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Vs. System

Pojo's VS System Card of the Day

  Richard Tyler <> Hourman
- Man of the Hour

Card #DCR-021

Free >>> Richard Tyler gets +4 ATK / +4 DEF this attack, and each opponent gains 3 endurance. Use this power only once per turn.

Date Reviewed: 08.03.06

Constructed Modern Age Average Rating: 3.3
Constructed Golden Age Average Rating: 2.85
Limited Average Rating: 3.5

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


Richard Tyler <> Hourman - Man of the Hour

What is better than having a 3-drop that can double as a 4-drop? How about having a 4-drop that can double as a 5-drop! Today we are going to look at Richard Tyler <> Hourman.

Richard Tyler works much the same as Rex does - give you opponent 3 endurance to boost your character up a level. What makes the identity deck such a beat stick is that these characters gain a level in a sense and are unique so they don't kill each other off when they come into play (not to mention the PT's and such that revolve around them - but that is for another time). Of course timing with this deck is crucial; you don't want to waste your effect if you can help it (Teleport Tube *cough, cough*).

DCMA constructed - 4.0/5.0 ...You won't get as much out of this character as Rex, but he is extremely nice all the same...
GA constructed - 3.5/5.0 ...Having an optional 5-drop on the field is always nice...

Limited - 5.0/5.0 ...Unlike Rex, this guy is uncommon so there is an increased chance of getting this guy for your deck...
xstreamzero And so the Hourmen continue…

Richard Tyler <> Hourman
Man of the Hour
Free > Richard Tyler gets +4 ATK / +4 DEF this attack, and each opponent gains 3 endurance. Use this power only once per turn.

See, now unlike it’s three drop counterpart, this one is only mildly playable. This is because of the curve. The 3 drop Hourman excelled by being able to attack up the curve whenever it felt like it. When Richard Tyler became a 4 drop, it lost a whole curve to attack. Secondly, it’s curve bonus isn’t as big as it used to be because whenever you move up the curve, characters stats get exponentially bigger. This Hourman can still hold its own against a 5 drop, but then again, so can many other 4 drops.

DC Modern: Average, at most… 3/5
Silver Age: Nope, you got many 4 drops with better effects. 2/5
Golden Age: What time is it? Oh, it’s time to go away… 1/5
Overall: 2/5

I don’t know why we’re reviewing backwards, because tomorrow is the last and worst Hourman…


Card- DCR-021 Richard Tyler ~ Hourman, Man of the Hour

Free ---> Richard Tyler gets +4 ATK/+4 DEF this attack, and each opponent gains 3 endurance. Use this power only once per turn.

When I first seen this Hourman, the first think I thought was "cool a boost" then it hit me after about an hour. Yes having a 4 drop that can boost up to a 5 drop is cool, being able to use it only once per turn, and having the person your trying to take life points away from gain 3, it seemed like a waste. Oh but then, Bizzaro World. All was good as long as I am attacking.

Attacking you will cause less lose of endurance because of the gain, but it does give you the chance to take on most 5 drops and a few 4 drops that would bother you any other time. The other draw back. at 5/5 he is a bit low on the normal scale. Meaning that with just a little boost any 4 drop can ran into him and not worry about you using his effect. And on top of that they gain the 3 points of endurance and move on. If anything they can toy with you, running a 3 drop into his, and losing nothing if you boost, their 5 drop into yours, and that leaves their 4 drop into your smaller character. While a good idea, I can see it failing.

Now for the other high point. Being JSA, there is a lot of cards to help him when facing off with higher drops. So now, he has the points to hold in there, and rough up a few characters while he is at it.

For an uncommon he feels right.

Playability 3/5 (Just because he has a few up sides)


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