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Pojo's VS System Card of the Day
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Batman
- Avatar of Justice
Card #DJL-004
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Date Reviewed: 11.07.05
Constructed Modern Age Average Rating: 3
Constructed Golden Age Average Rating: 2.75
Limited Average Rating: 2.75
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Batman -
Avatar of Justice
This week we will be taking a look at some of
the new cards from the Justice League expansion.
Looks like we will be starting out with JLA.
Batman is a typical 6-drop character with stats
of 12/12. As we all learned from Origins, this
guy has no flight or range, but his built in
Fizzle ability seems down right sweet. That is
until you try to pull off this effect. I
attempted to play this character at the sneak
and let me tell you he is not the 6-drop to rely
on for this format. Even if you have ways of
powering up your characters playing a character
with this type of trigger effect is tricky at
best. If you are going to play this character,
save him for your constructed deck - he might
just come in handy here. He is decent for a GK
build (I would still rather play Grayson), but
probably belongs in a JLA deck only.
Ratings:
DCMA constructed - 3.5/5.0 -His built in Fizzle
ability makes this character handy in this
format.
GA constructed - 3.0/5.0 -It is hard to tell
where this guy will fit in best in this format.
GK doesn't really need/want him and JLA may be
able to overlook this guy as well.
Limited - 2.5/5.0-What seems nice on the surface
isn't always the case. Only take this guy if you
have nothing beefier in this format.
|
Jason
Bunch |
Batman,
Avatar of Justice
I spent this past weekend judging at 10K Texas,
so I was able to get a good long look at the new
JLA set.
Will being close to top players cause me to get
better by osmosis? Short answer: no. However, it
does give me some insight (I hope) into this
week's cards.
Batman, Avatar of Justice is a fairly good card
on the surface. His Ally power turns him into a
walking Fizzle. However, because it's triggered
off of a powerup, your opponent will be able to
play around it, and there are many damaging plot
twist effects that your opponent can play when
there's no attack in progress, thus making you
unable to use his ability to negate it. Also,
you have to be able to powerup one of your
characters, so if you find yourself without a
way to do that, you'll just have to sit and
watch while you get plowed under. This will be a
much better Constructed card, where you can
modify your character selection to better take
advantage of his ability. 12/12 for 6 is still
decent though, and his Gotham Knights
affiliation makes him a good choice for a GK
deck, especially with all of the other versions
of Batman that are out now. In Limited, there
are some choice 6 drops in this set, but Batman
is a good choice if you're playing JLA as one of
your teams.
His Ally power is a little too situational to
count on being able to use reliably.
Rating: 3/5
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scyther8
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"You're not
the devil... you're just practice..." Christian
Bale
Well, Justice League has finally been revealed
in the form of Sneak Previews these last couple
of weeks. The set is due out later this month,
but we're giving you a headstart on the
festivities just in case you haven't found a
spoiler list of the set yet. Today is Batman:
Avatar of Justice.
Batman: Avatar of Justice
12 atk
12 def
6 Resource Cost
Initative Preference: Either
Rarity: Common
Effect: Ally: Whenever a character you control
becomes powered-up, you may discard a character
card. If you do, negate target non-ongoing plot
twist effect.
In case you are unaware of how Ally works, any
Ally ability kicks in whenever a character of
your's powers up. If you have 2 or more Ally
characters, all of their powers go off in any
order you choose whenever said power-up occurs.
Batman's Ally ability is essentially a Fizzle
during the combat phase, at the cost of the
discard of a character card. If this wasn't an
Ally ability it would actually be playable,
because as it stands, Ally as a mechanic is
quite lackluster in my view. You run out of
cards far too quickly by powering-up all the
time, not to mention the increase is so small
compared to, say, a Flying Kick, Beatdown, or
Mega-Blast. The Ally abilites are supposed to
make up for this, but when you view the whole
spoiler of the set, you should see that it
doesn't.
Having said that, Batman can stop combat pumps
or attack negators like Heroic Sacrifice,
ensuring that combat tricks will be hard for
your opponent to perform. It can be lifesaving
if used at the right time, but by turn 6, how
many character cards will you have in hand to
discard to fuel his effect? Once probably, twice
if you're really lucky.
Combat wise, Batman is a vanilla 12/12 with no
flight and range, so no huge combat tricks will
be had with him on his own, he (like most other
JLA Ally
characters) require on multiple Ally abilities
going off consistently to overwhelm the
opponent. But as you just read, Ally is not a
very viable strategy or well thought out
mechanic. But that's just my opinion, I could be
wrong. (Dennis Miller tribute!)
DC Modern Age: Batman's plot twist denials can
be handy in small doses, but you'll run out of
cards really fast if you do so, use at your own
discretion. 2.5/5
Golden Age: See DC Modern. 2.5/5
Sealed: Any 6 drop you can get your hands on
should be a consideration. 3/5
|
Sith Dragon |
Batman,
avatar of justice
6-drop
JLA/GK
12/12
F/R: no/no
Common
ALLY: Whenever a character you control becomes
powered up, you may discard a character card. If
you do, negate target non-ongoing plot twist.
HOT DAMN! Here we go! This is the set I've been
waiting for for quite some time. Lets just hope
its a good one! The one thing i don't like about
the first couple of cards we review is that most
of us have not seen most of the cards in the set
and have little idea how well certain things
will actually work in the real world. What's
good on paper isn't always good in play.
Batman is one of these cards.
A 12/12 without flight or range is pretty
substandard without an effect. Not that is is
bad, its just you can usually find better.
Now comes the effect which is a huge question
mark.
The biggest question to the new ally ability
will be how easy is it to power a character up?
If it's fairly easy then the new effect could be
very good, but if you can only do it by
discarding a character of the same name, of
which there are not a lot of repeats in these
teams, there will be problems.
BUT, lets assume that its fairly easy. On turn
six you generally have a spare character that
isn't going to do much the rest of the game, so
the discard isn't bad to be able to negate a
non-ongoing plot-twist, which could be huge late
in the game. People will be trying to get their
best plot twists in early. If you need to
discard a character to power up a character and
then discard another card for Batman's effect,
you are down two cards from your hand that can
lead to bad hand management when you need it
most.
In the end this card's effect is either going to
be deadly good or really bad. Only time will
tell as the set flushes itself out. Keep in mind
its only a common also. Just want you want to
hear for a review, isn't it - a whole lot of
ifs. :/
"Are you threatening me, Master Jedi?"
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