie tech and face-down
resource tech. The team has fewer characters
than most, so missing character drops is doom
for them, as is not making sure they do more
damage to the enemy than themselves. The team
needs more to make it worth using seriously.
Overall:
Nothing special. There's other burn effects out
there that work better.
GiGi, er... I mean GG just doesn't cut it, in my
opinion.
1.5/5.0
Modern Age:
Better cards are out there. Find them.
1.5/5.0
Golden Age:
Same song, different verse which sounds
identical.
1.5/5.0
Limited:
Even here you'll find better options.
1.5/5.0
scyther8
"Hello Homer?
This is God.... frey Jones."
To end the week, it's the surprise addition that
was made to New School decks for PCNY, Glorius
Godfrey. Most people scoffed the one copy that
was played in the deck but Jason Hager and his
boys sure made those naysayers pay when it came
down to the end. Stat wise, GG is terrible at
7/8 which some 4 drops have. But what does that
matter when you'll be activating him every turn
for his ability when possible? Exhaust a big
scary 4 drop (i.e.
Feral Rage, Sentinel Mark V, Red Star, Ch'p,
etc.) and throw in a little burn damage with it
and you get a very decent effect. You may have a
potential Nimrod, Garth, or Magneto to contend
with now, but by turn 5, you should definetly
have Dr. Doom out to exhaust their 5 drop with
Mystical Paralysis. (My apologies if this isn't
the common 5th turn play for New
School.)
GG basically steals part of your opponent's
initative away and burns them for it as well. If
you use GG 3 times in a game, you're potentially
causing a 8-12 endurance hit right there before
you get set up for the big finish the deck
makes. While that may not seem much with the
overwhelming turn 9 New School does have, extra
damage to ensure the victory never does hurt.
Golden Age (New School): 3.5/5 Alternate play is
another 4 drop Dr. Doom to turn Paralysis back
down, but otherwise GG is the way to go.
DC Modern Age: 2/5 Not as strong here as you
have Devilance as your main 5 drop.
Sealed: 3/5 If you can draft a good stock of
Darkseid characters, he's definetly a
consideration if you run short on Devilances.
And Bill, as far as cards go for next week how
about these?
Crime and Punishment MMK-032
No Man Escapes the Manhunters DGL-204
Flying Kick MOR-189