J'onn J'onzz

### Text

Play the top card of the Super-Villain stack, then return it to the top of the Super-Villain stack.(The First Appearance—Attack does not happen.)

## Cube Information

### Cube Quantity

0

J'onn J'onzz is a Hero from the Original Set. When played, he plays the top card of the Super-Villain stack, and then returns it to the stack.

## Strategy

J'onn J'onzz's effect is entirely dependent on the current Super-Villain, and as such varies throughout the game. Whether he is a desirable card depends on if you expect the Super-Villains to consistently provide an effect valued at least at cost 6 when played. When this is not the case, J'onn J'onzz can be considered an overcosted card, but one that may still be desirable when other options aren't as strong.

The Original Set, the set J'onn J'onzz comes from, only has a few Super-Villains whose effects can be valued at cost 6 or greater. Braniac, Captain Cold, and The Joker have effects which scale with the number of players, and are all considerably weaker with only 2-3 players.

Super-Villains that would be weaker for J'onn J'onzz are ones that require you to own them or have them in your hand to receive their full benefit. This includes Super-Villains that bottomdeck themselves like Ra's Al Ghul, Ongoing cards like Vandal Savage, Defense cards like The Brain & Monsieur Mallah, and the Time Travel Super-Villains from Legion of Super-Heroes, which will only provide an Attack and no Power.

When playing with Teen Titans or a Crossover Pack, the final Super-Villain will always provide no effect when played (with the exception of Persuader), making J'onn J'onzz significantly worse toward the end of the game, and as such can be a liability. The Challenges from Watchmen, the Homeworlds from New Gods, and the Super-Villains from Batman Ninja and Dark Nights Metal all provide no effect when played, making J'onn J'onzz a dead card with these expansions.

In Multiverse, J'onn J'onzz can play the top card of any Super-Villain stack, all of which will be cost 9 or greater, and as such is both more powerful and more flexible in this mode. In particular, J'onn J'onzz can play Telos, giving you an additional Character for the rest of the game without needing to buy a cost 15 card first.

In Impossible Mode, Super-Villains provide stronger effects, and J'onn J'onzz will much more frequently provide an effect worth cost 6 or greater. Johnny Quick's Stack Ongoing effect can be bypassed when played by J'onn J'onzz, as he will not be on the stack when you play him.

In general, J'onn J'onzz is strongest when an expensive Super-Villain shows up early on, when it is unlikely to be defeated soon, that also has a strong effect at the stage of the game you are in, such as Nekron.

J'onn Jonzz can be more useful for Characters who benefit from playing Heroes and/or Villains, such as Martian Manhunter, or a variety of card types/names, like Animal Man or Green Lantern.

## Crisis Strategy

In Crisis, J'onn J'onzz becomes a very valuable card, due to the stronger effects of Impossible Mode Super-Villains, but also because he directly counters a number of Stack Ongoing effects. Black Manta, Darkseid, and Sinestro in particular have their increased cost eliminated just by playing J'onn J'onzz a single time. Other Super-Villains, such as Mongul, can hurt your teammates, and may make J'onn J'onzz not be worth playing. The final Super-Villain in each Crisis expansion also provides no effect when played, meaning you should destroy or contribute J'onn J'onzz before then.