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Pojo's VS System Card of the Day
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Double Play
Card #DCR-035
Ready target JSA
team attacker you control that shares an identity
with another attacker you control. The character you
readied cannot be stunned while team attacking this
turn and cannot cause breakthrough this turn.
Date Reviewed: 08.09.06
Constructed Modern Age Average Rating: 2.3
Constructed Golden Age Average Rating: 2
Limited Average Rating: 1.85
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Double Play:
This card is an excellent addition to an
Identity deck in so much as it can allow you an
extra attack with the added bonus of not being
stunned. Of course it does call for a JSA
character to be the one chosen for the effect
and you have to be team attacking, but it is a
very handy card, nonetheless. In a sense this
card combines Legendary Battles with Quicksilver
and you know how effective that combo can be.
This card is a borderline staple in my opinion,
as it does have its drawbacks, however, the
rewards can definitely make up for it.
PS. When playing this card it would probably be
benificial to avoid playing this card with
Hourman and focus on other identities instead.
Ratings:
DCMA constructed - 2.5/5.0 ...I would probably
play at least 2 of these cards in the Identity
deck in this format.
GA constructed - 2.0/5.0 ....Identity decks
don't necessarily focus on weenie swarm which is
what you will need to do if team attacking in
this format...
Limited - 1.5/5.0 ...While uncommon, this card
is only good if you come across plenty of JSA
characters with the same identity.
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Jason
Bunch |
Double Play
As you read this, I'll be on my way to
Indianapolis to judge at PC Indy. I'm looking
forward to seeing what people have come up with
for this new format. One thing that I don't
think I'll see a lot of are JSA Identity decks.
Still, if the identity deck shows up, it'll be
packing 4 copies of Double Play.
I've got to say, this card doesn't jazz me that
much.
It's highly situational; you have to have two
JSA characters with the same identity on the
board at the same time. This will only be
feasible in an Identity build. Even then, it
limits your options for attacks, since you have
to send two specific characters in for a team
attack. After that, you can ready one of the
attackers, and your opponent will pretty much
have to stun the other attacker. After all that,
the readied attacker doesn't even get to cause
any breakthrough when they attack again this
turn. It's a lot of effort for not a lot of
damage, and odds are that you'll wind up with
two stunned characters to your opponent's two
stunned characters. I'd rather play diverse
characters, use combat pumps, and do
breakthrough.
In Limited, this isn't a very useful card. Even
if you draft all identity, you're at the mercy
of the packs and the other players in order to
collect enough like-identity characters to
enable this card. The Mr.
Terrifics and Hawkfolks go quick, and the
Hourmen are fairly unplayable in Limited. It'll
be lurking at the end of the pack anyway, so you
can scoop up a copy or two at the 12-14th spots.
Rating: 2/5
|
xstreamzero |
Double Play
You know what a good card is? Safety in Numbers.
You know what an even better card is? Teen
Titans Go! You know what card attempts to be
like them?
Double Play.
Double Play
Plot Twist/2
Ready target JSA team attacker you control that
shares an identity with another attacker you
control. The character you readied cannot be
stunned while team attacking this turn and
cannot cause breakthrough this turn.
This card has a lot of potential, but the
characters in JSA that already have identities
don’t really need or even want to use Double
Play. For example, you don’t want to ready your
Mr. Terrifics because that would defeat the
purpose of the exhausted pump. You don’t need to
team attack with the Hourmen because they’re big
enough on their own already. The best way to
utilize this card is to give someone an identity
like A Moment of Crisis and then team attack
with them. Or you could just team up with JLI or
Teen Titans and use their superior counterparts.
It’s much easier.
DC Modern: Not needed 2/5
Silver Age: Still not needed 2/5
Golden Age: I seriously hope you’re not running
an Identity Deck 1/5
Overall: 2/5
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BoyofSteel
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Double Play
Rarity: Uncommon
Text:
Ready target JSA team attacker you control that
shares an identity with another attacker you
control. The character you readied cannot be
stunned while team attacking this turn and
cannot cause breakthrough this turn.
Not as good as Go Teen Titans or Heroic Battle.
For the JSA identity is everything. With ways to
make everyone the same person more or less..if
only by name. With the JSA having boosts for
attacking up the curve, and now having ways of
reading characters, and making sure they do not
stun, you have a way to clear the field, if for
no reason than to give you field advantage.
Playability- 3/5
Sealed- 2/5 (being able to drop people with the
same ID is not that easy)
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