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DC Origins

Date Reviewed: 8.19.04

Constructed Average Rating: 3.36
Limited Average Rating: 2

Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.


Firefly, Garfield Laynns

I remember the first time I had to play against this crazy pyromaniac, not that there’s anything wrong with being a crazy pyromaniac. = p I was playing a DC updated Big Brotherhood deck and you can only imagine the things this guy was doing to me. His ability to blow up resources like there’s no tomorrow and lock down the number of resources in play is one of the best abilities out there when it comes to location hate. His ability works really well with this team because of the high number of low cost characters they have to offer. Granted he makes you wait a bit longer to use the Wild Joker to his full potential but your deck should be able to handle working with a low resource curve a lot better than your opponent.

I have a lot of respect for this character and even dare say he’s a staple for every Arkham deck, but then again I’m as weird as they come so how good you think this guys is or is not is completely up to you.


In limited he’s a 3/1 two drop with both flight and range in a world when most characters are lucky if they get either flight or range. His ability may not be as useful in this format because the lack of many locations and the difficulty to pay his cost but I still say he’s well worth it. He can take out any two drop and can go head to head with a three drop and there’s no loyalty to anyone other than himself so if you see him take him. I know I would but that’s also because we pyros need to stick together.


Firefly – Garfield Lynns

The only time I tried using Firefly was in a Rigged Elections deck I made. It was a novel idea in concept, but the execution fell slightly short of expectation. Low level Arkham Inmates and Fantastic Four characters combined with Worlds Greatest and Cosmic Radiation should have worked, but I gave up on it too easily. ….Anyway, Firefly was used to keep resources to a minimum to keep my butt from being kicked to fast.

Firefly’s effect isn’t that interesting, nor is it original, but it is in no way bad. So all he has is a built in Ka-Boom. If Ka-Boom is a good card (and we all know it is) Firefly should be (by association anyway) good too, right? This is one of those yes and no answers. First he has to be activated, second you need to discard an Arkham character from your hand. That’s like blah and blah. No, no one expects a power this powerful to be free, but something could have given. His stats are sub-par in comparison to almost any other 2 drop in the game. His one defense point is almost laudable. Still he gets rid of all those pesky Lost Cities and Avalon Space Stations without to much fuss.

So we’ve established that Firefly won’t be your best bet for a front line attacker, but still he can do the job of Ka-Boom without actually using Ka-Boom. Personally I would use Ka-Boom first, but if you are already using them and feel in need of more protection, by all means give this guy a chance… might just be surprised.

Arkham Constructed – 2.8/5.0 …..Bye bye Lost City

Limited – 1.5/5.0 ….Locations don’t play a big enough roll here.
Johnny Blaze Firefly, Garfield Laynns – One of the stronger 2 drops in the game at 3/1 with Flight and Range. With a Ka-Boom like power if your opponent happens to flip a Location on Turn 2, you could have a battle of the 2 drops again on Turn 3 if you use his power. Again the only drawback is that you can’t attack (since you need to activate) and you are ko’ing your own resource.

Constructed: 3/5 – Decent 2 drop with an annoying power and great ATK to boost. Just make sure you are running Arkham Inmates in your deck or his power is useless.

Limited: 3/5 – Take him because of his high ATK on Turn 2. A quick jump in BEL loss to your opponent in draft is all you need sometime to win outright.

Today we showcase the Arkham Inmates' entry into the location hate derby, Firefly. 3/1 is going to get stunned by everything, but this guy is pure tech.
Play him, knock out a location, and bring the weenie rush. Having 4 of him in your deck will shut down LoA, Doom, and BBH decks, and the Inmates have some interesting small characters. Just make sure you get some use out of your resources before you blow them up. Only being able to use his effect during the attack step isn't bad, if you could do it in your build phase, it'd be way too out of control.
Discarding an Inmate to blow up a Lost City or Mountain Stronghold isn't a problem, especially if you're packing tomorrow's card (or have I spilled the beans?).

In Limited, you won't see a lot of locations, and you'll want your 2 drops to actually be able to attack something. Keep passing him.


Constructed - 4/5
Limited - 1.5/5
Paul Hagan Firefly, Garfield Lynns --

I honestly don't know why this card is getting as ignored as it is. People seem to want to concentrate on Two-Face and Mr. Zsasz, but I think Firefly makes the cut above both cards. He has a decent ATK for a 2-Drop, and his ability is great, especially with the hordes of Big Brotherhood running around at the moment. He can single-handedly slow the entire game to a crawl for decks that rely on Lost City or other locations, making him OK in my book. The biggest drawback is Firefly's low defense, but Arkham Inmates tend to be on the small side anyways, so you should be planning around this fact when building your deck.

In limited, Firefly is a lot less attractive. Not as many locations make the cut in limited, and the additional cost of having to discard an Arkham Inmates card can be a drawback if you are playing sealed (or your draft didn't go too well).

Constructed Rating: 3.0
Limited Rating: 1.5
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