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Vs. System

Pojo's VS System Card of the Day

  Superman, Blue

Card #DSM-020


Date Reviewed: 08.15.05

Constructed Modern Age Average Rating: 3.16
Constructed Golden Age Average Rating: 3
Limited Average Rating: 2.5

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


Superman – Blue

Today we are going to take a look at a great character for those of you who intend to use characters with a cosmic ability. Of course TS characters would be an ideal way to go, but this character’s ability works with any character affiliation, so long as it has a cosmic ability. Notice here how I say cosmic ability and not ‘cosmic counter’. You see characters in question don’t have to actually have their counter to count towards Superman Blue’s effect, merely the word ‘cosmic’ printed on the card. With stats of 9/8 and flight and range, this guy is a nice character to drop for your turn 5 spot. Keep in mind you will need to build you deck with this guy in mind. There is no point in playing this character if you do not have enough characters on the field when you drop him. After all, this guy will be sporting a big target the minute he hits the field.


DCMA constructed – 3.0/5.0 …This character will be a nice way of countering a GLEE deck.

GA constructed – 2.5/5.0 …(Speaking from personal experience.) This character’s ability is not really game winning.

Limited – 2.0/5.0 …The likelihood of being able to use this character to its fullest potential is not very good in this format.
Superman, Blue

One more week before PC Indy, and we'll be taking a final (probably) look at DC Modern Age cards before moving into (probably) Avengers.

Blue Abuse may be the deck to counter GLEE in the Pro Circuit this weekend. Using Superman, Blue to stun your opponent's bigger characters, Soldiers of New Genesis to spit out characters with Cosmic counters, and a boosted Cir-El to put counters back on everybody. It takes skill to play, but it gets around a lot of GLEE's tricks and heavy hitters. Superman, Blue is otherwise unremarkable. 9/8 for 5 is a tick under average, flight and range are par for the course with any character named Superman. You'll primarily be using him for his ability, not his stats, and a few defensive pumps will help keep him from getting stunned by the rest of your opponent's team. He's a nice control engine, but not being able to drop him until turn 5 means that you'll have to do a lot of early game management, and GLEE specializes in taking a stranglehold on the early game, with Dr. Light, Kyle Rayner, and Chopping Block. If Blue Abuse can solve GLEE's first 3 turns, then they've got a shot at a fat PC check.

Rating: 3.5/5

Super blue?!?

Superman, Blue
Number: DSM-020
Rarity: Rare
Card Type: Character
Cost: 5
Team: Team Superman
Attack: 9
Defense: 8
Range: Yes
Flight: Yes
Cosmic: Activate, remove a cosmic counter from Superman >>> Stun target character if its cost is less than or equal to the number of Team Superman characters with cosmic you control.

Cost: 5
So, so.

ATK/DEF: 9/8

Range/Flight: Both
Fully versatile in positioning on the field.

Remove his Cosmic counter to stun a character with a cost no more than total number of TS characters with cosmic counters you control.

Team Affiliation: Team Superman
The Superman team focuses on him, and that makes for a very narrow character focus. The team does have some good abilities, but only until they get stunned (and thereby lose their Cosmic counter).
Just make sure you're sacrificing the right character at the right time, or suffer badly for your mistake.

This effect isn't that reliable, and there are better ways to stun characters. It's an ok ability, but takes the right timing, as well as keeping Cosmic counters on your team members.

Modern Age:
Not the best card; there are better ones. Use him mostly for his stats.

Golden Age:

There are better characters to take, and his effect isn't really useful here.

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