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Vs. System

Pojo's VS System Card of the Day

- Avatar of Justice

Card #DJL-004


Date Reviewed: 11.07.05

Constructed Modern Age Average Rating: 3
Constructed Golden Age Average Rating: 2.75
Limited Average Rating: 2.75

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


Batman - Avatar of Justice

This week we will be taking a look at some of the new cards from the Justice League expansion. Looks like we will be starting out with JLA.

Batman is a typical 6-drop character with stats of 12/12. As we all learned from Origins, this guy has no flight or range, but his built in Fizzle ability seems down right sweet. That is until you try to pull off this effect. I attempted to play this character at the sneak and let me tell you he is not the 6-drop to rely on for this format. Even if you have ways of powering up your characters playing a character with this type of trigger effect is tricky at best. If you are going to play this character, save him for your constructed deck - he might just come in handy here. He is decent for a GK build (I would still rather play Grayson), but probably belongs in a JLA deck only.

DCMA constructed - 3.5/5.0 -His built in Fizzle ability makes this character handy in this format.
GA constructed - 3.0/5.0 -It is hard to tell where this guy will fit in best in this format. GK doesn't really need/want him and JLA may be able to overlook this guy as well.

Limited - 2.5/5.0-What seems nice on the surface isn't always the case. Only take this guy if you have nothing beefier in this format.
Batman, Avatar of Justice

I spent this past weekend judging at 10K Texas, so I was able to get a good long look at the new JLA set.
Will being close to top players cause me to get better by osmosis? Short answer: no. However, it does give me some insight (I hope) into this week's cards.

Batman, Avatar of Justice is a fairly good card on the surface. His Ally power turns him into a walking Fizzle. However, because it's triggered off of a powerup, your opponent will be able to play around it, and there are many damaging plot twist effects that your opponent can play when there's no attack in progress, thus making you unable to use his ability to negate it. Also, you have to be able to powerup one of your characters, so if you find yourself without a way to do that, you'll just have to sit and watch while you get plowed under. This will be a much better Constructed card, where you can modify your character selection to better take advantage of his ability. 12/12 for 6 is still decent though, and his Gotham Knights affiliation makes him a good choice for a GK deck, especially with all of the other versions of Batman that are out now. In Limited, there are some choice 6 drops in this set, but Batman is a good choice if you're playing JLA as one of your teams.
His Ally power is a little too situational to count on being able to use reliably.

Rating: 3/5
"You're not the devil... you're just practice..." Christian Bale

Well, Justice League has finally been revealed in the form of Sneak Previews these last couple of weeks. The set is due out later this month, but we're giving you a headstart on the festivities just in case you haven't found a spoiler list of the set yet. Today is Batman: Avatar of Justice.

Batman: Avatar of Justice
12 atk
12 def
6 Resource Cost
Initative Preference: Either
Rarity: Common

Effect: Ally: Whenever a character you control becomes powered-up, you may discard a character card. If you do, negate target non-ongoing plot twist effect.

In case you are unaware of how Ally works, any Ally ability kicks in whenever a character of your's powers up. If you have 2 or more Ally characters, all of their powers go off in any order you choose whenever said power-up occurs. Batman's Ally ability is essentially a Fizzle during the combat phase, at the cost of the discard of a character card. If this wasn't an Ally ability it would actually be playable, because as it stands, Ally as a mechanic is quite lackluster in my view. You run out of cards far too quickly by powering-up all the time, not to mention the increase is so small compared to, say, a Flying Kick, Beatdown, or Mega-Blast. The Ally abilites are supposed to make up for this, but when you view the whole spoiler of the set, you should see that it doesn't.

Having said that, Batman can stop combat pumps or attack negators like Heroic Sacrifice, ensuring that combat tricks will be hard for your opponent to perform. It can be lifesaving if used at the right time, but by turn 6, how many character cards will you have in hand to discard to fuel his effect? Once probably, twice if you're really lucky.

Combat wise, Batman is a vanilla 12/12 with no flight and range, so no huge combat tricks will be had with him on his own, he (like most other JLA Ally
characters) require on multiple Ally abilities going off consistently to overwhelm the opponent. But as you just read, Ally is not a very viable strategy or well thought out mechanic. But that's just my opinion, I could be wrong. (Dennis Miller tribute!)

DC Modern Age: Batman's plot twist denials can be handy in small doses, but you'll run out of cards really fast if you do so, use at your own discretion. 2.5/5

Golden Age: See DC Modern. 2.5/5

Sealed: Any 6 drop you can get your hands on should be a consideration. 3/5
Sith Dragon Batman, avatar of justice
F/R: no/no

ALLY: Whenever a character you control becomes powered up, you may discard a character card. If you do, negate target non-ongoing plot twist.

HOT DAMN! Here we go! This is the set I've been waiting for for quite some time. Lets just hope its a good one! The one thing i don't like about the first couple of cards we review is that most of us have not seen most of the cards in the set and have little idea how well certain things will actually work in the real world. What's good on paper isn't always good in play.
Batman is one of these cards.

A 12/12 without flight or range is pretty substandard without an effect. Not that is is bad, its just you can usually find better.

Now comes the effect which is a huge question mark.
The biggest question to the new ally ability will be how easy is it to power a character up? If it's fairly easy then the new effect could be very good, but if you can only do it by discarding a character of the same name, of which there are not a lot of repeats in these teams, there will be problems.

BUT, lets assume that its fairly easy. On turn six you generally have a spare character that isn't going to do much the rest of the game, so the discard isn't bad to be able to negate a non-ongoing plot-twist, which could be huge late in the game. People will be trying to get their best plot twists in early. If you need to discard a character to power up a character and then discard another card for Batman's effect, you are down two cards from your hand that can lead to bad hand management when you need it most.

In the end this card's effect is either going to be deadly good or really bad. Only time will tell as the set flushes itself out. Keep in mind its only a common also. Just want you want to hear for a review, isn't it - a whole lot of ifs. :/

"Are you threatening me, Master Jedi?"

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