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Vs. System

Pojo's VS System Card of the Day

  Helping Hand

Card #DGL-192


Date Reviewed: 10.05.05

Constructed Modern Age Average Rating: 3.08
Constructed Golden Age Average Rating: 2.58
Limited Average Rating: 2.58

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


Helping Hand

I feel that part of the reason GLEE or DGL in general has such a strong presence in DCMA over DSM is their willpower and the PT's that are designed to work with willpower.

Defense is big in any tournament, especially when many of the decks in a tournament are similar. That is where this card comes in handy. If you are playing any sort of swarm-style deck with willpower you are definitely going to want to put this card in your deck. Helping hand provides a character on the field +1 defense for each other character with willpower you control. It has a threshold cost of 1 making it easy to play whenever you want. Unlike other defense cards in DCMA such as Men of Steel, this card also doesn't mess with your formation. Basically this card can provide big defense boosts with no drawback, provided your characters have willpower. Oh, did I mention this was a construct PT?

DCMA constructed ? 4.0/5.0 ?If you are going to use this card, make sure you have willpower in your deck.
GA constructed ? 2.5/5.0 ?While this card can be nice in this format as well, it requires you to build a DGL deck and even then you will want to play cover fire over this card.

Limited ? 3.0/5.0 ?You are bound to have characters with willpower in this set and sometimes even a +1 defense boost can make all the difference.
Helping Hand

In an aggressive format like DC Modern, defensive pumps that help you steal initiative are at a premium.
Helping Hand helps you keep your guys alive, especially if you're playing (as R&D calls them) the "Willpower team". I was watching Serenity the other day, and I realized that since Helping Hand is searchable with Kyle Rayner, that you can run fewer copies and still get maximum effect from the card.

In Limited, it's okay, the extra defense will be nice, but it'll be tougher to get enough Willpower guys to guarantee it'll be worth it. It's still nice and generic, and even +1 DEF can screw up your opponent's plans.

Rating: 3.75/5

"Here,... Let me give you a hand..." Jack Nicholson as The Joker.

Helping Hand, Construct
Number: DGL-192
Rarity: Common
Card Type: Plot Twist
Cost: 1
Ongoing: No
Target defender you control gets +1 DEF
this attack for each other character with willpower 1 or greater you control.

Cost: 1
Not too shabby, the sooner the better.

Ongoing: No
Powerups just don't last like they should...

Your defending character gets a +1 DEF boost for each OTHER character with Willpower of 1 or more.

Team Affiliation: None
Usable in any deck, as long as you have characters with Willpower.

Usually you'll only have out 3 characters at most. A +2 DEF boost isn't really that helpful when defending, as most players can just boost the attacker's ATK power. DEF boosts are rather weak in the VS. game, so I wouldn't waste the deck space.

Not that helpful. and only good in certain decks.

Worse here, as you may not get enough Willpower characters to make it worthwhile.
Sith Dragon Helping hand
cost 1

Target defender you control gets +1 def this attack for each other character with willpower 1 or greater you control.

This is a very solid card from the green lantern series. Unfornunatley, it is limited to this set because of the willpower feature, but can be very good in this set.

With a +1 def and no drawbacks for the attack, this card greatly outweighs acrobatic dodge in golden, and is good in modern as well. The more of a mini swarm you run the bigger this card will get. Outside of a swarm deck, you will generally get a +1/+2 out of this card, but sometimes this can be enough.

This card isnt a must, but id still run it unless you are running a heavy beatdown and generally dontr hav more than 2 characters out at a time.

"Are you threatening me, Master Jedi?"

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