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Vs. System

Pojo's VS System Card of the Day

<> Fearmonger

Card #DJL-135


Date Reviewed: 10.14.05

Constructed Modern Age Average Rating: 4.25
Constructed Golden Age Average Rating: 4.15
Limited Average Rating: 4.75

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


Scarecrow <> Fearmonger

Ok this card is just plain sick. This was one card that I got at the sneak that I was really happy about. Scarecrow is a 5-drop 10/9 character that allows you to put a 1/1 counter on him every time he stuns a character. Notice it doesn't matter if he is an attacker or defender -- he just has to stun a character. Now that is awesome. At the start of the combat phase you can also take a +1/+1 counter from a character and give it to a character you control. Once again this means he can either target you or your opponent. Why isn't this character a rare? Well the first reason is probably the fact that he is Secret Society/Arkham character. Now I may not have enough information yet to give an accurate accounting of Secret Society, but I can tell you Arkham needs all the help it can get (and has needed it for a while). The second reason this guy may not have made the rare cut is his counter taking/switching ability. Sure it seems great on the surface, and if you build a deck properly it can be, but when I played it at the sneak I found that I was never once able to target an opponent's character. The only time I used Scarecrow's effect was when I needed to move a counter from Scarecrow himself onto another character. Scarecrow's counter gain ability is pretty broken also, but then again I was never able to get many counters on the guy before the game was over. Bottom line -- This card is a must for Arkham and Limited, however, we will have to wait and see if this guy can make it into constructed consistently.

DCMA constructed - 3.5/5.0 -You are only going to be able to play this guy if you go SS and we will have to wait to see just how powerful that build can be.

GA constructed - 4.0/5.0 -This guy deserves a high rating in this format since he will carry a lot of the weight in a Arkham build

Limited - 4.5/5.0 -He is a solid character with a great ability and no loayalty. Definitely scoop this card if it comes your way.
Scarecrow, Fearmonger

Oh man, what's not to like about today's card? First of all, 10/9 with no drawbacks. That'd be just about playable by itself. Second, when Scarecrow stuns someone, he gets bigger with a +1/+1 counter. Third, and here's the really broken ability, he turns any counter into a +1/+1 counter for YOU. Plague counter, Cosmic counter, Web counter, Twin counter, another
+1/+1 counter, or more importantly Repair counter; it
doesn't matter...if it's a counter, it's food for Scarecrow. You can even remove it from one of your characters and make another one bigger. His power triggers at the start of combat, so you can screw your opponent over before he can even begin his attacks.
The best part? He's COMMON!!! Then again, I opened a box of JLA and only pulled one copy, but your odds will vary. Secret Society is very playable, and since the other two copies of Scarecrow are 5 drops with boost, you could pull of a 5/6/7 Scarecrow rush (with the help of something like Crisis on Infinite Earths).
Dual affiliation means that SS/AI teamups could even come into vogue in the near future. In Limited play, this guy is, dare i say it, en fuego. 10/9 is huge in Sealed, and both of his abilities are killers. No Flight and no Range are the only things that keep him from getting a perfect score.

Rating: 4.75/5
scyther8 "The sum of the square root of any two sides of an isoceles triangle is equal to the square root of the remaining side!"

This week is Secret Society week, my favourite (and in my opinion the
strongest) team in the JLA set. We delve today into the primary 5 drop that Society players will be using, as well it can be a great alternative to Killer Croc in Arkham builds.

10 atk
9 def
5 Resource Cost
Rarity: Common
Initative Preference: Either

Whenever Scarecrow stuns a character, put a +1 ATK / +1 DEF counter on Scarecrow.
At the start of the combat phase, you may remove a counter from target character. If you do, put a +1 ATK / +1 DEF counter on target character you control.

Well, ever since Scarecrow was previewed, he's been heralded as the absolute downfall of Curve Sentinels. While one card does not make an entire decktype totally unviable, Scarecrow does a number on any deck that has any association with counters. For Curve Sentinels, it's Nimrod. For Teen Titans, it's only Beast Boy. Cosmic counters get gobbled up as well by Scarecrow.

The best part of Scarecrow is that you can redistribute your counters that you have if you can't steal anything from your opponent. Every time Scarecrow stuns a character as well, you'll have counters to play with.
Scarecrow gets even scarier if you use Counterstrike with him. He'll get 2 counters to make himself a huge 12/11 (notwithstanding any counter stealing he does on turn 5 when the combat phase starts.) This makes Scarecrow even harder to deal with if he's able to secure even more counters. You could very well have a potential 13/12 or 14/13 5 drop for your opponent to deal with come turn 6. All in all, Scarecrow is going to scare up a lot of fear in your opponents.

DC Modern Age: 4.5/5 He grows bigger the more stuff he kills and can pass his counters onto others to make your other characters just a little bigger.
Mix with Counterstrike and you're all set.

Golden Age: 4.5/5 Who's your daddy Nimrod?

Sealed/Draft: 5/5 Play it, no questions asked.
Sith Dragon Scarecrow *fearmonger
5 drop
no flight/range

Whenever Scarecrow stuns a character put a +1/+1 counter on him.

At the start of the combat phase, you may remove a counter from target character. If you do put a +1/+1 counter on target character you control.

WOW! and this guy is a common!! A big stick for SEC/SOC and a huge boost for Arkham. It seems the powers that be really wanted to give the Arkham team a lot of help from this set. Scarecrow starts out with an above average attack and avg def (who'da thunk an Arkham card would have an above average attack!)

As Gimly would say "And from there it gets even better!" If scarecrow stuns a defender you get to make him even bigger and badder( an 11/10)

But here is the big kicker, If your opponent has a character out that has a counter on it, you get to steal it and place it on one of your guys, which 9/10 times will be scarecrow. If he steals the counter and stuns a defender then at the start of turn 6 you have a 12/11 5-drop! Ive never wanted to play agaisnt beastboy so much in my life.

Scarecrow is downright awesome in either team that you want to play him! With the other new cards keep your eyes open for people dusting off their Arkham cards.

"Are you threatening me, Master Jedi?"

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