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

  Hourman III <> Hourman
- Time Machine

Card #DCR-010

Free >>> Hourman III gets +4 ATK / +4 DEF this attack, and each opponent gains 3 endurance. Use this power only once per turn.

Date Reviewed: 08.04.06

Constructed Modern Age Average Rating: 2
Constructed Golden Age Average Rating: 2
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
Hourman III <> Hourman - Time Machine

Today we turn to the last and somewhat weaker of the Hourman characters - Hourman III. While Hourman III has the same effect as the other two Hourman characters, Hourman III's effect merely makes him a very powerful 5-drop or a very weak 6-drop. Technically with this character you won't be 'jumping the curve' like you can with the other Hourman characters but that is ok - at least you now have flight and range. That can certainly make up for it.

(Keep in mind that when you are playing this character you will have the tendency to want to do maximum damage and fly him into a little guy...this will leave this character open to getting trounced unless you protect him.)

Ratings:
DCMA constructed - 3.0/5.0 ...While not as good as the other two hourman characters, this guy is still a must for an identity deck...
GA constructed - 3.0/5.0 ...Having an 11/11 character with flight and range is very nice indeed...

Limited - 4.0/5.0...This guy is uncommon which is great but he just doesn't shine as well as the other characters.
 
Jason
Bunch
Hourman III <> Hourman, Time Machine

Okay, I promised you some insight, and I'm going to insight the crap out of you guys today. This week has been all about the Hourman family of cards; three characters that share an identity. They also share an ability, the ability to temporarily boost their stats to above-average levels. They also share another ability; the ability to have below-average stats every other part of the turn. This leads to your opponent's ability to attack them and do massive amounts of breakthrough. They are, however, supported by the identity theme that was introduced in Infinite Crisis.

Having two or three of the Hourmen on the field allows you to use cards like Double Play and Heroic Rescue to the fullest. Still, this doesn't quite make up for the drawback that the Hourmen have, their below-average natural stats. In order to keep yourself from being left vulnerable, you have to stun your opponent's entire board, otherwise your Hourman is left wide open for an attack. When your opponent's 4 drop can stun your 5 drop with no combat pumps needed, you've got problems. At least Hourman III has flight and range, something the other two versions lack. Also, Hourman III goes from 7/7 to 11/11, which isn't big enough to stun the majority of 6 drops, and can even get brickwalled by guys like Cheshire and Mr. Freeze if the opponent has any kind of powerup or defensive pump. The best setup you could hope for is:
3 drop Hawkgirl, 4 drop Hawkman, 5 drop Hourman, and a handful of other Hourman powerups. Not my idea of a consistent strategy.

In Limited, he's a 5 drop with flight and range, so he's worth consideration. I really don't like having a small 5 drop on the field, especially with reusable defensive pumps like Checkmate Safehouse and Thanagar out there. You pump him to 11/11, the opponent gains 3 endurance, then they either reinforce or use a defensive pump to brick wall the attack, then they swing back on your 7/7. There are many man better 5 drops in this set.

Rating: 2/5
 
xstreamzero Hourman III <> Hourman

Welcome to the 5 drop that needs to go back in time and create a paradox so that it doesn’t exist.

Hourman III <> Hourman
Time Machine
JSA/5/7/7
Flight Range
Free > Hourman III gets +4 ATK / +4 DEF this attack, and each opponent gains 3 endurance. Use this power only once per turn.

After 5 turns, you don’t care so much about power anymore because you want good effects instead. Think of this Hourman as an 11/11 with flight and range. That’s about it. What’s sad is that this card cannot attack up the curve without outside help, seeing as six drops have the average of 12/12. The others could at least attempt to do so. This card, it saddens me.

DC Modern: Thunderbolt 1/5
Silver Age: Thunderbolt 1/5
Golden Age: Thunderbolt 1/5
Overall: 1/5
 

BoyofSteel
DCR-010 Hourman III ~ Hourman, Time Machine
Text:
Free ---> Hourman III gets +4 ATK/+4 DEF this attack, and each opponent gains 3 endurance. Use this power only once per turn.
5 Drop
Attack/Def 7/7

I must start with saying I like his art work. We now have someone with sub par stats for his drop. 7/7 being the norm for a 4 drop. His effect like the others give you +4/+4 at the cost of giving other players 3 endurance. Having him jump to 11/11 once per turn sounds good, but the down sides come out more with him that the others. With some 5 drops bragging about their 11 Def, this Hourman starts to fall short. On top of that, if you have him around on Drop 6 (which there is a good chance) He can not stand up to the 6 drops who on the norm have him by one on both sides with his boost.
Being JSA saves him a little, but not by much.

Playability 2/5
 

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.