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Pojo's VS System Card of the Day
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Starlings – Army
Card #
------
Date Reviewed: 05.25.05
Constructed Modern Age Average Rating: 2.15
Constructed Golden Age Average Rating: 1.25
Limited Average Rating: 1
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Starlings –
Army
Ok…so this week we are looking at some cards
from the Green Lantern set. To start, let’s look
at the army character card Starlings.
Starlings is a character card that at first
seems normal (it is a 1-drop 1/1 character with
flight), however the restrictions on the card
and its ability make me wonder the exact build
this card would fit well in. You see, Starlings
comes into play exhausted and when it gets
stunned you have to KO it. Sounds harsh right?
Well there is definitely a reason for it.
Starlings characters have the ability to
completely overrun a field. Their ability text
reads: “Activate and pay 1 resource point ->
Discard a card to search your deck and put two
character cards named Starlings into your front
row”. Now imagine this teamed up with a card
like Devil’s Due and you can start to see the
possibilities. I am certainly not going to go
into the infinite loop combo that currently
being abused out there. After all if you play
this game consistently and pay attention to all
the deck chatter on the internet, then you
already know about it. I am not sure if this
card is going to give the advantage over the
1-drops being abused out there. After all, if
this card becomes key to your combo, you are
going to end up top-decking. Regardless of the
deck, this is never a good idea. Let’s also not
forget that there is has been a strong
re-emergence of cards such as Reign of Terror,
Flame Trap, and Overload. Still I have seen the
devastating impact of the Devil’s Due combo
first hand and I must say it is very nice…..
Ratings:
DCMA constructed: 3.5/5.0 …This is going to be
your fastest swarming card out there…
GA constructed: 3.0/5.0 …There are more things
to worry about in this format that affects the
performance of this card and your overall deck…
Limited: 1.0/5.0 …There are more 1-drops in this
format to worry about…not to mention you
probably will not get many of these characters…
|
Jason
Bunch |
Starlings,
Army
Okay, this is a stinker of a card. In the long
run, it's effect would usually help you gain
board advantage, except that every time
Starlings gets stunned, it gets KO'd, so bye bye
card advantage.
It's main purpose is to provide fodder for Evil
Star to come out on turn 6 and KO one or more of
your opponent's characters, as well as a little
burn.
Starlings wouldn't be that bad with Press the
Attack in Golden Age, maybe combo with Shimmer
in some weird FF/EE deck. Birthing Chamber loves
Starlings, and Underworld will enjoy how easily
they make it to the KO'd pile.
In Sealed, stay far away. Even if you managed to
get three copies of Starlings, there's almost no
benefit to having them on the field at once.
Evev with the rare occasion that your deck
contains Evil Star and a few copies of
Starlings, you're just going to get smacked
around by wave after wave of good characters
without horrible effects.
Ratings:
Modern - 2/5
Golden - 1/5
Limited - 1/5
|
wierdofur |
First off, I
apologize for my inaccurate review of Darkseid
Undenied. For some crazy reason, I thought the
effect read: Turn 1 of opponent's face-up
non-ongoing plot twists face-down. (That's what
I get for doing the review at work on a busy
day.)
Here's a much more accurate card review...
Starlings, Army
Number: DGL-060
Rarity: Uncommon
Card Type: Character
Cost: 1
Team: Emerald Enemies
Attack: 1
Defense: 1
Range: No
Flight: Yes
Starlings comes into play exhausted.
Whenever Starlings becomes stunned, KO it.
Activate, pay 1 resource point >>> You may
discard a card. If you do, search your deck for
up to two character cards named Starlings and
put them into your front row.
Cost: 1
She’s playable from the very first turn, but a
really poor card to come across later on in the
game.
ATK/DEF: 1/1
The basic for a 1-cost character, nothing
special.
Range/Flight: Flight
It can hit protected Support Row characters, but
when you're this weak, it matters little.
Effect:
3 Effects here, and the first 2 are restrictions
against the third, which is the good one...
I'm rather wary of characters that recruit
exhausted, especially when they're this weak.
1.0/5.0
Getting KOed if Starlings is stunned makes her
even harder to use, what with her low stats,
almost guarantees you'll never get her good
effect to work. 0.0/5.0
The last effect is the good one, and once read,
lets you understand why Starlings is so
difficult to keep out until the next turn. MAJOR
deck thinning and swarming can occur if you
manage to use her effect a few times. 3.0/5.0
Team Affiliation: Emerald Enemies
As an F.Y.I., Emerald Enemies has a good variety
of effects, but is sometimes hard on your
resources, while at other times is resource
dependant. This doesn't affect Starlings, but
doesn't help her either. There aren't any
effects available in EE to protect her until
your next turn.
1.0/5.0
Overall: Starlings is a very difficult card to
use, and while she does double-duty in field
advantage through numbers as well as good deck
thinning, Starlings is just too much effort to
put into too weak a card. Her KO if stunned
restriction devastates her usefulness in most
decks.
She only really seems to have a shot in an
X-Men/Emerald Enemies deck, where she could gain
recovery through Xavier's School for Gifted
Youngsters if you have Marvel Team-Up or World's
Finest already in play. But even then, it's too
much effort for too little of a payoff. (Even
when taking into account cards that have effects
based on or enhanced by you having several
characters in play.)
Perhaps if she didn't have the KO if stunned
effect, or had more power, she would be useful.
As it is, this card works better as a coaster
than a useful part of any deck.
1.0/5.0
Modern Age: Even in a constructed format,
Starlings is a hard card to get much use out of.
Look elsewhere for 1-drops or swarming
characters.
1.0/5.0
Golden Age: Same as in Modern.
1.0/5.0
Limited: What few cards there are to be found
that help her aren't likely to show up here, so
Starlings is one of the worst choices for this
format.
0.5/5.0
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scyther8
|
Today's card
is a very strange army card, Starlings. Now army
decks have never thrived due to the inherent
hand disadvantage you accumulate recruiting more
and more army cards every turn until you run of
steam.
Starlings fixes that problem somewhat but is
plagued yet still when you have no cards left in
hand.
Starlings
1 Resource Cost
1 ATK
1 Def
Flight
Rarity: Uncommon
Effect: Starlings comes into play exhausted.
Whenever Starlings becomes stunned, KO it.
Activate, pay 1 resource point ---> You may
discard a card. If you do, search your deck for
up to two character cards named Starlings and
put them into your front row.
First, a 1/1 for 1 is nothing out of the
ordinary. Flight is always nice to have as well.
Now to the effects. If Starlings didn't come
into play exhausted, it would be grossly unfair
to your opponent, as you could have 5 1/1s in
play on turn 2. So the exhaustion part was
necessary. The KOing effect also is a bit
necessary as having an extra Starlings each turn
means two more can come out on the next turn.
Finally, the reason you'd play Starlings, for
their strength of swarming, their unfair
quasi-recruiting ability. If you have the cards
to fuel their ability, you could potentially
have 22 of these little guys out on turn 5.
(Assuming of course your opponent is playing a
curve deck in which he/she KOs a Starlings each
turn on turns 2 through 4 with every one of
their curve characters.) Which leads me to why
they're just short of being a worthy decktype.
Even though you're getting two for the price of
one with the discard you perform, it'll still
leave you high and dry when all you have on turn
5 and up is the two cards from your draw phase.
If UDE gave Starlings a reliable card drawing
engine like Manhunter Science, then perhaps
Starlings could've been an interesting strategy
to use, but right now, they are a never was.
DC Modern Age: 2.5/5 They do have good swarming
capabilities up until turn 4. After that you
just don't have the cards to pay anymore to get
more Starlings out.
Golden Age: 1.5/5 Flame Trap and Micro Sentinels
don't mix well with Starlings.
Sealed/Draft: 1/5 Last card to pick from the
pack.
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