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Pojo's VS System Card of the Day

  Devil-Slayer
Eric Simon Payne


Card #MTU-047

------

Date Reviewed: 06.08.07

Constructed Rating: 3.50
Limited Average Rating: 2.50


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

 
Jason Bunch
Level 2 Judge
Devil-Slayer

Today's card has the potential to be a beast in the right deck. However, I'm not convinced that the right deck exists for it in Modern Age. Devil Slayer is your average 9/9 5-drop with Flight and Range. So far, so good, right? Well, whenever he enters combat (i.e. becomes an attacker or a defender) you reveal the top 5 cards of your deck. Plot twists are removed from play, everything else goes to the bottom of of your deck. So far, so good. Now, for the duration of the attack, you can play those cards.

***Quick rules point***

When you play the removed cards, they go from your out of play zone, to the chain, and then once they resolve, they go to the KO'd pile. Everything else still has to be legal. For instance, you still pay all associated costs, all targets have to be legal, etc. If a card specifies that you have to play it only from the hand or only from the resource row, then you can't fulfill those requirements.

***Rules point over***

So, say you flip 4 Savage Beatdowns and a Flying Kick; that's pretty nice, right? Free cards are always fun.
But what if you flip over all four copies of your team-up, or your recovery card, or something else important? Unless you have been able to stack the top of your deck before sending Devil-Slayer into combat, you're flying blind. The obvious answer is to just load up your deck with combat pumps that can be played at any time. However, that leaves you without important stuff like team-ups, recovery cards, KO effects, and any other tricks you might want to keep.
That might work in a Draft deck, or even Sealed pack, but in a constructed deck, especially at a PC, you're going to need more than just face smash cards.

Also, the Defenders have a bomb 5-drop in Hulk, Grumpy Green Goliath. Sure, you can sub out Devil-Slayer on another turn, or sub in Hulk for Devil-Slayer on 6, but I'd rather drop Hulk on 5 and keep him on 6.

Devil-Slayer is a sexy looking card, don't get me wrong. The ability to get a couple of free pumps every time he's in combat is hot, but the lack of consistency is what worries me, and what will keep me from playing this card in a serious tournament.

3/5
Si "Hitman" Parkes Devil Slayer <> Eric Simon Payne
Cost 5
9/9
Flight, Range
Substitute
Defenders

“Hi kids I’m Demon Slayer, I was in The Defenders once. My back-story is so convoluted and ridiculous that it isn’t even summarised on Wikipedia and trying to read the full version on Marvel Directory will drive you insane. I haven’t done anything in years and I’m so poorly known that I wasn’t even one of the Z-listers that appeared in the background during the whole Civil War cross-over. Yes I’m even less famous than Typeface. Yet people somehow expect you to come up with a witty intro about me for pojo.com. And you can’t”.

So onto the review then…

Devil Slayer has good solid stats, along with flight, range and the always useful substitute ability. The problem with, and also the benefit of this character both lie in his effect. An effect that is both situational & it’s unpredictable at the same time. When you use it you are gambling between two possible outcomes, one extremely powerful, and the other useless and damaging. And that’s only if you’ve built the deck right.

You need to build a deck with plenty of high velocity plot twists for use in the battle phase, and hope that Devil Slayer manages to hit them.

This unpredictable strategy does not recommend him towards play in his team-stamped Defenders deck. The problem being that Defenders decks use backup for power over excessive plot twists and the plot twists they do use tend to be situational and not necessarily aggressive (such as The Order or Defenders Defend).

Furthermore the single character multiple attack strategy of The Defenders will be causing most of your cards to be sent to the KO’d pile should you chose to use Demon Slayer’s effect. This risks you falling foul of the worst downside his effect presents, that being, the chance of losing crucial higher drop characters to the KO’d pile. This downside not only limits his usefulness in a Defenders build, but also for most other deck types as well.

Demon Slayer does have possible uses in decks created and tailored towards him, for example being used with Underworld cards that benefit from a growing KO’d pile. However outside of that, he is just too much of a risk to be used.

Sealed: 2
Constructed: 3

_Si

“You must learn the ways of the force if you are to come with me to Alderaan”
sihitmanparkes@yahoo.co.uk
 
xstreamzero Devil-Slayer

Broken…

Devil-Slayer
Marvel Defenders/5/9/9
Flight and Range
Substitute
Whenever Devil-Slayer enters combat, you may reveal the top five cards of your deck. Remove all plot twist cards from the game and put the rest on the bottom of your deck. You can play those removed cards this attack.

This is one of those cards that needs a dedicated deck based around them. Sure, it’s okay in a straight up Defenders deck, but if you want to capitalize on it’s ability, you need a deck full of broken plot twists and abilities that allow Devil-Slayer to enter combat multiple times per turn.
I haven’t seen or made the deck yet, but right now the best idea I heard was to draw a lot of burn cards and a bunch of cards allowing him to attack again.

Marvel Modern: 4/5
Silver Age: 4/5
Golden Age: 4/5
Overall: 4/5

I can’t wait to see that deck be made…
Dead
End
Mikie

 

Devil-Slaye, Eric Simon Payne (Marvel Defenders)

5 cost, 9 ATK, 9 DEF, Flight, Range

Substitute

Whenever Devil-Slayer enters combat, you may reveal the top 5 cards of your deck.  Remove all revealed plot twists cards from teh game and put the rest on the bottom of your deck.  You can play those removed cards this attack.

Holy crap.  For having such a lame name, he's got a pretty darn good power.  9/9 for 5 is standard, having flight and range is helpful.  I'm not even sure what Substitute does.  Someone email me and tell me, please!!!

His ability can be downright scary.  Since it is a 'You May' ability, you don't have to worry about it activating if you are attacked when you don't want to be.  But having potentially 5 extra plot twists to play during his combat is scary.  I'm guessing on average you will get 2-3 extra plot twists to play.  I like this guy.  I like him alot.  Well, not his name.  But everything else about him...  On top of the extra plot twists, his ability allows you to cycle through your deck quicker.  If you use it enough, you can even count the cards in your deck to figure out what is where.  :D

Sealed: 3/5  Maybe you won't see so many plot twists here to make him useful.

Constructed: 4/5  This guy is just WOW if you can get it to work, and most of the time, it'll be at least somewhat useful.

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