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Vs. System
Megaman
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Pojo's VS System Card of the Day
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Kendra Saunders
<> Hawkgirl
Card #DCR-016
Discard a card
that shares an identity with an attacker or defender
you control >>> Power-up target attacker or defender
you control.
Ally: Whenever a character you control becomes
powered-up, it gets an additional +1 ATK this
attack.
Date Reviewed: 08.14.06
Constructed Modern Age Average Rating:
Constructed Golden Age Average Rating:
Limited Average Rating:
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Kendra
Saunders<>Hawkgirl - Eternal Heroine
So far this month we have looked at various
aspects of a JSA identity deck. However, many
may argue that the best way of playing with the
identity theme is to go with a team-up variation
between JSA and another affiliation. Of course
the first team that comes to mind when it comes
to the identity theme outside of JSA is JLA.
Therefore this week we are going to look at the
highs and the lows of the identity team-up
variation between JSA and JLA.
To begin, let's take a look at Kendra Saunders
<>Hawkgirl:
Kendra Saunders is a dual-affiliated character;
sharing the team affiliations of JSA and JLA and
hence negating a need for a team-up card for the
two affiliations. Of course the question here
would be, "What does this character bring to the
table?". Well, this card's strength seems to lie
in what she can bring to the table in terms of
JLA. You see she allows a power-up for a
character so long as the character in question
shares the same identity as the card discarded.
This can be very handy when you have a lot of
ally powers on the field. Her ally ability isn't
bad either...giving an additional +1 attack to
someone is very nice. While I wouldn't go so far
as playing her in a good guys deck (Hawkwoman is
much more powerful, imo.), this card is
definitely a great addition to a JSA/JLA
identity deck.
Ratings:
DCMA constructed - 3.0/5.0 ...Definitely
splashable if nothing else...
GA constructed - 3.0/5.0 ...She has a nice ally
ability...if only she had the Hawkwoman
identity...
Limited - 2.5/5.0 ....Her ability won't mean
much in this format...basically you will want
this character for flight only...
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BoyofSteel
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Card DCR-016
Kendra Saunders ~ Hawkgirl, Eternal Heroine
Team: JSA/JLA
Type: Character
Flight: Yes
Range: Yes
Atk / Def: 5/4
Rarity:Common
Text:
Discard a card that shares an identity with an
attacker or defender you control ---> Power-up
target attacker or defender you control. Ally:
Whenever a character you control becomes
powered-up, it gets an additional +1 ATK this
attack.
Flavor: "What we have isn't love, Carter."
With the number of characters, and ways to trade
identities, powering up becomes easy. The extra
bonus is powered up characters get a plus one to
their attacks.
The reason this is so nice, comes from the fact
that with other characters like Blue Beetle, and
Hawkman, you can raise the attacks of anyone to
such high levels that anyone seeing a hand full
of cards in your hand has to fear attack or
defending from you.
Her flight and rang may seem a little on the
norm now, but looking back someone with both and
a 5/4 at drop three is still nice.
Playability 4/5
JSA deck 5/5
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Jason
Bunch |
Kendra
Saunders <> Hawkgirl
We're now entering Week 3 of our in-depth look
at the JSA Identity deck. Today (well,
yesterday, I was flying back from Gencon) and
Wednesday we'll be looking at two of the crucial
characters for this build. First up is Kendra
Saunders <> Hawkgirl. She has two very important
abilities. The first allows you to power up a
character by discarding a card that shares an
identity with it, instead of having to use a
card that shares a name. A small difference, but
a big advantage when it comes to the identity
tricks.
Now Carter Hall can powerup your Katar Hol, and
the
Mr. Terrifics can help each other out. It also
allows all three Hourmen (from two weeks ago)
to power each other up. In addition, Hawkgirl's
Ally power gives an extra +1 ATK whenever one of
your characters is powered up. Even without
identity tricks, that's still a good ability to
have, especially with Nth Metal and all of the
Good Guys tricks out there. At 5/4, she's a
slightly above average 3 drop. Flight gives her
a good boost, and a single powerup turns her
into a 7/5 monster.
In Limited, she and Hawkman are the lynchpin of
a winning strategy. Tim Batow turned the JSA
Identity deck into a 3-0 draft deck in one of
his pods on Day 2 at PC Indy this past weekend.
The majority of the identity themed cards are
commons, making them easy to score mid to late
in a draft. Some of the more useful ones like
Taking Up The Mantle, will go fast in a draft,
but Hawkgirl and Hawkman will generally be there
for the taking. Combine that with the excellent
JSA plot twists that are in this set, and you've
got the makings of a powerful deck. The deck is
also possible in Sealed pack, although it mainly
depends on your pulls there.
Rating: 3/5
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