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Pojo's VS System Card of the Day
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Batman
Shadow of the Bat
Card # DBM-003
------
Date Reviewed: 06.15.05
Constructed Modern Age Average Rating: 3.5
Constructed Golden Age Average Rating: 4
Limited Average Rating: 3.15
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Johnny Blaze |
Batman - Shadow of the Bat
- The big bad himself. I
believe this version of
Batman represents what we
will see in the upcoming
movie: Batman Begins. The
more tricks the Bat has the
more damage he will inflict.
While it is difficult to
accumulate a hand of 7 or
more by Turn 7 this Batman
will cause your opponent to
"Double Stun" due to its
effect if you can keep such
a large hand. That in
itself will most likely win
you the game as this can
happen while you are
attacking or defending.
Instead of your opponent
losing 7 he will be losing
14 if you can stun his 7
drop.
Constructed:
3.5/5 - Another option of
getting out your GK Superman
by Turn 8. Also more
Batmans to use to pump up
others. With the large
amount of draw ability with
GK getting his ability to
work is all the better when
running Gotham Knights.
Limited:
Don't know if you will ever
see it in draft as it is
part of the starter deck.
But if Batman is playable in
the future it is a definite
pick to include as your 7
drop. 4/5
|
Jason
Bunch |
Batman,
Shadow of the Bat
Well, with the release of Batman Begins this
week (which I can't see until the weekend
because of my stupid night job), what better
time to look at cards from the new Batman
starter deck? Today's card is Batman, Shadow of
the Bat, and before I go into the review, I need
a moment...JIM LEE EXTENDED ART!!!!
WHOOOOOO!!!!!!!!!!
Okay, I'm better now. DC Origins gave us the
extrewmely situational Batman, The Dark Knight,
a 7 drop that required a deck to be built around
him in order to be successful. These decks had
varying degrees of success (except for my Bat
Vomit deck that I played at 10K Texas), but
Gotham Knights still struggled with the lack of
a solid 7 drop that couldn't be Overloaded the
second it hit the field.
Months later, we have two: Azrael <Batman>,
which we looked at last week; and now Batman,
Shadow of the Bat, which combines elements of
Caped Crusader and The Dark Knight into one
sweet little package. 15/15 is a nice body for
your 7 drop, but I would have preferred if his
"double stun loss" effect would have been
natural instead of being tied to having 7 or
more cards in hand. Granted, sending him into
your opponent's 7 drop and doing 14 points of
stun loss is brutal in the late game, but
without the extra draw power that The Dark
Knight gave you, keeping 7 cards in hand easier
said than done (although I have a feeling that
card drawing will be coming along later this
week). Of course, the best part about a beefy 7
drop Batman is being able to fulfill the loyalty
requirement for "hella beefy" Superman, BBBS on
turn 8. Of course, AzBats also fulfills the
loyalty requirement for Supes, so go with what
works best for your style.
In Limited...umm, I have no idea how the
starters will combo with Sealed play. Let's just
ignore this part for this week (and next if we
stick with the starters).
Rating:
Golden - 4/5
|
wierdofur |
He is the
Night, but some Knights are better than
others...
Batman, Shadow of the Bat
Number: DBM-003
Rarity: Rare
Card Type: Character
Cost: 7
Team: Gotham Knights
Attack: 15
Defense: 15
Range: No
Flight: No
While you have seven or more cards in hand,
whenever Batman stuns a character, that
character's controller loses endurance equal to
that character's cost. (This is in addition to
the normal stun endurance loss.)
Cost: 7
For his stats with no drawback to recruiting
him, this cost is adverage.
ATK/DEF: 15/15
For a 7-cost character, this is the adverage
stats for ATK and DEF. Not the best, as he needs
assistance to take down characters like Magneto,
Master of Magnetism, but not too bad.
Range/Flight: Neither
As with most of the Gotham Knights, this guy is
only suited for front row positioning. This
weakens his overall usefulness.
Effect: A very conditional effect that is
unconditional on the other strong 7-cost Gotham
Knight character. I don't see why the effect was
given such a difficult restriction, where the
weaker Batman, Caped Crusader has the same
effect without the restriction.
Team Affiliation: Gotham Knights.
GKs are a good all-purpose team, but sometimes
lack power to stick around for the late game.
Most of them lack both Range and Flight,
hindering the number of ways you can arrange
them on the field.
Batman, SotB lacks loyalty, so you can splash
him in other decks, but there are better
characters to choose for the 7-cost slot.
Overall:
Batman, shadow of the Bat is ok if you either
play a very conservative game, or have lots of
drawing effects, but I'd only chose him for the
stats if I couldn't get my hands on Azrael <>
Batman, Knightfall (With isn't that hard to get,
being an Uncommon). There may be some comboes,
such as getting out Batman, The Dark Knight, use
his effect to load up your hand, then sack him
next turn for this Batman.
In sort, too much effort for his effect, so
chose Azreal <> Batman, or chose Batman, SotB
purely for his ATK/DEF stats.
Modern Age:
Meh... Ok on stats, but for the effect, chose
Azrael <> Batman, Knightfall instead.
3.0/5.0
Golden Age: Not much different here than
modern...
3.0/5.0
Limited:
A 7-cost character with adverage stats is
not-too-shabby in this format.
Grab him
if nothing better is available.
4.0/5.0
|
HMK17 |
Well, before
I get to the COTD there has been a little news
release as of last night. UDE has just updated
their errata list and announced the first ever
banned card in the Golden Age format.
Rama Tut now has errata that effectively stops
the OTK combo with Dr. Light.
On that note, Overload will be banned in Golden.
You can read it in black and white right here.
http://entertainment.upperdeck.com/op/vs_rules/news.aspx
All this
takes place as of July 1st, so we have 15 more
days of brokeness. ;)
Now onto the COTD. In honor of Batman Begins, we
bring you some Jim Lee sweetness.
Batman -
Shadow of the Bat (DBM-003)
Cost: 7
ATK Value: 15
DEF Value: 15
Card Text:
While you have seven or more cards in hand,
whenever Batman stuns a character, that
character's controller loses endurance equal to
that character's cost. (This is in addition to
the normal stun endurance loss.)
Yes, the rare from the starter. Here we have
UDE's best efforts to give us more of an option
when playing a Gotham Knights deck. Our previous
7 drop Batman was the focal point of draw combos
and Blind Side. Then we got good old Az-bat in
DGL, a good card in all, but only when attacked.
Now, we have a real 7 drop Batman. You've got to
have serious hand advantage to get his effect to
work, though with some of the draw effects based
in the starter cards, its not to hard to have
around 6 cards in hand beginning in Turn 7.
Now the effect is pretty good in and of itself,
hold 7 or more cards and Batman does double stun
damage(Just like his 5 drop form!). Az-bat kind
reflects this in a flavorful way, as he kinda of
Batman, but not quite.
While not as strong as Az-bat, Shadow of the Bat
retains the standard ATK/DEF for 7 drops thus
making him a little tougher than the stand-in.
He's a solid hitter with a decent effect; and
belongs to a very solid control team. I wouldn't
be suprised to see him pop up somewhere in
constructed.
Limited: NA
Golden: 3.6/5
DC Modern: 2/5
Well, that's it for today. I'm off to a PCQ this
weekend.
Tip of the day: Lockup & Stilt Man say "No!" to
that pesky infinite combo. |
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