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Vs. System

Pojo's VS System Card of the Day

  Glorious Godfrey
<> Presuader

Card #DSM-104


Date Reviewed: 07.22.05

Constructed Modern Age Average Rating: 2.33
Constructed Golden Age Average Rating: 2.16
Limited Average Rating: 2.16

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


Glorious Godfrey <> Presuader

Glorious Godfrey is a character is amazing potential that is balanced by lackluster stats. With only a 7/8 attack and defense, this character will probably make good fodder for your opponent's 5+ drops, however being able to exhaust your opponent's 4-drop character is something that can come in very handy. Being able to insure that your opponent takes endurance loss equal to the character they have to drop is even better. Unfortunately this character stats alone will demote him to the rubbish heap -- just another character in a long line of UDE goofs?

DCMA constructed - 2.0/5.0 -This character really isn't worthy of space in a deck.
GA constructed - 1.5/5.0 - even less so here?

Limited - 2.0/5.0 - The only way this guy could come in handy is if your opponent misses their 5 drop - and you have another DE character.

Glorious Godfrey, Persuader
Number: DSM-104
Rarity: Uncommon
Card Type: Character
Cost: 5
Team: Darkseid's Elite
Attack: 7
Defense: 8
Range: No
Flight: No
Activate >>> Exhaust target character with a cost of 4 or less. That character's controller loses endurance equal to that character's cost. Use this power only if you control another Darkseid's Elite character.

Cost: 5
Nothing useful to say here... 5 is 5.

ATK/DEF: 7/8
Somewhat below adverage stats here for his cost.

Range/Flight: Neither.
Front row or nothing with this heavy thinker.

Interesting, trade his attack this turn to exhaust a character for some burn damage. An ok ability, but nothing special.

Team Affiliation: Darkseid's Elite
I can't really recall hearing about anyone who uses this team much.
They have some interesting tech tricks; such as burn tech, KO tech, weenie tech and face-down resource tech. The team has fewer characters than most, so missing character drops is doom for them, as is not making sure they do more damage to the enemy than themselves. The team needs more to make it worth using seriously.

Nothing special. There's other burn effects out there that work better.
GiGi, er... I mean GG just doesn't cut it, in my opinion.

Modern Age:
Better cards are out there. Find them.

Golden Age:
Same song, different verse which sounds identical.

Even here you'll find better options.
scyther8 "Hello Homer? This is God.... frey Jones."

To end the week, it's the surprise addition that was made to New School decks for PCNY, Glorius Godfrey. Most people scoffed the one copy that was played in the deck but Jason Hager and his boys sure made those naysayers pay when it came down to the end. Stat wise, GG is terrible at 7/8 which some 4 drops have. But what does that matter when you'll be activating him every turn for his ability when possible? Exhaust a big scary 4 drop (i.e.
Feral Rage, Sentinel Mark V, Red Star, Ch'p, etc.) and throw in a little burn damage with it and you get a very decent effect. You may have a potential Nimrod, Garth, or Magneto to contend with now, but by turn 5, you should definetly have Dr. Doom out to exhaust their 5 drop with Mystical Paralysis. (My apologies if this isn't the common 5th turn play for New

GG basically steals part of your opponent's initative away and burns them for it as well. If you use GG 3 times in a game, you're potentially causing a 8-12 endurance hit right there before you get set up for the big finish the deck makes. While that may not seem much with the overwhelming turn 9 New School does have, extra damage to ensure the victory never does hurt.

Golden Age (New School): 3.5/5 Alternate play is another 4 drop Dr. Doom to turn Paralysis back down, but otherwise GG is the way to go.

DC Modern Age: 2/5 Not as strong here as you have Devilance as your main 5 drop.

Sealed: 3/5 If you can draft a good stock of Darkseid characters, he's definetly a consideration if you run short on Devilances.

And Bill, as far as cards go for next week how about these?

Crime and Punishment MMK-032
No Man Escapes the Manhunters DGL-204
Flying Kick MOR-189

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