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Pojo's VS System Card of the Day
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Hourman III <> Hourman
- Time Machine
Card #DCR-010
Free >>> Hourman
III gets +4 ATK / +4 DEF this attack, and each
opponent gains 3 endurance. Use this power only once
per turn.
Date Reviewed: 08.04.06
Constructed Modern Age Average Rating: 2
Constructed Golden Age Average Rating: 2
Limited Average Rating: 2
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Hourman III
<> Hourman - Time Machine
Today we turn to the last and somewhat weaker of
the Hourman characters - Hourman III. While
Hourman III has the same effect as the other two
Hourman characters, Hourman III's effect merely
makes him a very powerful 5-drop or a very weak
6-drop. Technically with this character you
won't be 'jumping the curve' like you can with
the other Hourman characters but that is ok - at
least you now have flight and range. That can
certainly make up for it.
(Keep in mind that when you are playing this
character you will have the tendency to want to
do maximum damage and fly him into a little
guy...this will leave this character open to
getting trounced unless you protect him.)
Ratings:
DCMA constructed - 3.0/5.0 ...While not as good
as the other two hourman characters, this guy is
still a must for an identity deck...
GA constructed - 3.0/5.0 ...Having an 11/11
character with flight and range is very nice
indeed...
Limited - 4.0/5.0...This guy is uncommon which
is great but he just doesn't shine as well as
the other characters.
|
Jason
Bunch |
Hourman III
<> Hourman, Time Machine
Okay, I promised you some insight, and I'm going
to insight the crap out of you guys today. This
week has been all about the Hourman family of
cards; three characters that share an identity.
They also share an ability, the ability to
temporarily boost their stats to above-average
levels. They also share another ability; the
ability to have below-average stats every other
part of the turn. This leads to your opponent's
ability to attack them and do massive amounts of
breakthrough. They are, however, supported by
the identity theme that was introduced in
Infinite Crisis.
Having two or three of the Hourmen on the field
allows you to use cards like Double Play and
Heroic Rescue to the fullest. Still, this
doesn't quite make up for the drawback that the
Hourmen have, their below-average natural stats.
In order to keep yourself from being left
vulnerable, you have to stun your opponent's
entire board, otherwise your Hourman is left
wide open for an attack. When your opponent's 4
drop can stun your 5 drop with no combat pumps
needed, you've got problems. At least Hourman
III has flight and range, something the other
two versions lack. Also, Hourman III goes from
7/7 to 11/11, which isn't big enough to stun the
majority of 6 drops, and can even get
brickwalled by guys like Cheshire and Mr. Freeze
if the opponent has any kind of powerup or
defensive pump. The best setup you could hope
for is:
3 drop Hawkgirl, 4 drop Hawkman, 5 drop Hourman,
and a handful of other Hourman powerups. Not my
idea of a consistent strategy.
In Limited, he's a 5 drop with flight and range,
so he's worth consideration. I really don't like
having a small 5 drop on the field, especially
with reusable defensive pumps like Checkmate
Safehouse and Thanagar out there. You pump him
to 11/11, the opponent gains 3 endurance, then
they either reinforce or use a defensive pump to
brick wall the attack, then they swing back on
your 7/7. There are many man better 5 drops in
this set.
Rating: 2/5
|
xstreamzero |
Hourman III
<> Hourman
Welcome to the 5 drop that needs to go back in
time and create a paradox so that it doesn’t
exist.
Hourman III <> Hourman
Time Machine
JSA/5/7/7
Flight Range
Free > Hourman III gets +4 ATK / +4 DEF this
attack, and each opponent gains 3 endurance. Use
this power only once per turn.
After 5 turns, you don’t care so much about
power anymore because you want good effects
instead. Think of this Hourman as an 11/11 with
flight and range. That’s about it. What’s sad is
that this card cannot attack up the curve
without outside help, seeing as six drops have
the average of 12/12. The others could at least
attempt to do so. This card, it saddens me.
DC Modern: Thunderbolt 1/5
Silver Age: Thunderbolt 1/5
Golden Age: Thunderbolt 1/5
Overall: 1/5
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BoyofSteel
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DCR-010
Hourman III ~ Hourman, Time Machine
Text:
Free ---> Hourman III gets +4 ATK/+4 DEF this
attack, and each opponent gains 3 endurance. Use
this power only once per turn.
5 Drop
Attack/Def 7/7
I must start with saying I like his art work. We
now have someone with sub par stats for his
drop. 7/7 being the norm for a 4 drop. His
effect like the others give you +4/+4 at the
cost of giving other players 3 endurance. Having
him jump to 11/11 once per turn sounds good, but
the down sides come out more with him that the
others. With some 5 drops bragging about their
11 Def, this Hourman starts to fall short. On
top of that, if you have him around on Drop 6
(which there is a good chance) He can not stand
up to the 6 drops who on the norm have him by
one on both sides with his boost.
Being JSA saves him a little, but not by much.
Playability 2/5
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