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Vs. System

Pojo's VS System Card of the Day

  Martian Manhunter
- J'onn J'onn

Card #DJL-054


Date Reviewed: 12.09.05

Constructed Modern Age Average Rating: 3.5
Constructed Golden Age Average Rating: 3.5
Limited Average Rating: 4.5

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


Martian Manhunter - J'onn J'onn

Now here we come to a character that is widely abused in the limited environment - Martian Manhunter.

Martian Manhunter is your standard 5-drop with stats of 9/9. He has flight and range which is very nice in any format and a dual affiliation with JLA which is really nice in limited play. However it is this character's effect that causes him to be abused so badly. You see, all you have to do is pay 2 endurance and you can move Martian Manhunter from your hidden to visible area or vice-versa. He also gives reinforcement and a +2 attack to defenders adjacent to him. Too bad this doesn't say you can only use this effect once per turn. As a result, this character tends to get bounced back and forth and all over the place to the point where eventually he can give all you opponent's characters reinforcement and +2 attack (provided they have a half-way decent formation). He also has willpower, which doesn't always do anything, but can be a nice characteristic nonetheless.

DCMA constructed- 3.5/5.0 ...This character is a very nice addition to a JLI/JLA deck-however in the JLI 4 resource deck I would stick to Black Canary

GA constructed - 3.5/5.0 -A decent character for this build, but there are more ways to attack hidden characters in this format.

Limited - 4.5/5.0 -With few ways of attacking this character while hidden, the possibilities for abuse are endless here. Definitely snatch it if you come across it.
Sith Dragon Martian Manhunter * J'onn J'onzz
5 drop
concealed (optional)
willpower 4

Pay 2 endurance--->Move MM to your hidden or visible area.

Leader: defenders adjacent to MM have reinforcement and get +2 ATK.

All three five drops are very good for the four resource deck, but each has its weaknesses. MM can cover the biggest hole in your team. What happens when you have a bunch of 2 and 3 drops out in turn five and six? You get hammered! The Castle helps cover what your formation can't, but MM goes even a step farther. He has so much going for him lets break him down.

He is JLA and JLI so he can work in either deck and he is good enough to be in either one depending on your style of play. He is a 9/9 with flight and range. solid but average stats, but with both flight and range he will wreak havoc on most formations. He has a 4 willpower so anyone running willpower cards that is good (watch for Wall of Will to become big for anyone running willpower characters).

His leader effect is what will really help out this deck type, combined with his effect. The +2 ATK for defenders is okay, it may let you stun a bit bigger character, but that's not what he is for. Any characters next to him have reinforcement which will save a ton of damage on your smaller drops. Unless your opponent has a card that lets them attack your hidden characters, his effect will make MM not only unhittable, but reusable.

The ideal way i have found to use him is to arrange your characters during the build phase the way you want them. Then simply pull MM out and put him into the hidden area. Reinforce and defend as you can, but when he is needed you pay the 2 endurance to move him back into the hole that you left for him. When your opponent tries to set it up so they can hit MM on the next attack you can simply pay the 2 endurance to move him back into the the safety and security of the hidden zone. He is then free to swing on whoever your opponent has left.

Now the one drawback to this card is that he is a five drop without reservist in a four resource deck. The other two five drops are reservists, so you can set them as a resource and then not replace them to be back at four. With this deck it really is not hard to get you resources back to 4. There are other reservists you can recruit the next turn, and Kooey, L-bot, among others, but it means you really need to plan for him, and if you have a bad draw and do not see the needed cards, you may have a problem getting him out.

He is a very solid five. Black Canary has better stats and is easier to get out, Tasmanian Devil has a huge attack and is easier to get out, but MM can help protect your LP as well as take strength from Batman if hidden. With every character in this deck it depends on your play style, but i try to use all of them. Not needing a 6 or higher, there is a plenty of room for 5 drops. Runnable in JLI, JLI4, and JLA. Awesome card.

"Are you threatening me, Master Jedi?"

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