Card of the Day
Top 10 Lists
The Tinkerer's Workshop
Fantastic 4 Starter
Legion of Super Heroes
Web of Spidey
League of Assassins
Masters of Evil
Non-Affiliated Equipment and Locations
Non-Affiliated Plot Twists
Yu Yu Hakusho
Pojo's VS System Card of the Day
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.
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
DCMA constructed ? 4.0/5.0 ?If you are going to
use this card, make sure you have willpower in
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
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.
me give you a hand..." Jack Nicholson as The
Helping Hand, Construct
Card Type: Plot Twist
Target defender you control gets +1 DEF
this attack for each other character with
willpower 1 or greater you control.
Not too shabby, the sooner the better.
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
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
Not that helpful. and only good in certain
Worse here, as you may not get enough Willpower
characters to make it worthwhile.
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?"