Pojo's Vs.
Message Board
News
Trading Card Game
Card of the Day
Fan Tips
Tournament Reports
Top 10 Lists
Featured Writers
Scott Gerhardt
The Tinkerer's Workshop
Paul Hagan
Q's Universe
Jason Matthews
Spoilers
Avengers
Batman Starter
DC Origins
Fantastic 4 Starter
Green Lantern
Infinite Crisis
JLA
Legion of Super Heroes
Marvel Knights
Marvel Origins
Spiderman Starter
Superman
Web of Spidey
X-Men
Affiliation Lists
Anti-Matter
Arkham Inmates
Avengers
Brotherhood
Crime Lords
Darkseid Elite
Doom
Emerald Enemies
Fantastic Four
Gotham Knights
Green Lantern
Kang Council
League of Assassins
Marvel Knights
Manhunter
Masters of Evil
New Gods
Revenge Squad
Sentinel
Sinister Syndicate
Spider-Friends
Squadron Supreme
Teen Titans
Team Superman
X-Men
Small Teams
Non-Affiliated Characters
Non-Affiliated Equipment and Locations
Non-Affiliated Plot Twists
X-Statix
Underworld
Crime Lords
Other
Staff
Magic
Yu-Gi-Oh!
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry
Potter
Anime
Vs. System
Megaman
|
|
Pojo's VS System Card of the Day
|
|
Justice United
Card #DCR-038
As an additional
cost to play Justice United, choose two different
team affiliations among characters you control.
If you chose JLA and JSA, return a character card
from your KO'd pile to your hand.
Ongoing: Crossover the chosen affiliations.
Date Reviewed: 08.18.06
Constructed Modern Age Average Rating: 3
Constructed Golden Age Average Rating: 3
Limited Average Rating: 3.25
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Justice
United
Well if you are going to team up JSA and JLA,
why not use a PT specifically meant to do just
the thing. As far as team-ups go, you could do
worse. After all this PT does return a character
card from the ko pile your hand - not a bad
thing when you have so much discarding going on.
However, since you are going to want to team up
early, you probably won't be able to take
advantage of this effect.
Ratings:
DCMA constructed - 3.0/5.0 ...As far as team-up
cards go this is pretty mediocre
GA constructed - 3.0/5.0 ....This card is decent
only if you can take advantage of it's
effect...otherwise it is just another team-up
card.
Limited - 3.5/5.0 ...Teaming up is important
regardless of anything else in this format.
|
Jason
Bunch |
Justice
United
I hope everybody enjoyed reading our Heralds
preview card as much as I enjoyed writing it.
We'll have another one next week, so keep your
browsers pointed to Pojo.
Today's card is a workhorse common meant to
facilitate a JLA/JSA deck, a deck that only 5
people took to PC Indy. Granted, JLA/JLI (Good
Guys) has the flashier combat tricks, and most
people playing JSA chose to use it's interaction
with Rock of Eternity rather than it's identity
themed cards. Still, could the JSA/JLA team-up
work in a competitive environment?
Well, if it is going to work, it needs a
team-up, and Justice United not only provides
it, but allows you to return a character card
from your KO'd pile to your hand. This a
throwback to older team-ups like Common Enemy,
that teamed up two specific teams and netted a
draw at the same time. Since you'll be
discarding a lot for power-ups, getting one back
by flipping a team-up can only help you out. If
you've already got one copy in your row, you can
play any additional copies straight from the
hand and turn them into additional power-ups. So
now that we have a key card for the deck, does
the deck work or not?
Well, the 4 drop Hawkman in the Good Guys deck
is an
8/8 with Nth Metal attached, and gives your guys
+3/+1 if you power them up while in combat with
a character that has a greater cost. The 4 drop
Hawkman in the Justice United deck is an 8/6
with Nth Metal attached, and gives your guys
+1/+2 when in any combat. Since Good Guys is a
short curve deck, it aims to swing up with
smaller, Nth Metal-equipped characters, then
leave it's biggest guy free to smash face. It's
a very aggressive deck that has a lot of
consistency thanks to Shayera Thal fetching Nth
Metals and Hawkman cards. It also uses JLI
support like Kooey Kooey Kooey, Hero's Welcome,
and Blue Beetle for search, and BWA HA HA HA!!!
to negate opponent's effects. It doesn't play a
character higher than 5, and it does a good job
of ending games on Turn 6 (but not within a 30
minute round...). The extra defense afforded by
the JSA?JLA Hawkman is nice for stonewalling
attacks, and being able to get the bonus while
attacking across or down the curve makes for
more flexibility in attacks, but against a
well-played Good Guys deck, the extra attack is
going to eventually be too much to handle. JSA/JLA
does have search capability, but that requires
KOing it's 1 and 2 drops in order to search out
its 3 and 4 (and 5 if needed). Compare that to
Good Guys, which routinely keeps it's 1 and 2 on
the board, and you've got a mismatch in the
board advantage category.
With JSA/JLA, you run into competing 3 drops
too, as Hawkgirl and her ability to give +1 ATK
to powered up characters is a little less
desireable than Hawkwoman's ability to search
for Nth Metal and Hawkman whenever someone gets
powered up. In order to get the identity theme
online, you need to run at least one of the two
identity enabling Hawkpeople, but at the cost of
two other really good Hawkpeople at those two
drops. The silver lining is that whichever you
don't use can be a powerup for the one you do
play, most of the time. Sure, you could do some
cute tricks with Double Play, but Good Guys is
passing out Nth Metals like Halloween candy, and
dealing lots of early and consistent damage. The
one advantage that JSA/JLA could have is that
they aren't held to the "four resources or less"
strategy, as they don't play Kooeys. On the
other hand, the 6 drops for both teams are a
little sparse, and don't get many of the
benefits that your other characters get by
virtue of having "Hawk-" in their names.
If you do build this deck (and if you do, please
name it "Welcome Back Katar", test it against
Good Guys.
If you don't win 60-70% of your matches against
it, then you shouldn't bring it to a PCQ. It's
definitely a fun deck though, so don't let me
discourage you from trying it out. Not
everything has to be Tier 1, just Tier Fun! (oh
geez, I can't believe I just typed
that)
In Limited, this falls into the category of
"Team-ups that you'll see in your pack, and
should play". You usually want 2 Team-ups in
your sealed or draft deck (or Rann/Thanagar),
and this is one of them. You'll almost never be
able to team JSA and JLA, but you will be able
to team attack, reinforce, and use team-stamped
plot twists, which is even better. Not a high
pick in Draft, but don't let it slip by either.
It won't wheel, but you can safely wait until
6-7 cards into a pack to snag it, or if there's
just nothing else good in the pile.
Rating: 3/5
|
BoyofSteel
|
DCR-038
Justice United, Team-Up
Plot twist
Rarity: Common
Text: As an additional cost to play Justice
United, choose two different team affiliations
among characters you control. If you chose JLA
and JSA, return a character card from your KO'd
pile to your hand. Ongoing: Crossover the chosen
affiliations.
Normal team up, but in place of drawing a card,
you get one from the KO pile. While this may not
seem like a big deal, other than to keep a
character in your hand, when you do it after a
power up, it can give you the extra push. The
other plus is if your playing JLI/JSA/JLA, and
use the other team up cards, you can keep your
hand full, and get all of the extra team attack
bonuses. With a lot of the cards now having two
teams as well, you only need one character to
team up, both teams.
If your playing with more than one team and need
a team up card, this is no better or worse than
any other. If you are going with JSA/JLA then
it's a must have.
|
|