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Pojo's VS System Card of the Day
Psychic - Ghost Detective
Date Reviewed: 05.17.07
Constructed Rating: 2.50
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.
3 cost, 5/3 Concealed- Optional
At the start of the combat phase, lose 3
endurance. At the start of the Recovery phase,
gain 6 endurance.
Boost 3: When Rose Psychic comes into play, if
you don't control Dr. Occult, search your deck
for a card named Dr. Occult, put it into your
front row, and shuffle your deck.
Well... If nothin' else, she's kinda cute... I
mean... um... on to the review!!
Alrighty, 5/3 for 3 is about about average, no
range no flight kinda hurts, but since she can
be hidden, she doesn't have to worry about
I'm not sure of her first ability...gaining 6
Endurance can be cool, you have to lose 3 when
its most important. Granted, you don't lose the
game until the end of the turn when you are at 0
or less endurance... She could be fun in sealed.
I'll give her that much.
As far as her Boost ability? I don't know who or
what Dr. Occult is, but putting a character into
play from your deck is usually a pretty cool
Sealed: 4/5 moderate stats, concealed- optional,
and her life gain ability could make for a fun
time in this format.
Constructed: 3/5 here, she is an average card.
There are better on the whole, but she isn't
bad. Life Gain has never been tourny- viable in
ANY game. :)
<> Ghost Detective
I donít know enough about Shadowpact to mock
them. Seriously they are that unknown. I have no
back story to ridicule. I know. I can tell
youíre disappointed. So itís straight to the
The first effect of this card ties in with the
Shadowpact endurance loss/gain theme. You lose 3
endurance at the start of the combat phase, but
gain 6 endurance at the start of the recovery
phase. So if you can keep her from getting
stunned thatís +3 endurance per turn. Which is
okay. Except for the word if. However Shadowpact
does like having low endurance, so it might be
okay after all.
As most of you know Shadowpact has a theme of
gaining effects/bonuses for having low
endurance. I donít like that strategy at all.
Even if they have ways to regain it, you really
donít want to put yourself in the situation
where a strong offensive by your opponent will
wipe you out in one turn. Thatís all I have to
say on that.
The second effect of this card is a boost. Hey
remember them. The effects nobody ever plays.
Well anyway the boost cost is 3 and for that you
get to put Dr Occult in your front row. Assuming
he isnít already there. Dr Occult is a 7/7 4
drop who becomes 9/9 if your endurance is 25 or
less, or 10/10 if your endurance is 10 or less.
He doesnít have flight or range, because nobody
uses them anyway (Hint: Might not be true). He
also has a boost of 2 which allows you to put
Rose Psychic in your front row. Can we say
co-dependant? Can we children? Good then.
Aside from her two effects you do have
Concealed-Optional which is good, but no flight
or range, which is bad. And you have a low
defence. So all in all a card youíd be playing
for effect purposes. Neither of which I like.
Potentially you could have two characters out on
turn 6. One of which may be pretty strong. But
neither have flight. Neither have range. And
after they hit the field neither have great
effects. Thatís not game winning strategy. Plus
of course if you are going to go for the boost
effect, you are forced to run two characters
into your deck who are no good if are forced to
play them on the curve.
I donít like to review cards simply by comparing
them to others. But in this case I will take my
leave whilst pointing out that there are much
better choices for a Shadowpact deck (June Moon
<>Enchantress on 6 for example, or George W Bush
<>Shoeless Gumshoe on 3).
See I made a joke about George Bush looking like
a monkey. And you thought this was going to be a