Effect:
(Auto D): At the beginning of your turn, move a card into your Hangar. When you don't have cards in your hand, move the top card on your LCP into your Hangar.
(Normal): <<0 Each>>Roll 2 of your G, abolish a card in your Hangar. If so, this card gains +X/+X/+X until then end of turn. The value X is number of cards in your Hangar -1.
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After a whole year of absent, Card review is finally back. Of course, as a result of missing so much chance to review cards, let make another double-header.
First, let's look at the stats of this card. As a 4-cost Unit (1 lower than the other Turn-As), a 3/1/3 stats is normal (unless one is playing White). And the effect itself make this stats from 3 attack to even more.
What do I mean? Let's look at the first effect. Well, basically, once per turn you move a card into your Hangar.
So what's the use of it? One big thing people would first notice is it's good with [Postlude of Ruins] (C-9 Brown), where one can put all cards in their hand to Hangar and evade them from being destroy. But also this can accel cards like [7th Space War] or just purely against opponent's hand control.
But the first effect does not stops here, it also say that if you don't have cards, you instead draw one from LCP. As usual, drawing cards is a very good thing. But adding in cards like [Date] (or [Newtype's Extermination]) that can accel the process of putting the cards in the Hangar, it's a instant +1 draw per turn, which accels any sort of deck to pull off their last combo.
But what's the use of dumping all the cards into the Hangar? Let's look at the second effect. It's basically a "pump" to this card's stats. But first, the effect is "0 Each", which makes the effect useful with a player with enough Gs to make this Unit become very very big. One problem is of course chump-blocking, with this card without Raid. But with the effect optional, one can choose to wait for next turn, or use this as defense and do things the anime way (or, 1 Unit kill 10 without much damages). But once a open field, this card can pump up fast.
And just for info, from the Q&A, it's stated that the number X is determine during the activation before you pay the cost. So the "-1" means you would not count the card you abolish. As for multiple times, just say you have 3 cards in Hangar and have 6 Unrolled Gs. The first would give this +3/+3/+3, second +2/+2/+2, and third +1/+1/+1, to total of +6/+6/+6. Not bad way to raid opponent's Nation, eh?
RATING: 8.1/10 - One problem with this card is the pump process can be too slow. The second thing is how easily this card can get thump block and all the pumps goes to waste, and lastly, "simply battling" may now be a little bit "plain" in today's game. But at the end, this card is a very interesting card with interesting twist on the Hangar. Especially combining with [Date] and like, it sometimes can just become instant +1 card per turn. Not to mention, without [Restrict to 1], 2 of this on the field can turn really sick.
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