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Pojo's VS System Card of the Day
Image Courtesy of Scott Gerhardt
Date Reviewed: 05.10.05
Constructed Average Rating: 3.50
Limited Average Rating: 4.33
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
sure what to think about this card in
constructed. It lacks flight, but it's big.
Additionally, the ability to tap things down,
especially on your initiative, is amazing. It
can stop reinforcement and completely prevent
any form of a counterassault. The mulligan
clause can be nice too, allowing you to drop
what you don't want (including the Two-Face) and
being in more quality. This is showing to be one
of the more expensive cards from the set, and I
would not be shocked to see it stay consistently
there. While it's not at all broken, it is a
very solid card to splash into a number of
In limited, you play it. You'll almost never
find a better, splashable 7 drop, and the
ability is almost always game winning.
9th - Two-Face
Wow, wow, wow. Two-Face sure is a biggin'. Can
anyone believe an Arkham character actually has
big time stats for its level? 16/16 is a nice
break for the team after the very sub-par turn 7
Joker. Now Arkham fans have a nice team stamped
character and can stop splashing those Magneto's
in their decks.
He also has two great effects. First is yet
another Arkham way to control your mulligans.
Draw your first 4 cards and if Two-Face is in
your hand you can reveal him to select any cards
that you like in your hand to keep. Then put the
rest on the bottom of your deck and put the good
ones on top, then mulligan. This is definately a
Two-Face's second effect is the real gamebreaker
however. At the start of your attack step you
get to choose either an even or odd cost and
exhaust all characters on your opponents field
with that cost. Now with all of Arkhams tricks
that KO exhausted characters (Smiles,
Everyone!?) this can be a great way to get rid
of your opponents 7-drop. Let's just hope you
have the inititive on turn 7.
In limited Two-Face is a bomb. If you can pull a
copy of this guy and make your games go long
enough to get him out you shouldn't have to much
trouble pulling off a win. Easily a top pick in
draft too. Don't be to surprised if you start
seeing Two-Face take over some of those 7 spots
in decks that play Magneto because they don't
have a good character to play in the late game.
DCMA Constructed Deck - 4/5 ...This card
definately helps Arkham...too bad most Arkham
characters are not viable for format.
GA Constructed - 5/5 ...This is a must for any
Limited - 5/5 ...16/16 without loyalty, heck
Two Face, Split Personality
– Here is a stronger version of the
ever popular Two-Face character from
Arkham Inmates. At 16/16 with
range, Two-Face is able to stun 6
out of the other 9 seven drops in
the Green Lantern set.
Similar to other Arkham exhaust
abilities, Two-Face has at the start
of your attack step you get to
choose odds or evens, then exhaust
each character your opponents
control with that chosen cost. This
can be pretty annoying and if you
can keep Two-Face around for another
turn you can even exhaust your
opponents 8 drop. This will work
out real good when you have the
initiative on Turn 8 but cant pull
your 8 drop.
Just like the 3 drop Joker’s Wild,
Two-Face has a mulligan ability.
Albeit, Two-Face’s ability is
different but it does allow you some
options, especially if you are
running both in your deck. The
chances of having a “special”
mulligan is a lot better if you are
running both in your Arkham Inmates
3/5 – Arkham Inmates is always a fun
deck to run and a nuisance to play
against. With this new Two-Face,
Arkham just got a bit stronger and
now there is a way to survive if you
miss your drop you can exhaust
4/5 – Grab any 7 drops you can get
in this format. Both of Two-Face’s
ability will help out in Limited but
his exhaust one is definitely the
Arkhame Inmates finally gets some late game help
with this bigger and better version of Two-Face.
16/16 for a 7 drop is respectable, and his
ability to exhause at least half of your
opponent's field makes him a great compliment to
cards like Smiles Everyone and Charaxes, which
punish exhausted characters. His ability to let
you choose which cards in your opening hand you
mulligan and which ones you keep is great; I
can't remember how many times I've kept a bad
hand for one good card. Of course, just like 3
drop Joker, you have to have him in your opening
hand to be able to use his power, and you can't
rely on that happening much. In Modern Age,
Arkham Inmates don't have enough cards to pull
their own weight, but Two-Face is certainly
splashable in a control-type deck.
In Limited, he's also a good splash, even in a
set that's awash with 7 drops. The ability to
adjust your mulligan is nice, but won't be
something you can count on. It's his exhaustion
effect that will make him an MVP in your deck,
especially if it means that your opponent's
won't be able to exhaust characters to power
their plot twists and locations.
Golden - 3/5
Modern - 3/5
Limited - 4/5
Set: Green Lantern Corps
Version: Split Personality
Team: Arkham Inmates
ATK / DEF: 16 ATK / 16 DEF
"If you would mulligan, you may instead reveal
Two-Face from your hand. If you do, put any
number of cards from your hand on the top of
your deck, then mulligan.
At the start of your attack step, choose even or
odd cost. Exhaust each character your opponents
control with the chosen cost."
For today's Card of the Day, we're taking a look
at the new splashable 7-drop that might give
Magneto-Master of Magnetism a run for his money.
He has no loyalty (effect or recruit based) of
any kind, a nice big body, range, and two great
effects. What's not to love?
His first effect is simply amazing. If he shows
up in your opening hand you will almost
certainly want to mulligan. Just reveal him, and
put however many cards you don't like (which can
include Two Face,
himself) on the bottom, and put the rest on top,
then draw to four.
For Arkham, this is particularly important; as
it's pretty crucial they hit Charaxes and a few
other tools in the early game. Because they have
so little search, mulligan manipulation is
Because he can be splashed into any deck,
though, you might want to play this in any deck
where your team doesn't have a good 7-drop, or
there's a particular combination of cards you're
desperate to have in your opening hand (I'm
thinking maybe Longshot and Xavier's School or
Longshot and Thinking Outside the Box).
His second effect, however, is much more game
breaking. At the start of your attack step, go
ahead and examine your opponent's side of the
field, and choose to exhaust all their
characters with an even or an odd cost. That
means you can exhaust potential reinforcers, or
opposing threats (like another 7 drop), or
whatever you'd least like to deal with this
turn. Don't forget that they will respond with
any applicable activated powers, or exhaust
effects (like Bat Signal) in response.
This ties in very well with the standard Arkham
deck, as a lot of their effects are dependent
upon having opposing characters exhausted.
"Charaxes," "Smiles, Everyone!" and "Fear and
Confusion" are just a few of the cards you'll
find in a typical Arkham build, and all revolve
around the central theme of keeping your
opponent's characters exhausted. Now we can add
Two Face to the mix.
Limited: 4/5 - A Powerhouse at 7, highly
splashable, helps you hit your curve. Can't
think of a good reason not to play him, except
that he won't share an affiliation with any of
your other characters. Big deal.
Modern Age: 3/5 - While there's not a team to
support him in this format, he is still
incredibly splashable, and can act as a solid
7-drop in any deck.
Golden Age: 4.5/5 - Fits right into an Arkham
deck, replaces the weaker 7-drop Joker, follows
the exhaust theme, and provides more mulligan
manipulation. May turn Arkham into a formidable
Prior to the
Green Lantern booster set, I was thinking Arkham
Inmates would need a tutor and a new 7 drop.
Then Metagame gave us a sneak peek at this
two-face picture. 24 hours later, I was jumping
Two-Face is a MASSIVE 16/16 force with range,
equaling that of Magneto, Master of Magnetism.
His mulligan ability gives any deck some
manipulation of its opening draw. Its effect
also is a great form of stall, reinforcement
shut down, and army smashing. The fact that
Two-Face, Split Personality doesn't even have
loyalty makes it a fantastic and splashable 7
In limited, this thing's a friggin powerhouse.
Many of the plot twists available in limited are
splashable with DGL anyway, and this thing's
huge. It should be a 1st round draft pick.
Constructed MA: 3.5/5
Constructed GA: 4/5