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Vs. System
Megaman
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Pojo's VS System Card of the Day
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Birthing
Chamber
Card #DGL-182
------
Date Reviewed: 06.03.05
Constructed Modern Age Average Rating:
Constructed Golden Age Average Rating:
Limited Average Rating:
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Friday, June
3, 2005 – Birthing Chamber
I am always supportive of cards that provide
draw power. This card can certainly provide you
the draw power if you need it. With Birthing
Chamber on the field, if you have 4 characters
on the field, you can activate it to draw a
card. If you have 6 or more, you can activate
this card to draw two cards then discard a card.
This card is quite nice. While I can certainly
understand this card getting preference in a
deck like Manhunters, where you can bring more
than character on the field in a single turn,
this card is still nice in any sort of a swarm
deck or a deck that likes to play low-level
characters (perhaps Teen Titans?). In fact the
only thing holding this card back from being
played in just about every deck is the amount of
characters you have to have on the field. After
all, how many curve decks have 4 or more
characters on the board before turn 7?
Ratings:
DCMA constructed – 2.5/5.0 …Draw power is key!
GA constructed – 2.0/5.0 ….Locations are more
susceptible in this format
Limited – 2.5/5.0 …You won’t always have the
characters to fulfill this card’s requirement,
but anything that helps you draw is great! |
Johnny Blaze |
Birthing Chamber
– Chamber is a 3 drop
generic Location that can
really be used with any Team
Affiliation. At 1st
look it goes well in a Army,
weenie rush deck. While
drawing extra cards is
always a golden concept in
many TCG’s, chances are in
VS. that in order to fulfill
this requirement you have to
be playing a weenie rush
deck.
Constructed:
2/5 – It may work with
Sentinels or Gotham PD or
other Army cards but weenie
rush is always so fragile in
VS. It definitely needs to
be built around and not just
tossed into any deck because
you wont really get good use
out of it.
Limited:
3/5 – It is really important to
draw cards in this format. But
rarely will you ever have enough
characters on the field unless
you purposefully drafted Army
cards.
|
Jason
Bunch |
Birthing
Chamber
Swarm decks have a new best friend. The main
weakness of the swarm deck has always been
running out of cards by the mid to late game.
Now, as long as you have 4 characters on the
field, you can draw at least one extra card per
turn, and you can draw 2 and cycle 1 if you have
6 on the field, which is not out of the ordinary
for swarmers. Vomit Decks will need the extra
card draw if Longshot misses one or two calls,
and Syndicate Rush will love the extra cards in
hand almost as much as they love the cycling
aspect. Curve decks will have to keep everybody
from being stunned to get any use out of the
Chamber, so this card is not for them. Manhunter
decks and rogue Armies of Qward decks will play
this as a 4 of for sure, as will Cosmic Cops and
maybe even some Fantastic Fun decks, since they
have Pogo Plane as a location searcher.
In Limited, this isn't a bad card to run. If
your deck runs enough concealed characters or
enough high DEF guys, you can easily have 4
characters on the board and start gaining hand
advantage by the mid game. Not a super high
draft pick, but one that should be available
around picks 4-8.
Ratings:
Modern - 3.5/5
Golden - 4.25/5
Limited - 3.5/5 |
wierdofur |
A location
that offers a great effect to everyone...
*Butterfly McQueen* "I don't lnow nothin' 'bout
birthin' no chambers!* (Sorry about that, I
can't get it out of my head...)
Birthing Chamber
Number: DGL-182
Rarity: Uncommon
Card Type: Location
Cost: 3
Activate >>> If you control four or more
characters, draw a card. If you control six or
more characters, instead draw two cards, and
then discard a card.
Cost: 3
The cost balances out as you won't be using this
until later in the game anyways.
Effect:
DRAW POWER!!! YES!!! Who wouldn't want to draw
more cards? One of the most important abilities
in any card game is the ability to draw more
cards, and while occurring late in the game, it
actually is best then as that is the point in
the game where you start running low on options.
Team Affiliation: None specified
Total splashability means you can count on this
seeing play in lots of decks. I'll be rather
shocked if this card doesn't start seeing play
in most tournament-level decks out there.
Overall:
Two words: Instant Staple. As I said before, in
any TCG/CCG, draw power is king. The more cards
you have in hand, the more options you have
available to you. Being an Uncommon rarity, and
not being limited to any specific teams or
mechanics (Cosmic, Willpower, etc.) makes this
card usable in most decks. The only deck you
won't see this in is X-Statix, where you want
only one or two characters out at a time.
Teen Titans, Sentinel, Spider-Friends, Fantastic
Four, Army decks and several others will all
have out enough characters to make this card
usable.
The only limitation is that you need to have a
minimum of four characters in play to use this
card, but that's not always a hard thing to do.
4.5/5.0
Modern Age:
Less tems to work with here, as most of the good
teams lose most of their characters, but there
are still enough teams to get some use out of
Birthing Chamber to warrant it's use here.
4.0/5.0
Golden Age:
Everyone's here, and with any team you want,
this card can really turn things around in the
late game. I'm sure this will become a staple in
many decks (if not most to all decks) out there,
especially in the tournament scene.
5.0/5.0
Limited: A good card here as well as you don't
need any specific teams or mechanics for this
card to work, just make sure you have the four
minimum characters to use it.
4.0/5.0
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