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Vs. System

Pojo's VS System Card of the Day

  Mephisto – Father of Lies

Marvel Knights

Date Reviewed: 02.04.05

Constructed Average Rating:
Limited Average Rating:

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


Mephisto – Father of Lies

Ahh, it looks like we are going to wrap up the week by taking a look at a card that gives a very unique spin to the game of VS – Mephisto.

Mephisto is a unique card simply because of the fact that so long as this character remains face up on your side of the field, you can not lose. That is right – you can’t lose. No more having to worry about your endurance being just below that of your opponent’s, no more wishing for just one more turn – now you can prolong your torture just a little longer in hopes of pulling out that all-important win.

However, for all of his incentives, this character has several drawbacks as well. First, you can only recruit Mephisto if you have three or more Underworld characters in your KO’d pile. Now this isn’t very hard to fulfill unless you are playing an Underworld variation deck (or you decided to try to splash this guy in your deck). Then you need to hope that not only do you have your team-up card, but that it is still on the field by turn 8. This isn’t the easiest thing to do with all of the team-up killing cards out there. Next, you must KO three characters you control at the beginning of the attack step. Notice it doesn’t mention a team affiliation here, which is good, but it does go off at the beginning of the attack step (not the beginning of your attack step). This is bad. That means if you do not have the initiative then you just lost three defending characters and if you do then you just lost three chances to keep your opponent from attacking you. Also, with a 15 attack, this guy is not going to do much damage to your opponent on his own (especially since you do not want this guy to get stunned). Remember a 20 defense, while decent, can not necessarily keep this character from being stunned when facing an opponent’s 8-drop.

Bottom Line – If you are going to play this card, then you have build your deck around this guy somewhat. With that said, I could see this card being played in a burn deck or swarm deck. I feel this guy may combo well with Dr. Light in a variation of F5, but outside of that I wouldn’t play him. However, it is hard to make these kinds of predictions when we do not have an idea what else is out there.

Underworld Constructed – 1.5/5.0 ...It is hard to see this guy working well in a deck at this point in time. Perhaps in the future this guy will have some real potential.

Limited – 1.0/5.0 ...It will be hard to play this character unless you are fortunate enough to have a lot of underworld characters and some sort of damage strategy.

Johnny Blaze
Mephisto – This dirty devil is full of plenty of tricks in the comic book universe as well as the VS. universe. In a nutshell, in the comic book universe Mephisto tricks Johnny Blaze so that Zarathos can take control of Johnny Blaze. This is where we come full circle in our reviews this week.

In the VS. world, a 15 ATK with Flight and Range certainly does not cut it for an 8 drop. His 20 Def is at the tops of 8 drops, but Mephisto’s real value lies in his trickery.

Mephisto has a weird sense of loyalty in that you can only recruit him if you have 3 or more Underworld characters in your discard pile. This may not be a problem if you have used Underworld characters as +1/+1 pumps earlier in the game. Then at the start of the attack step you have to KO three characters under your control.

For all of this, Mephisto grants his controller that “you cannot lose the game.” Is it all worth it? Basically if you can get your opponent to under 0 endurance on the turn that you play Mephisto then yes. If not then you have just lost the game.

Constructed: 3/5 – Definitely a card that needs some sort of combos to pull off like some sort of an army team up deck so that it will be easy to KO 3 army characters at the start of the attack phase when Mephisto comes into play. Gotham police come to mind.

Limited: 1/5 – 2 words: No way. I highly doubt you will have that many Underworld characters in your discard pile and if you do then they wont be in play to KO 3 of them.
Mephisto, Father of Lies

It's tough to give a full accounting of a card like Mephisto without knowing the full capabilities of the set. You should have 3 Underworld characters in the KO'd pile by turn 8, either through attrition or through discards. KO'ing another 3 characters though, that's going to hurt. Witching Hour (a plot twist that will bring back your 1 and 2 drop Underworld
characters) will help that out though. Once he's on the field though, you've got to keep him from being stunned to keep his effect active. Also, not being able to lose the game won't help much if you don't have a way to win it, otherwise you'll just be stalling while your opponent throws more guys on the field to team attack Mephisto with, and meanwhile you're KO'ing 3 guys every turn. It's a very fine line to walk, and it may be too risky of a strategy to have to rely on.

In Limited, I'd stay away from this card. You'd pretty much have to run mono-Underworld to be able to play Mephisto, and that's tough to do in Sealed. In a Draft, you'd have a chance, but only if no one else at your table decides to go after Underworld. 8 drops are usually at a premium in this format, but this one will do you more harm than good. I'd hate to run against someone who got this out on turn 8 and had the Underworld characters to spare though.


Constructed - 2/5
Limited - 1/5

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