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Megaman
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Pojo's VS System Card of the Day
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Richard Tyler <> Hourman
- Man of the Hour
Card #DCR-021
Free >>> Richard
Tyler gets +4 ATK / +4 DEF this attack, and each
opponent gains 3 endurance. Use this power only once
per turn.
Date Reviewed: 08.03.06
Constructed Modern Age Average Rating: 3.3
Constructed Golden Age Average Rating: 2.85
Limited Average Rating: 3.5
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Richard Tyler
<> Hourman - Man of the Hour
What is better than having a 3-drop that can
double as a 4-drop? How about having a 4-drop
that can double as a 5-drop! Today we are going
to look at Richard Tyler <> Hourman.
Richard Tyler works much the same as Rex does -
give you opponent 3 endurance to boost your
character up a level. What makes the identity
deck such a beat stick is that these characters
gain a level in a sense and are unique so they
don't kill each other off when they come into
play (not to mention the PT's and such that
revolve around them - but that is for another
time). Of course timing with this deck is
crucial; you don't want to waste your effect if
you can help it (Teleport Tube *cough, cough*).
Ratings:
DCMA constructed - 4.0/5.0 ...You won't get as
much out of this character as Rex, but he is
extremely nice all the same...
GA constructed - 3.5/5.0 ...Having an optional
5-drop on the field is always nice...
Limited - 5.0/5.0 ...Unlike Rex, this guy is
uncommon so there is an increased chance of
getting this guy for your deck...
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xstreamzero |
And so the
Hourmen continue…
Richard Tyler <> Hourman
Man of the Hour
JSA/4/5/5
Free > Richard Tyler gets +4 ATK / +4 DEF this
attack, and each opponent gains 3 endurance. Use
this power only once per turn.
See, now unlike it’s three drop counterpart,
this one is only mildly playable. This is
because of the curve. The 3 drop Hourman
excelled by being able to attack up the curve
whenever it felt like it. When Richard Tyler
became a 4 drop, it lost a whole curve to
attack. Secondly, it’s curve bonus isn’t as big
as it used to be because whenever you move up
the curve, characters stats get exponentially
bigger. This Hourman can still hold its own
against a 5 drop, but then again, so can many
other 4 drops.
DC Modern: Average, at most… 3/5
Silver Age: Nope, you got many 4 drops with
better effects. 2/5
Golden Age: What time is it? Oh, it’s time to go
away… 1/5
Overall: 2/5
I don’t know why we’re reviewing backwards,
because tomorrow is the last and worst Hourman…
xstreamzero
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BoyofSteel
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Card- DCR-021
Richard Tyler ~ Hourman, Man of the Hour
Text:
Free ---> Richard Tyler gets +4 ATK/+4 DEF this
attack, and each opponent gains 3 endurance. Use
this power only once per turn.
When I first seen this Hourman, the first think
I thought was "cool a boost" then it hit me
after about an hour. Yes having a 4 drop that
can boost up to a 5 drop is cool, being able to
use it only once per turn, and having the person
your trying to take life points away from gain
3, it seemed like a waste. Oh but then, Bizzaro
World. All was good as long as I am attacking.
Attacking you will cause less lose of endurance
because of the gain, but it does give you the
chance to take on most 5 drops and a few 4 drops
that would bother you any other time. The other
draw back. at 5/5 he is a bit low on the normal
scale. Meaning that with just a little boost any
4 drop can ran into him and not worry about you
using his effect. And on top of that they gain
the 3 points of endurance and move on. If
anything they can toy with you, running a 3 drop
into his, and losing nothing if you boost, their
5 drop into yours, and that leaves their 4 drop
into your smaller character. While a good idea,
I can see it failing.
Now for the other high point. Being JSA, there
is a lot of cards to help him when facing off
with higher drops. So now, he has the points to
hold in there, and rough up a few characters
while he is at it.
For an uncommon he feels right.
Playability 3/5 (Just because he has a few up
sides)
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