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Pojo's VS System Card of the Day

  Taking Up the Mantle

Card #DCR-040

As an additional cost to play Taking Up the Mantle, remove a JSA character card in your KO'd pile from the game and choose a character you control.

Put a +1 ATK / +1 DEF counter on the chosen character.

Ongoing: The chosen character gains the identities of the card you removed.


Date Reviewed: 08.07.06

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

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

 

Nakaiya21
Taking up the Mantle

Well, last week we looked at a few characters for the Identity Deck. This we why don't we turn our attention to some Identity PT's? To start I chose some JSA affiliated PT's that specifically target the identity theme.

Taking up the Mantle:
This card, believe it or not, is a decent addition to the identity theme. It not only allows you to give a counter to a character, but it also gives the character the identities of the JSA character you removed from your ko'd pile. Of course this card will certainly not be an early play and will probably be more effective in a JSA team-up version of the identity deck, but it does, on the other hand, allow you to utilize your ko pile more effectively. While not a staple for the identity deck by any means, this card does make very nice filler if you need it.

Ratings:
DCMA constructed - 2.5/5.0 ...This card can be handy in later turns...
GA constructed - 2.5/5.0 ...ditto...

Limited - 1.5/5.0 ...This card is only good in this format in terms of combo-ing it with other cards
 
Jason
Bunch
Taking Up the Mantle

This week, we continue looking at the JSA "Identity"
build. We're going to be focusing on some of the plot twists that help enable this strategy. First on the block is Taking Up the Mantle (or Mantle for short).

Mantle allows you to remove a JSA character in your KO'd pile from play, and put a +1/+1 counter on a character you control. It's second ability is an ongoing one, giving that character the identities of the character you removed. This allows the targeted character to use some of the identity based effects available to the JSA. The most useful would be the abilities of Hawkman and Hawkgirl, that allow the character to be powered up by a card that shares an identity with the attacker or defender. If nothing else, Mantle can turn KO'd characters into +1/+1 counters and give you a little more combat utility.
However, you're really going to want to use this in a focused identity build. This would also work well in the "Too Many Hawks" deck, using the Hawkmen and Hawkgirls from the Justice League set as well as the ones from Crisis and having just about every card in the deck be a potential powerup, plus being able to activate Ally powers a lot easier.

In Limited, this is a decent card to play if you go heavy JSA. In the Crisis sneak preview, I was able to declare an attack with my Batman, discard Phantom Stranger to power him up, then flip Mantle and remove Phantom Stranger to give Batman a +1/+1 counter. It's a nifty little combat trick, and with cards like Mr.
Terrific and T-Spheres that allow you to attack up the curve anyway, the extra boost can throw an opponent off guard.

Rating: 3/5
 

BoyofSteel
DCR-040 Taking Up the Mantle
On Going Plot Twist
Rarity:Common
Text:
As an additional cost to play Taking Up the Mantle, remove a JSA character card in your KO'd pile from the game and choose a character you control. Put a +1 ATK/+1 DEF counter on the chosen character. Ongoing: The chosen character gains the identities of the card you removed.


Let's start with the team this card is made for. We have Hawk Man, Hawk Girl, Hawk Woman, Hourman and a few other cards that share identities. There is a Superman and Batman as well as Wonder Woman (DC's holy three)

With that out of the way, this card let's you remove a KO'd character, and give a character on the field its ID and +1/+1. A +1 is always good, and playing this a few times on the same person just boosts it more. In a JSA only deck, made for using character IDs this is fine. In a mix deck with Avengers who have Thor and a card that only targets him, or Spider-Friends with cards that target Spider-Man this can come in handy. Draw back, first off, having the character you want in the KO pile, and second removing that character from game.

What would make this card better. Great cards that can only be played on one Character. Something so cool that you want to be able to toss around to other people. Would be even better if there was more than one Superman character card for the JSA. You can always team up Superman and JSA, and abuse the locations for Team Superman.

Other up side, cards like Hawk Man and Hawk Girl. In a JSA - JLI having Hawk Man/Girl and Booster Gold out makes powering up something to be feared. And with cards like Double Play, you can gain some team attacking advantages and field clearing.

JSA Deck- 2/5
ID Deck- 4/5
 
xstreamzero Taking Up the Mantle

Identities are cool, they give the game an extra flair and is another way to bypass uniqueness without technically...bypassing...uniqueness...

Taking Up the Mantle
Plot Twist/1
As an additional cost to play Taking Up the Mantle, remove a JSA character card in your KO’d pile from the game and choose a character you control. Put a +1 ATK / +1 DEF counter on the chosen character.
Ongoing: The chosen character gains the identities of the card you removed.

An interesting little card we have here. It’s actually not as bad as I thought it out to be. You kinda get confused if you try to work this card into an Identity deck because this doesn’t really do much except make a person gain an identity. All the card really says is “remove card in KO’d pile, put 1/1 counter on character”. That’s pretty good, especially in multiples. Actually, now that I think about it, I don’t know any card that put counters for virtually no cost. Yes, it is no cost because the KO’d pile contains dead cards. Just like removing light and dark to summon Chaos Sorcerer is virtually no cost. But that’s another game…

DC Modern: 4/5
Silver Age: 3/5
Golden Age: 2/5
Overall: 3/5

xstreamzero
 

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