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Vs. System

Pojo's VS System Card of the Day

  Justice United

Card #DCR-038

As an additional cost to play Justice United, choose two different team affiliations among characters you control.

If you chose JLA and JSA, return a character card from your KO'd pile to your hand.

Ongoing: Crossover the chosen affiliations.

Date Reviewed: 08.18.06

Constructed Modern Age Average Rating: 3
Constructed Golden Age Average Rating: 3
Limited Average Rating: 3.25

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


Justice United

Well if you are going to team up JSA and JLA, why not use a PT specifically meant to do just the thing. As far as team-ups go, you could do worse. After all this PT does return a character card from the ko pile your hand - not a bad thing when you have so much discarding going on. However, since you are going to want to team up early, you probably won't be able to take advantage of this effect.

DCMA constructed - 3.0/5.0 ...As far as team-up cards go this is pretty mediocre
GA constructed - 3.0/5.0 ....This card is decent only if you can take advantage of it's effect...otherwise it is just another team-up card.

Limited - 3.5/5.0 ...Teaming up is important regardless of anything else in this format.
Justice United

I hope everybody enjoyed reading our Heralds preview card as much as I enjoyed writing it. We'll have another one next week, so keep your browsers pointed to Pojo.

Today's card is a workhorse common meant to facilitate a JLA/JSA deck, a deck that only 5 people took to PC Indy. Granted, JLA/JLI (Good Guys) has the flashier combat tricks, and most people playing JSA chose to use it's interaction with Rock of Eternity rather than it's identity themed cards. Still, could the JSA/JLA team-up work in a competitive environment?

Well, if it is going to work, it needs a team-up, and Justice United not only provides it, but allows you to return a character card from your KO'd pile to your hand. This a throwback to older team-ups like Common Enemy, that teamed up two specific teams and netted a draw at the same time. Since you'll be discarding a lot for power-ups, getting one back by flipping a team-up can only help you out. If you've already got one copy in your row, you can play any additional copies straight from the hand and turn them into additional power-ups. So now that we have a key card for the deck, does the deck work or not?

Well, the 4 drop Hawkman in the Good Guys deck is an
8/8 with Nth Metal attached, and gives your guys +3/+1 if you power them up while in combat with a character that has a greater cost. The 4 drop Hawkman in the Justice United deck is an 8/6 with Nth Metal attached, and gives your guys +1/+2 when in any combat. Since Good Guys is a short curve deck, it aims to swing up with smaller, Nth Metal-equipped characters, then leave it's biggest guy free to smash face. It's a very aggressive deck that has a lot of consistency thanks to Shayera Thal fetching Nth Metals and Hawkman cards. It also uses JLI support like Kooey Kooey Kooey, Hero's Welcome, and Blue Beetle for search, and BWA HA HA HA!!! to negate opponent's effects. It doesn't play a character higher than 5, and it does a good job of ending games on Turn 6 (but not within a 30 minute round...). The extra defense afforded by the JSA?JLA Hawkman is nice for stonewalling attacks, and being able to get the bonus while attacking across or down the curve makes for more flexibility in attacks, but against a well-played Good Guys deck, the extra attack is going to eventually be too much to handle. JSA/JLA does have search capability, but that requires KOing it's 1 and 2 drops in order to search out its 3 and 4 (and 5 if needed). Compare that to Good Guys, which routinely keeps it's 1 and 2 on the board, and you've got a mismatch in the board advantage category.

With JSA/JLA, you run into competing 3 drops too, as Hawkgirl and her ability to give +1 ATK to powered up characters is a little less desireable than Hawkwoman's ability to search for Nth Metal and Hawkman whenever someone gets powered up. In order to get the identity theme online, you need to run at least one of the two identity enabling Hawkpeople, but at the cost of two other really good Hawkpeople at those two drops. The silver lining is that whichever you don't use can be a powerup for the one you do play, most of the time. Sure, you could do some cute tricks with Double Play, but Good Guys is passing out Nth Metals like Halloween candy, and dealing lots of early and consistent damage. The one advantage that JSA/JLA could have is that they aren't held to the "four resources or less" strategy, as they don't play Kooeys. On the other hand, the 6 drops for both teams are a little sparse, and don't get many of the benefits that your other characters get by virtue of having "Hawk-" in their names.

If you do build this deck (and if you do, please name it "Welcome Back Katar", test it against Good Guys.
If you don't win 60-70% of your matches against it, then you shouldn't bring it to a PCQ. It's definitely a fun deck though, so don't let me discourage you from trying it out. Not everything has to be Tier 1, just Tier Fun! (oh geez, I can't believe I just typed

In Limited, this falls into the category of "Team-ups that you'll see in your pack, and should play". You usually want 2 Team-ups in your sealed or draft deck (or Rann/Thanagar), and this is one of them. You'll almost never be able to team JSA and JLA, but you will be able to team attack, reinforce, and use team-stamped plot twists, which is even better. Not a high pick in Draft, but don't let it slip by either.
It won't wheel, but you can safely wait until 6-7 cards into a pack to snag it, or if there's just nothing else good in the pile.

Rating: 3/5

DCR-038 Justice United, Team-Up
Plot twist
Rarity: Common
Text: As an additional cost to play Justice United, choose two different team affiliations among characters you control. If you chose JLA and JSA, return a character card from your KO'd pile to your hand. Ongoing: Crossover the chosen affiliations.

Normal team up, but in place of drawing a card, you get one from the KO pile. While this may not seem like a big deal, other than to keep a character in your hand, when you do it after a power up, it can give you the extra push. The other plus is if your playing JLI/JSA/JLA, and use the other team up cards, you can keep your hand full, and get all of the extra team attack bonuses. With a lot of the cards now having two teams as well, you only need one character to team up, both teams.

If your playing with more than one team and need a team up card, this is no better or worse than any other. If you are going with JSA/JLA then it's a must have.

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