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Pojo's VS System Card of the Day
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Psycho-Pirate
- Roger Hayden
Card #DJL-132
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Date Reviewed: 02.10.06
Constructed Modern Age Average Rating: 2.75
Constructed Golden Age Average Rating: 2.5
Limited Average Rating: 2.75
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Pyscho-Pirate
- Roger Hayden
To end the week we are going to look at a really
fun 8 drop that helps to create chaos for rush
decks, provided you make it to turn 8. Pyscho-Pirate
is another under-par 8-drop with stats of 18/17.
He does have range, but it is effect that makes
him so nasty. You see at the start of the combat
phase you can remove up to 6 cards from you KO
pile to take control of an opponent's character
with cost less than or EQUAL to the number of
cards you removed. If you play this card in a
secret society deck then you know this is no
problem. When you combo this character with a
character such as Gorilla Grudd, let the fun
begin! This is a great way to gain board
advantage, especially in those situations where
your opponent has your outnumbered 2-to-1.
Ratings:
DCMA constructed - 3.5/5.0 -Steal your
opponent's character, beat them with it, ko it
with Gorillla Grudd, and repeat.
GA constructed - 3.0/5.0 -This is a great card -
if you have a lot of stuff in your ko pile.
Limited - 3.5/5.0 -Provided you make it to turn
8 - this guy can provide you with the board
advantage you need to win the game.
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Jason
Bunch |
Psycho
Pirate, Roger Hayden
We end our week of 8 drops with Psycho Pirate,
one of the major players in the original Crisis
on Infinite Earths, the comics event that
redefined comics events forever, although
Infinite Crisis (also the next DC
set) will be redefining the original Crisis.
Anyway, Psycho Pirate is an 18/17 with range,
making him a decent body if you need him to
attack. However, it's his effect that makes him
playable, the ability to steal your opponent's 6
drop. Secret Society should have plenty in the
KO'd pile by turn 8, so paying for his cost
should be easy enough. Depending on your matchup,
you can really hose your opponent...imagine
stealing their Grodd, then KOing Psycho Pirate
to Grodd to steal their 7 drop. Better yet,
steal their
6 drop with Psycho Pirate, KO it to your own
Grodd to steal their 5 drop, then swing in for
der infi damage.
Granted, you have to make it to turn 8 first,
then hope that they have a character worth
stealing, although the disruption should usually
be enough to give you a heavy advantage.
In Limited, he's not that great...8 drops aren't
really that great in this format, and him being
a rare means that multiple copies aren't going
to be coming your way. Secret Society is a good
team to play in limited, so that's a plus.
However, getting enough cards in the KO'd pile
to pay for his effect is tougher in sealed or
draft, so that's a minus. He's in no way a 1st
pick, but he might be worth a flier if you see
him near the end of a pack, or if you just get
the absolute nuts stall strategy to make sure
you get to turn 8 alive.
Rating: 2/5
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Sith Dragon |
Psycho-Pirate
Secret Society
8 drop
18/17
Range
At the start of the combat phase you may remove
up to six cards in your KO'd pile form the game.
If you do, move target character to your front
row if its cost is equal to or less than the
cost of the number of cards you removed this
way.
Here we have another chance to steal your
opponents characters, something that SS is so
good at in the late game. 18/17 with range is
so-so for an eight drop, but he is here strictly
for his effect.
The only way his effect won't work is if you
just took down their six and seven drops, and
they had to dump their six to save seven. The
pre-requisites for his effect is easy to do. If
you do not have six of any type of card in you
KO'd pile by turn eight, something is way wrong.
Assuming they have a six and you have your seven
drop, you would then have your, seven, eight and
their six drops, where before they would have
had 6,7 and 8 if curved.
But here is the real sick part (and may be the
one time you would keep a six drop over a
seven).
If at the end of turn seven, you have gorilla
grodd out, and they have their six and seven
out, you play Pirate. You use his effect to
steal their six drop, and then use Grodd's
effect to KO Pirate and steal their seven drop.
Instead of them having six, seven and eight, now
they only have their eight drop looking at your
six drop and their own six and seven drops.
SS can be a whole lot of fun once you start
stealing all of their characters. He is a must
(one most likely) for SS decks, but otherwise he
isn't worth a spot in other teams missing a good
8-drop. He is good, but not an uber-8 that every
team can use.
next week X-MEN!!!!!!!!!!!!
"Are you threatening me, Master Jedi?"
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