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Pojo's VS System Card of the Day
Card Image from
Green Lantern Set
Date Reviewed: 05.12.05
Constructed Golden Age Average Rating: 2.60
Modern Age Rating: 2.10
Limited Average Rating: 1.13
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
Set: Green Lantern Corps
"Remove two cards in your hand from the game >>>
Whenever target Arkham Inmates character you
control attacks a character this turn, exhaust
that character. At the start of the next
recovery phase, return the cards you removed
from the game to your hand."
This is a pretty amazing card, it combos
extremely well with both Charaxes and Prison
Break, each of which are crucial to the standard
Charaxes KOs an exhausted defender, if he stuns
Typically, you have to have survived through
their initiative to pull this off, or have
played Fear and Confusion for this to work. Now,
you have a whole new tool.
Prison Break shuffles your hand into your deck,
and you draw as many cards as you placed into
your deck. The problem with this used to be that
there were often cards you didn't want to lose;
even though there might have been a card you
really needed at any given time. Thus, that
problem has been solved. If you want to play
Prison Break but don't want to miss a later
drop, or lose a specific plot twist, simply
remove those two cards from the game, and get
them at the start of the next recovery phase.
You're not even limited to one use per turn!
Furthermore, because this card targets your own
characters, you don't have to worry about things
like Nice Try or Star of the Show.
Modern Age: 1/5 – Just not enough Arkham
characters for you to target to make this card
playable. Furthermore, Charaxes and Prison Break
can't be played in this format, so, really,
what's the point?
Golden Age: 4/5 – This card instantly finds a
place in the standard Arkham build. It has great
synergy with the deck, and is incredibly
deserving of a spot.
Limited: 1/5 – I'm willing to bet you won't have
both an Arkham character to target AND this card
in your limited format. Even if you do manage to
pull this and a character, you're not likely
going to have them on the field at the same
time, and there's really not much to take
advantage of, if you do.
This card has combo written all over it. For the
most part, as long as the cards exist in your
hand, you can use the ability several times. I
don't really know that it's all that good, but
there may be some crazy combo I'm not thinking
of. In general, it's ability is not very solid.
In limited it's basically worthless, as there
are nearly no Asylum Characters.
– This new location for Arkham is
just screaming to be abused with all
the different exhaust tricks
available to the Inmates. The
remove 2 cards from the game is kind
of a nice trick to especially when
going up against discard decks which
I have seen more and more of in my
local metagame. Too bad you have to
wait until the next recovery phase
to return those cards to your hand
but I guess it would have been too
good if you returned them back to
your hand during this turn’s
3/5 – Again another nice option that
Arkham gets from this Green Lantern
set. What Arkham lacks in raw
attack power definitely gains from
all their exhaust tricks.
1/5 – Unfortunately useless here as
there is only 1 Arkham Inmate to
chose from in this set.
Another Arkham Inmates legacy card, another
exhaustion effect. Removing two cards from the
game temporarily isn't a steep of a cost,
provided that you have a couple of dead cards
already, or possible your late game drops that
you won't need until a couple turns later. This
probably won't see much play in either Golden of
Modern format, even if Arkham Inmates go huge
and show up all over the place.
In Sealed, it's a fairly bad rare. Not enough
support in a GL event, so just pass it and move
Golden - 2/5
Modern - 1/5
Limited - 1/5