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Pojo's VS System Card of the Day
Safety in Numbers
Date Reviewed: 01.13.06
Constructed Modern Age Average Rating: 2.5
Constructed Golden Age Average Rating: 2.5
Limited Average Rating: 1.5
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
"Play only if you control three or more JLI team
Ready target attacker you control. That attacker
cannot be stunned this attack."
This card has some definite possibilities. On
the one hand if you play this in you JLI deck
you will probably need to focus on a rush style
deck. On the other hand if you are playing JLI
you will probably go with the 4-resource deck,
which makes a rush style possible. Allowing one
of your attackers to ready is nice and having
them not get stunned is nicer still. However,
being able to attack again with that character
is the real treat since you can also pick your
target. Why wasn't this a rare? I guess UDE
figures JLI needs all the help it can get. The
only downside to this card is having to have 3
JLI team attackers and making sure you keep the
timing issues of this card straight, but anyone
that is a decent deck builder knows the way
DCMA constructed - 3.0/5.0 ...I am not sure of
my stance on this card yet...I will wait until I
can see it in action.
GA constructed - 3.0/5.0 ....ditto
Limited - 1.0/5.0 ....Unless you have somehow
magically pulled all the JLI guys you need or
successfully drafted one of the most wanted
teams, you should probably pass on this card.
Three or more team attackers, huh? That's a lot
of team attackers. Building a strategy based
around always having three characters on the
field is risky.
Missed drops and KO effects can turn cards like
this into deadwood in your hand. It's a fairly
straightforward concept: run your biggest and
two smallest drops into your opponent's biggest
drop, stun a weenie, and then be able to swing
again with your biggest character. However,
that's still two characters who won't be able to
attack anymore that turn, one of which is
stunned. That's a bad tradeoff in most
situations, especially since with the right mix
of combat pumps, you can avoid team attacking
altogether. It's a long way to go for a short
Even with team attacking bonuses, it's still a
huge waste of resources for an attack that won't
cause any breakthrough.
Don't even look at it in Limited...getting 3
characters on the field and teamed up is a
miracle in and of itself. Keep passing this card
in favor of pumps or some of the excellent
locations in this set.
Plot twist: 2
Play only if you control three or more JLI team
attackers. Ready target attacker you control.
That attacker cannot be stunned this attack.
Today we have another awesome card that, while
can be played in any JLI deck, really helps the
JLI-4 decks become stronger. Being able to pull
your attacker out of an attack and not be
stunned can be huge. Not only will it give you
field advantage which is very important in
JLI-4, as you will rarely have more than 4-5
resource points and cannot easily swarm your
opponent, but you will not lose the stun damage
from your character.
The nice thing about this card is that there are
no restrictions on attacking again, or more
importantly, you can still cause breakthrough on
a second swing. This card gets even better if
you can use two or more of these in one attack
on turn 3 or 4. Killing off their field and
having 4/5 and 7/8 attackers swinging directly
at your opponents endurance that you can open a
chasm wide enough that you can out pound them to
This is one of a couple cards that allow you to
hang onto your characters, which is vital as i
said in a JLI-4. This is a must with this deck,
and depending on how you build any other deck,
should probably have 2-4 in any JLI deck, such
as a JLI swarm that does not require you to stay
at 4 resources. I would run 4 in the JLI-4
decks. This card is that needed for them.
"Are you threatening me, Master Jedi?"