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Vs. System

Pojo's VS System Card of the Day

  Kendra Saunders
<> Hawkgirl

Card #DCR-016

Discard a card that shares an identity with an attacker or defender you control >>> Power-up target attacker or defender you control.

Ally: Whenever a character you control becomes powered-up, it gets an additional +1 ATK this attack.

Date Reviewed: 08.14.06

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.


Kendra Saunders<>Hawkgirl - Eternal Heroine

So far this month we have looked at various aspects of a JSA identity deck. However, many may argue that the best way of playing with the identity theme is to go with a team-up variation between JSA and another affiliation. Of course the first team that comes to mind when it comes to the identity theme outside of JSA is JLA. Therefore this week we are going to look at the highs and the lows of the identity team-up variation between JSA and JLA.

To begin, let's take a look at Kendra Saunders <>Hawkgirl:
Kendra Saunders is a dual-affiliated character; sharing the team affiliations of JSA and JLA and hence negating a need for a team-up card for the two affiliations. Of course the question here would be, "What does this character bring to the table?". Well, this card's strength seems to lie in what she can bring to the table in terms of JLA. You see she allows a power-up for a character so long as the character in question shares the same identity as the card discarded. This can be very handy when you have a lot of ally powers on the field. Her ally ability isn't bad either...giving an additional +1 attack to someone is very nice. While I wouldn't go so far as playing her in a good guys deck (Hawkwoman is much more powerful, imo.), this card is definitely a great addition to a JSA/JLA identity deck.

DCMA constructed - 3.0/5.0 ...Definitely splashable if nothing else...
GA constructed - 3.0/5.0 ...She has a nice ally ability...if only she had the Hawkwoman identity...

Limited - 2.5/5.0 ....Her ability won't mean much in this format...basically you will want this character for flight only...

Card DCR-016 Kendra Saunders ~ Hawkgirl, Eternal Heroine
Type: Character
Flight: Yes
Range: Yes
Atk / Def: 5/4
Discard a card that shares an identity with an attacker or defender you control ---> Power-up target attacker or defender you control. Ally: Whenever a character you control becomes powered-up, it gets an additional +1 ATK this attack.
Flavor: "What we have isn't love, Carter."

With the number of characters, and ways to trade identities, powering up becomes easy. The extra bonus is powered up characters get a plus one to their attacks.
The reason this is so nice, comes from the fact that with other characters like Blue Beetle, and Hawkman, you can raise the attacks of anyone to such high levels that anyone seeing a hand full of cards in your hand has to fear attack or defending from you.

Her flight and rang may seem a little on the norm now, but looking back someone with both and a 5/4 at drop three is still nice.

Playability 4/5
JSA deck 5/5
Kendra Saunders <> Hawkgirl
 We're now entering Week 3 of our in-depth look at the JSA Identity deck. Today (well, yesterday, I was flying back from Gencon) and Wednesday we'll be looking at two of the crucial characters for this build. First up is Kendra Saunders <> Hawkgirl. She has two very important abilities. The first allows you to power up a character by discarding a card that shares an identity with it, instead of having to use a card that shares a name. A small difference, but a big advantage when it comes to the identity tricks.
 Now Carter Hall can powerup your Katar Hol, and the
 Mr. Terrifics can help each other out. It also
 allows all three Hourmen (from two weeks ago) to power each other up. In addition, Hawkgirl's Ally power gives an extra +1 ATK whenever one of your characters is powered up. Even without identity tricks, that's still a good ability to have, especially with Nth Metal and all of the Good Guys tricks out there. At 5/4, she's a slightly above average 3 drop. Flight gives her a good boost, and a single powerup turns her into a 7/5 monster.
 In Limited, she and Hawkman are the lynchpin of a winning strategy. Tim Batow turned the JSA Identity deck into a 3-0 draft deck in one of his pods on Day 2 at PC Indy this past weekend. The majority of the identity themed cards are commons, making them easy to score mid to late in a draft. Some of the more useful ones like Taking Up The Mantle, will go fast in a draft, but Hawkgirl and Hawkman will generally be there for the taking. Combine that with the excellent JSA plot twists that are in this set, and you've got the makings of a powerful deck. The deck is also possible in Sealed pack, although it mainly depends on your pulls there.
 Rating: 3/5

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