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Vs. System

Pojo's VS System Card of the Day

  Starlings – Army

Card #


Date Reviewed: 05.25.05

Constructed Modern Age Average Rating: 2.15
Constructed Golden Age Average Rating: 1.25
Limited Average Rating: 1

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


Starlings – Army

Ok…so this week we are looking at some cards from the Green Lantern set. To start, let’s look at the army character card Starlings.

Starlings is a character card that at first seems normal (it is a 1-drop 1/1 character with flight), however the restrictions on the card and its ability make me wonder the exact build this card would fit well in. You see, Starlings comes into play exhausted and when it gets stunned you have to KO it. Sounds harsh right? Well there is definitely a reason for it. Starlings characters have the ability to completely overrun a field. Their ability text reads: “Activate and pay 1 resource point -> Discard a card to search your deck and put two character cards named Starlings into your front row”. Now imagine this teamed up with a card like Devil’s Due and you can start to see the possibilities. I am certainly not going to go into the infinite loop combo that currently being abused out there. After all if you play this game consistently and pay attention to all the deck chatter on the internet, then you already know about it. I am not sure if this card is going to give the advantage over the 1-drops being abused out there. After all, if this card becomes key to your combo, you are going to end up top-decking. Regardless of the deck, this is never a good idea. Let’s also not forget that there is has been a strong re-emergence of cards such as Reign of Terror, Flame Trap, and Overload. Still I have seen the devastating impact of the Devil’s Due combo first hand and I must say it is very nice…..

DCMA constructed: 3.5/5.0 …This is going to be your fastest swarming card out there…
GA constructed: 3.0/5.0 …There are more things to worry about in this format that affects the performance of this card and your overall deck…

Limited: 1.0/5.0 …There are more 1-drops in this format to worry about…not to mention you probably will not get many of these characters…
Starlings, Army

Okay, this is a stinker of a card. In the long run, it's effect would usually help you gain board advantage, except that every time Starlings gets stunned, it gets KO'd, so bye bye card advantage.
It's main purpose is to provide fodder for Evil Star to come out on turn 6 and KO one or more of your opponent's characters, as well as a little burn.
Starlings wouldn't be that bad with Press the Attack in Golden Age, maybe combo with Shimmer in some weird FF/EE deck. Birthing Chamber loves Starlings, and Underworld will enjoy how easily they make it to the KO'd pile.

In Sealed, stay far away. Even if you managed to get three copies of Starlings, there's almost no benefit to having them on the field at once. Evev with the rare occasion that your deck contains Evil Star and a few copies of Starlings, you're just going to get smacked around by wave after wave of good characters without horrible effects.


Modern - 2/5
Golden - 1/5
Limited - 1/5


First off, I apologize for my inaccurate review of Darkseid Undenied. For some crazy reason, I thought the effect read: Turn 1 of opponent's face-up non-ongoing plot twists face-down. (That's what I get for doing the review at work on a busy day.)

Here's a much more accurate card review...

Starlings, Army

Number: DGL-060

Rarity: Uncommon

Card Type: Character

Cost: 1

Team: Emerald Enemies

Attack: 1

Defense: 1

Range: No

Flight: Yes

Starlings comes into play exhausted.

Whenever Starlings becomes stunned, KO it.

Activate, pay 1 resource point >>> You may discard a card. If you do, search your deck for up to two character cards named Starlings and put them into your front row.

Cost: 1

She’s playable from the very first turn, but a really poor card to come across later on in the game.

ATK/DEF: 1/1

The basic for a 1-cost character, nothing special.

Range/Flight: Flight

It can hit protected Support Row characters, but when you're this weak, it matters little.


3 Effects here, and the first 2 are restrictions against the third, which is the good one...

I'm rather wary of characters that recruit exhausted, especially when they're this weak. 1.0/5.0

Getting KOed if Starlings is stunned makes her even harder to use, what with her low stats, almost guarantees you'll never get her good effect to work. 0.0/5.0

The last effect is the good one, and once read, lets you understand why Starlings is so difficult to keep out until the next turn. MAJOR deck thinning and swarming can occur if you manage to use her effect a few times. 3.0/5.0

Team Affiliation: Emerald Enemies

As an F.Y.I., Emerald Enemies has a good variety of effects, but is sometimes hard on your resources, while at other times is resource dependant. This doesn't affect Starlings, but doesn't help her either. There aren't any effects available in EE to protect her until your next turn.


Overall: Starlings is a very difficult card to use, and while she does double-duty in field advantage through numbers as well as good deck thinning, Starlings is just too much effort to put into too weak a card. Her KO if stunned restriction devastates her usefulness in most decks.

She only really seems to have a shot in an X-Men/Emerald Enemies deck, where she could gain recovery through Xavier's School for Gifted Youngsters if you have Marvel Team-Up or World's Finest already in play. But even then, it's too much effort for too little of a payoff. (Even when taking into account cards that have effects based on or enhanced by you having several characters in play.)

Perhaps if she didn't have the KO if stunned effect, or had more power, she would be useful. As it is, this card works better as a coaster than a useful part of any deck.


Modern Age: Even in a constructed format, Starlings is a hard card to get much use out of. Look elsewhere for 1-drops or swarming characters.


Golden Age: Same as in Modern.


Limited: What few cards there are to be found that help her aren't likely to show up here, so Starlings is one of the worst choices for this format.

Today's card is a very strange army card, Starlings. Now army decks have never thrived due to the inherent hand disadvantage you accumulate recruiting more and more army cards every turn until you run of steam.
Starlings fixes that problem somewhat but is plagued yet still when you have no cards left in hand.

1 Resource Cost
1 Def
Rarity: Uncommon

Effect: Starlings comes into play exhausted. Whenever Starlings becomes stunned, KO it.

Activate, pay 1 resource point ---> You may discard a card. If you do, search your deck for up to two character cards named Starlings and put them into your front row.

First, a 1/1 for 1 is nothing out of the ordinary. Flight is always nice to have as well. Now to the effects. If Starlings didn't come into play exhausted, it would be grossly unfair to your opponent, as you could have 5 1/1s in play on turn 2. So the exhaustion part was necessary. The KOing effect also is a bit necessary as having an extra Starlings each turn means two more can come out on the next turn. Finally, the reason you'd play Starlings, for their strength of swarming, their unfair quasi-recruiting ability. If you have the cards to fuel their ability, you could potentially have 22 of these little guys out on turn 5. (Assuming of course your opponent is playing a curve deck in which he/she KOs a Starlings each turn on turns 2 through 4 with every one of their curve characters.) Which leads me to why they're just short of being a worthy decktype. Even though you're getting two for the price of one with the discard you perform, it'll still leave you high and dry when all you have on turn 5 and up is the two cards from your draw phase. If UDE gave Starlings a reliable card drawing engine like Manhunter Science, then perhaps Starlings could've been an interesting strategy to use, but right now, they are a never was.

DC Modern Age: 2.5/5 They do have good swarming capabilities up until turn 4. After that you just don't have the cards to pay anymore to get more Starlings out.

Golden Age: 1.5/5 Flame Trap and Micro Sentinels don't mix well with Starlings.

Sealed/Draft: 1/5 Last card to pick from the pack.

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