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Pojo's VS System Card of the Day
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.
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
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.
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
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
"The sum of
the square root of any two sides of an isoceles
triangle is equal to the square root of the
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.
5 Resource Cost
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
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
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
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.
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
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?"