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Pojo's VS System Card of the Day
Date Reviewed: 03.02.05
Constructed Average Rating: 2.35
Limited Average Rating: 1.75
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
OK guys, I'm not feeling well tonight so I'm
gonna make this kinda short. Witching Hour is a
card that I can see being mostly abused in a
"You Can't Win" Mephesto deck. Since this has a
7 threshold cost and Mephesto recruits on turn
8, Witching Hour will provide you with plenty of
souls for the Father of Lies. Of course you'll
need lots and lots of low level Underworlders to
make this work. There may also be a Deacon Frost
deck running around out there that can make good
use of this card ::wink wink::
Constructed Deck ...1.5/5.0 Not really my cup of
Sealed Play ...1.0/5.0 Just say no.
– Sometimes I just don’t get the reasoning
behind the wording of certain cards and this is
one. “As an additional cost to play Witching
Hour, pay 2 resource points.” So why not just
make the card a 9 cost instead of 7?
So already you are paying 2 extra resource
points and in order to recruit as many 2 drop
Underworld characters from your discard pile you
will lose 2 endurance for each Underworld
character recruited from your discard pile. This
card would be so much better if it did not have
the restriction of a 2 drop Underworld
character. As far as I can tell by Turn 9, I
cant see a swarm of 2 drop Underworld characters
really making a difference.
Constructed: 2/5 – Like I said I just cant see
this card making a big difference by turn 9 to
really play it in an Underworld deck. Sure there
are some combos to use with it like New Blood
characters and maybe say Rigged Elections? I may
be biased but cards with this type of wording I
Limited: 2/5 – Losing endurance to recruit more
weenies by Turn 7 or is it Turn 9 you are going
to lose anyhow.
Hey, remember the other day when we looked at
that great card that lets you get Underworld
characters in the KO'd pile? Well, here's the
payoff: Witching Hour. For the low cost of 2
resource points, you can bring your 1 and 2 drop
Underworld guys from the KO'd pile to the field
for 2 endurance a piece. Bring a few guys out,
then use the remaining 5 points to summon
Zarathos, and bounce one of those small drops
back to your hand. Or just make sure you have
the Underworld characters available to pay for
Mephisto's upkeep cost for a turn or two. Or
just load up on pumps and team attack your
opponent's board into oblivion. It's up to you,
the combos are endless with this card. In Modern
Age, it really helps you out in mono Underworld,
or with whatever team you team up with when you
play Hypnotic Charms. In Golden Age, this card
could be brutal in conjunction with Curve
Sentinels and Mekanix.
In Limited, you'll obviously be wanting to play
very heavy Underworld or hope you've drawn into
a team up card in order to use Witching Hour.
Turn 7 is usually the last or second to last
turn when playing sealed, and if you've been
setting up your KO'd pile for the first 6 turns,
you'll decimate your opponent on 7.
Constructed (Modern) - 3.5/5
Constructed (Golden) - 3/5
Gravesite Monday, where I mentioned the New
Blood. I'll go ahead and mention the New Blood
again, as they're a force of true rush power
with today's card, Witching Hour.
This card is certainly not something that can
merely be splashed into an underworld deck. It's
just screaming to anyone who pulls it, "I was
made for combos!". The ability to recruit 10,
12, 14, possibly even 20 resource points worth
of characters in one turn is nothing to scoff
at. With Hypnotic Charms, this allows the
underworld to run a variety of the best weenie
charactes available...or perhaps there's other
combos possible with the Witching Hour.
Experiment, and discover what power this card
may hold. Perhaps Beast can allow you to play it
on turn 6, or maybe you can try recruiting a
Being a key card for new potential deck theme,
this card is relatively lackluster in limited.
In fact, it's hardly playable. Skip this unless
you're rare drafting.