Pojo's VS System news, tips, strategies and more!

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

  The Joker
- Emperor Joker


Card #DSM-141

------

Date Reviewed: 09.28.05

Constructed Modern Age Average Rating: 2.83
Constructed Golden Age Average Rating: 3.5
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
The Joker - Emperor Joker

Joker is one of those cards that when you see it win a game you can't help but be impressed. On his own, this card is (in general) lackluster and its ability/win condition combo is difficult to pull off at best. However, that isn't to say you can't run your opponent out of his/her deck. I have seen this card work quite well when teamed up Manhunters. It was actually very impressive.

Ratings:
DCMA - 2.0/5.0 ..This card only works in this format when teamed up Manhunters
GA - 1.5/5.0 -This card was made purely for a fun deck.

Limited - 1.0/5.0 -Just pass it by
 
Jason
Bunch
The Joker, Emperor Joker

One of my favorite cards, just because I like Mill decks. The trouble is, there aren't many cards designed for decking out your opponent, since Emperor Joker is the only way that decking your opponent out can win the game for you. Loyalty isn't as much of a problem now that GLC gave us the excellent 7 drop Two Face, and Manhunter Giant can help you rip cards off the top of their deck. The main problem is that if they're down to 15 endurance on turn 8, and they have 30 cards in their deck, then you've basically doubled their endurance by the time you're ready to start going for the win. A Manhunter/Arkham Mill deck might actually work in DC Modern, but with no way to search for the Inmates you need, and the speed of most of the dominant decks in the format, making a competitive deck around Emperor Joker may be more trouble than it's worth. Still, as fun decks go, it's definitely worth shaking the dust off of them and playing around with it.

In Limited, no. There are only 3 Arkham characters in Man of Steel, the other two are 3 and 4 drops. Not good when your 8 drop has Loyalty. Too bad too, because decking out a 30 card deck is easier than doing it to a 60 card deck.


Rating: 3/5
 

wierdofur

 

"It's good to be the king." -Mel Brooks

The Joker, Emperor Joker
Number: DSM-141
Rarity: Rare
Card Type: Character
Cost: 8
Team: Arkham Inmates
Attack: 17
Defense: 17
Range: No
Flight: No
Loyalty. When an opponent has no cards
left in his deck, he loses the game.

Pay 1 endurance >>> If an opponent would lose endurance this turn, that opponent removes from the game that many cards from the top of his deck instead.


Cost: 8
Expensive! But his effects are so impressive, that it's understandable why.

ATK/DEF: 17/17
The stats are ok for his cost (20+ would've been better tho...)

Range/Flight: Nada
Sorry, but Mr. J's an in-your-face type of guy.

Effect:
When a player runs out of cards in their deck, they lose the game immediately. Also, if you pay 1 endurance, you can drain a player's deck instead of having them lose endurance.

Team Affiliation: Arkham Inmates
Arg! Loyalty, so you have to have other AI characters in play just to recruit him. As for the AI team, they have lots of control and tech tricks to employ, but you need to have a couple of specific cards out to use those tricks. Therein lies the team's weakness, reliance on keeping a few specific cards out on the field, and most smart players can rip the AI strategies apart by destroying cards in play. The Arkham Inmates team is like a machine, and all of it's parts must be there and in working order for it to be lethal, but when it does get going, it can be fatal for the opponent.

Overall:
A very nice card, and he can finish a game easily, but with a cost of 8, he'll hardly ever see play. It's just too hard to make it to turn 8, when most games are over on turns 6 or 7. That extra turn usually won't come.
However, if you can find a way to get him out, he'll be the killing blow...
Just the way he likes it!

Constructed:
IF you can build your deck right, and make it to turn 8, you'll have things in the bag. But like I said, making it to turn 8 is VERY difficult. If you can get him out, then you deserve your victory. Overall though, he's too hard to get out to be of much use, use only 1 copy of him, max.
3.5/5.0

Limited:
Even here it can be nigh impossible to reach turn 8. Only take him if you really like him, but don't expect to get to use him.
2.0/5.0
 
Sith Dragon The Joker*Emperor Joker
arkham inmates 8 drop
17/17

Loyalty. When an opponent has no cards left in his deck, he loses the game.

pay 1 endurance-> if an opponent would lose endurance this turn, that opponent removes from the game that many cards from the top of his deck instead.

Here is the other 8 drop for Arkham. He is a fairly standard eight drop at 17/17, but there are enough 8 drops with 18 attack that its not real great either.
If loyalty is a problem on turn eight, i've got news for you, you are going to lose.

Now he has an effect that i've thought about trying, but i have yet to see anyone utilize, basically because its near impossible. The only deck i can see a deck out deck work against is cosmic cops, other than that, most decks don't get tapped into far enough to make this worthy. If you mulligan, you will only get 26 cards into your deck on turn 8, leaving 34 cards to have to burn through. If they run X-men and cerebro a ton of characters then you get a bit closer.
A flying kick and four savage beatdowns and if they have a four or five drop out you might stand a chance.
Now being worded as it is, if you manage to burn them for any amount that will work for this effect as well.
You will want 4 overpowered to help as well, and hope you can get a majority of them off. But in the end a 60 card deck is just too big to make someone deck out.
right now i don't think there is enough help out there to make a really good deck out deck. For now stick with two-face as your 8 drop for arkham

"Are you threatening me, Master Jedi?"
 

Copyright© 1998-2005 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.