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Pojo's VS System Card of the Day
– Father of
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.
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.
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
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.
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
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