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Pojo's VS System Card of the Day
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Superman
- Avatar of Peace
Card #DJL-022
------
Date Reviewed: 10.11.05
Constructed Modern Age Average Rating: 3.25
Constructed Golden Age Average Rating: 3.5
Limited Average Rating: 3
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Superman -
Avatar of Peace
Ok so it looks like we are onto big blue
himself.
Ok so here is another card I got at the sneak
that while it looks good on the surface, only
really came in handy a few times. Yep, I am sure
you can imagine the joy I felt when a popped
this guy at the sneak. After all he is one of
the biggest 7-drops to ever hit at 17/16, he has
flight and range, is a leader that gives all my
adjacent character flight, and has an ally
ability that gives protected characters
invulnerability. Of course when I played him at
the sneak I found out the following:
1.) 17/16 doesn't mean a thing if you can't win
a dice roll and start with initiative.
2.) Flight is only cool if your characters don't
already have it.
3.) It is hard to pull off an ally ability if
you don't have many power ups.
Ok, so maybe I just had a rotten string of luck.
Hey, it happens..usually to me, and usually at a
sneak/PCQ. To truly play this guy, you need to
take him constructed. He doesn't have loyalty
issues so Sentinels are going to love this guy.
Personally I think he is going to rock in my
Kang deck. Granted he is a great card
regardless, but I think decks that have little
flight and many power-ups are going to truly
enjoy him.
Ratings:
DCMA constructed - 3.5/5.0 -He is TS which
doesn't help you much here, but he can still be
a powerful card.
GA constructed - 4.0/5.0 -This format is where
this card will shine.
Limited - 3.0/5.0 -This card can be strong in
this format, but you have to play it well.
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Jason
Bunch |
Superman,
Avatar of Peace
This week began with Batman, and ends with
Superman (screw you, Wonder Woman!). First of
all, this finally gives Team Superman its own 7
drop Superman (since False Son is Darkseid's
homeboy). Second,
17/16 with flight and range makes him playable
even before you read below the picture. Leader
is an obvious ability to give him, and giving
all of your adjacent guys flight seems to be a
plus. On the other hand, most Team Superman guys
already had flight, so not a huge improvement.
As for his Ally power, invulnerability has been
one of those mechanics that's never really been
the basis for a deck, just a nice little bonus
to have on an already playable character.
Needing the character to be protected makes it
even more complicated to pull off, so putting
him in a deck solely for that reason is just
asking for trouble.
Sure, saving some endurance in the late game is
nice, don't get me wrong, but if it's the
cornerstone of your win condition...you're in
trouble.
In Limited, it's a nice 7 drop, but 7 drop
Aquaman is easier to get in a pack, easier to
get multiples of, has a better Leader ability,
and has a 3 drop version in the set which is
also easier to get, thus setting off other Ally
powers on your side of the field. He's a good
rare, but not a great rare, so play him in
Sealed, pass him in draft. Still, 17/16 is
pretty nice, so if you can get him on the third
pack, you can take a chance on him.
Rating: 3/5
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Sith Dragon |
Superman
7 drop
JLA/Team Superman
17/16
fight/range
Ally. Whenever a protected character you control
becomes powered up, it has invulnerability this
attack.
Leader. Characters adjacent to Superman have
flight.
Yet another avatar of the set. Superman is about
what you'd expect for a 7 drop superman.
Slightly beefy with flight and range, he will
make a good ad to either Team Superman or JLA.
Its really hard to figure out which of the 3
seven drops will see the most play.
Auqaman will see the most i think as he puts
cards back into your hand, Wonder Woman gives
you the power-up, but the Boy Scout isnt bad
either.
Superman's leader effect can be nice just
because everyone can attack anyone on your
initiative. Its his ally ability that can be
good if you can set it up right. Those of you
that play combat reflexes and coast cities will
maximize this ability as you can control who
your opponent will attack a bit better. It can
be a good effect if you can get it off, but that
will be the hard part. It could make it very
hard for you r opponent to cause damage late in
the game when the most damage is usually
inflicted.
A very solid card, but everyone will be going
for Auqaman first.
"Are you threatening me, Master Jedi?"
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