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Vs. System

Pojo's VS System Card of the Day

- Avatar of Peace

Card #DJL-022


Date Reviewed: 10.11.05

Constructed Modern Age Average Rating: 3.25
Constructed Golden Age Average Rating: 3.5
Limited Average Rating: 3

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


Superman - Avatar of Peace

Ok so it looks like we are onto big blue himself.

Ok so here is another card I got at the sneak that while it looks good on the surface, only really came in handy a few times. Yep, I am sure you can imagine the joy I felt when a popped this guy at the sneak. After all he is one of the biggest 7-drops to ever hit at 17/16, he has flight and range, is a leader that gives all my adjacent character flight, and has an ally ability that gives protected characters invulnerability. Of course when I played him at the sneak I found out the following:
1.) 17/16 doesn't mean a thing if you can't win a dice roll and start with initiative.
2.) Flight is only cool if your characters don't already have it.
3.) It is hard to pull off an ally ability if you don't have many power ups.
Ok, so maybe I just had a rotten string of luck. Hey, it happens..usually to me, and usually at a sneak/PCQ. To truly play this guy, you need to take him constructed. He doesn't have loyalty issues so Sentinels are going to love this guy. Personally I think he is going to rock in my Kang deck. Granted he is a great card regardless, but I think decks that have little flight and many power-ups are going to truly enjoy him.

DCMA constructed - 3.5/5.0 -He is TS which doesn't help you much here, but he can still be a powerful card.

GA constructed - 4.0/5.0 -This format is where this card will shine.

Limited - 3.0/5.0 -This card can be strong in this format, but you have to play it well.
Superman, Avatar of Peace

This week began with Batman, and ends with Superman (screw you, Wonder Woman!). First of all, this finally gives Team Superman its own 7 drop Superman (since False Son is Darkseid's homeboy). Second,
17/16 with flight and range makes him playable even before you read below the picture. Leader is an obvious ability to give him, and giving all of your adjacent guys flight seems to be a plus. On the other hand, most Team Superman guys already had flight, so not a huge improvement. As for his Ally power, invulnerability has been one of those mechanics that's never really been the basis for a deck, just a nice little bonus to have on an already playable character.
Needing the character to be protected makes it even more complicated to pull off, so putting him in a deck solely for that reason is just asking for trouble.
Sure, saving some endurance in the late game is nice, don't get me wrong, but if it's the cornerstone of your win condition...you're in trouble.

In Limited, it's a nice 7 drop, but 7 drop Aquaman is easier to get in a pack, easier to get multiples of, has a better Leader ability, and has a 3 drop version in the set which is also easier to get, thus setting off other Ally powers on your side of the field. He's a good rare, but not a great rare, so play him in Sealed, pass him in draft. Still, 17/16 is pretty nice, so if you can get him on the third pack, you can take a chance on him.

Rating: 3/5
Sith Dragon Superman
7 drop
JLA/Team Superman

Ally. Whenever a protected character you control becomes powered up, it has invulnerability this attack.

Leader. Characters adjacent to Superman have flight.

Yet another avatar of the set. Superman is about what you'd expect for a 7 drop superman. Slightly beefy with flight and range, he will make a good ad to either Team Superman or JLA. Its really hard to figure out which of the 3 seven drops will see the most play.
Auqaman will see the most i think as he puts cards back into your hand, Wonder Woman gives you the power-up, but the Boy Scout isnt bad either.

Superman's leader effect can be nice just because everyone can attack anyone on your initiative. Its his ally ability that can be good if you can set it up right. Those of you that play combat reflexes and coast cities will maximize this ability as you can control who your opponent will attack a bit better. It can be a good effect if you can get it off, but that will be the hard part. It could make it very hard for you r opponent to cause damage late in the game when the most damage is usually inflicted.

A very solid card, but everyone will be going for Auqaman first.

"Are you threatening me, Master Jedi?"

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