Marvel VS Card of the Day
Date Reviewed: 8.20.04
Constructed Average Rating: 2.8
Limited Average Rating: 2.65
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
The Joker, Joker's Wild
hmmm… card advantage.
That’s all this guys is seen as
and will always be seen as. I had no idea what
his stats were or if he had flight, range or a
purple monkey up his… never mind. The point is
that I knew nothing about this card other than
his boost of 2 that would allow me to draw five
new cards on turn five and that’s all I needed
to know to start my deck list off with four
copies of him. The fact that he wasn’t a 0/0 was
just an add on, his loyalty simply meant I was
gona be kicking around a lot of Arkham decks and
his mulligan effect was the heck of a kicker.
A lot of my Arkham decks rely on
their small curve with a lot of aggressive plot
twist and either Avalon Space Station or Recon
Program so that I may be able to play this evil
mad man every turn after turn five. I’m well
aware of the fact that this crazy strategy ties
up five of my resources every turn after turn
five but I can’t complain about being able to
pay a resource point to draw a card and get a
kamikaze 3/3 while I’m at it.
A lot of the inmates are pretty
common which means this guy can still be a card
drawing mad man for you. Granted, the most
you’ll get out of him in a game is six extra
cards but I’m not turning the opportunity to get
a six card jump on my opponent and don’t think
you should either.
The Joker, Joker's
Wild – I think that 3 drop characters are my
favorites in the game. There is just so much
variety to choose from an array of ATK/DEF (8/8
for Mammoth all the way to a 0/3 for Phantasm).
There are also a wide array of different powers
and abilities to choose from. The 3 drop Joker
is one with a different type of power that we
haven’t seen before in a VS. card. If you choose
to take a mulligan, and Joker is in your hand,
you may reveal Joker instead and if you do then
put your hand on the bottom of your deck (like
usual) in any order and then draw five cards.
You may not take a mulligan after this.
Constructed: 2/5 – With only a 3 ATK/3 DEF Joker
is below average to a lot of the other 3 drops
in the game. With his Loyalty you want to be
running other Arkham Inmates. For pure ATK value
I would choose Penguin for my 3 drop as he can
be a possible 5/5 on Turn 3, but if you are
looking for extra draw power then Joker is your
Limited: 3/5 – Extra drawing capabilities is
only great in draft. If you get enough of Arkham
Inmates to use then definitely play this Joker
in your draft deck
The final card in
our trip through Arkham is The Joker, Joker's
Wild. 3/3 for a 3 drop is on the small side, but
the effects are what make this card fun to play.
In a perfect world, you will never play this
card on turn 3. If you have him in a bad opening
hand, mulligan for 5. If you have him in a
mediocre starting hand, its a tougher choice,
but the chance to start the game with card
advantage is usually too much to pass up. His
Boost ability is the real kicker. If turn 5
comes around, and you have nothing good in your
hand, you are in serious trouble. Even being
able to toss what's left in your hand and draw 5
new cards is a negligible benefit, because you
just played a 3/3 on Turn 5. It had better be 5
darn good cards, because you are taking a butt
whipping this turn. Loyalty is a good thing in
this case, because you'll want another Inmate on
the field to reinforce him and save you long
enough to make it to Turn 6. If you put him in
your deck for his first effect, then you expect
to draw bad opening hands. If you put him in for
his second effect, you're expecting to have a
bad hand and nothing good for a 5 drop. The
solution: don't put him in your deck.
In Limited, stay away from him. The card
advantage is tempting, but in the long run,
you're better off building a solid deck that
doesn't need to pack a contingency plan for bad
Constructed - 2/5
Limited - 1/5
The Joker, Joker's
Wild isn't good. It's mediocre at best.
My biggest issue with the Joker is that he eats
slots in your deck. OK, great, you can start
with one additional card, but only if one of the
four Jokers (at most) in your deck show up in
your first hand. I think (if my math is right)
that this will happen around one in every four
games. Now think about how often you mulligan. I
do about once every third draw.
Now let me ask you this: do I ship back a good
hand with Joker in it? No, not usually, I don't.
Why would I risk a poor hand for one additional
card when my first hand was good as was? So now
we are looking at, for Joker to be effective,
you need to a) have a mediocre or bad hand, and
b) draw Joker's Wild.
Some people are quick to point out, "What about
The Joker's boost ability? It's good!" Well, I'm
not so sure. First off, on Turn 5, I rarely want
to be playing a 3/3, even if it is netting me
five cards. How many other decks play 3/3s on
Turn 5? Not too many, I would think -- the deck
I'm running right now has an 11/11 for Turn 5.
Is that better or worse than a 3/3?
Well, you can at least play it on Turn 3, right?
Well, sure, but how good is it there? What is
the smallest 3-Drop character that you've seen
played recently in contructed? The smallest I
can think of was a 3/4 in the form of
Quicksilver, Pietro Maximoff, but at least he
can do 5 Endurance when he needs to.
In short, save your time and money -- don't play
the Joker's Wild in constructed.
Constructed Rating: 2.0
Limited Rating: 2.5
The Joker – Joker’s
Hmmmmm….Now this is an interesting card…..
I love being able to mulligan. (It is too bad
that you can not do this in YGO without the use
of Reload.) Therefore, I think I will be a
little biased when it comes to this card.
So you pull your opening hand only to find that
you have this card and nothing else that will
work until late in the game. Do you panic? No,
simply show this card and toss your hand to the
bottom of your deck. Then draw 5 cards! Hey, you
were going to mulligan anyways…might as well
earn an extra card for your efforts. It would be
nice if you could mulligan the new hand too, but
This card is even good late in the game. If you
are having a problem getting decent late-game
cards then on turn 5 put this guy on the field,
discard you hand, and get five new cards. Ninety
percent of the time doing this will also
increase the number of cards in your hand as
well….now how can you go wrong with that???
There is only one downside to this card. Since
this guy is a solid 3-drop it is going to be
hard to determine when you should mulligan and
when you should hold on to your hand. There is a
good chance that if you mulligan your hand, that
you will pull a hand that is worse than the one
you started with. Just remember ONLY to use him
if you were going to mulligan anyway…don’t fall
for the temptation to use him all the time.
AI constructed – 4.0/5.0 ….I would probably run
4 of these in an AI deck…never underestimate the
power to get a fresh hand.
Limited – 2.5/5.0 ….He has loyalty so he is
going to be harder to use later in the game.