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Card Review #31

Card Number/Card Name: Salvaged Things (C-10 Dual)
Cost: 2G/2B-6-0
Terrain: N/A
Stats: N/A

Effect: (Auto B) : This card's play cannot be negate by opponent's effect.
(Normal): Put all Units in all Junkyards into your Disposition Area in Reroll position. At the end of turn, abolish all Units put to play by this effect.

A new year, finally a new card review.

This time, we would continue to look at cards from the latest set: Extension Booster. What's difference is this time, instead of the usual review of Units, we would look at 1 of the 6 "uncounterable" Dual cards in the set.

For the 6 new Duals in the set, they all have 3 things in common: one is the cost are all 2 DNP of each color (of the Dual), with total cost of 6 and resource of 0. Two is all of them have the sentence where the card cannot be negate by ANY opponent's effects (Command, Operation, whatever). Third is all of them have some sort of crazy effects.

So why choose this card? Well, as seen in Ion's deck here, the card is basically a BIG finishing reanimator card. Although his deck is built based solely upon this card, this card can be also use in the normal Green/Black Medium or Soul Control.

So what so nice about this card? Well, one can read it from the effect. One is this card can reanimate (or, play Units from Junkyard) from both player's Junkyard. Unless the matchup of this card is a...well, 0 Unit deck, this card can well put at least 5 extra Units to your field in Reroll position, all of them huge. So what Units to use with this card?

Easy...any sort of fatties with good effect: from the Black Goldfish (U-Z54) to The O, to the Red a Azieru, or even White Freedom/Strike Freedom, all of them are good Units that you really do not want to hardcast (or, play it by playing the Normal cost). One thing about this card, unlike most older reanimator cards, is that you do NOT have to pay the cost of the Units, so using a 6-cost cards to bring out from 7-cost cards is nice...

So what else is there to combo? One is mass-removals of Units from field (Green/Black have [Brightness of Soul] (C-4 Dual)), two is Nation/LCP destruction (i.e. Psycho Gundam, Chain of Connection), three is any sort of Discard, which either makes opponent lost his threat that-can-be-used-later-by-you or help you fliter/draw cards to get this card earlier.

RATING: 9/10 - Well, it's a 6 cost card, so one should expect some sort of better effect from it. This card does exactly that: while you get to play some fatties you normally don't want to hardcast, those fatties can then win the game for you. Playing this card does reminds me a lot on Magic: the Gathering's own Solar Flare (and variant), which is based on the same type of strategy: having cards early game that led to your advantage (card draws, discards, and what-not), then hit the bombs where they would led you to MORE advantage (Gottraltan v. Angel of Dispair's effect). Although the Units you reanimate by this card would be gone at the end of the turn, 1 big turn with a bunch of Units should be enough to win against opponent. At the end, it all depends on what Units are in Junkyard...if they're trash, of course this card is trash, but one should put Units to maximize this card's power anyway, not to depend on opponent.