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Article 4: Dignity and Battle

Since the latest set release, I would (finally) type a new article. This time, of course, I would look at cards from each color from the latest set.

Set 18 - Overview:
From mechanic standpoint, there's one new mechanic in this set. A new type of Command, call "Variable", gives you the option on playing the Command or play it as a G.

The mechanic itself, of course, is not the most original. One person can treat this mechanic as the "Command version of Dismantle". The difference is, of course, you have to waste a chance of playing a Unit for Dismantle (so 1 Unit + 1 G slot...not so good). However, an Unit gives you double as an Unit and also Dismantle it when one needed to do so. Variable, on the other hand, do things the "Command way". Either the card is play as a Command, or play as a G. One person cannot "delay" the play of G. However, a Variable card would only led to a lost of G playing timing, and I doubt anyone would Variable a Command if they have Gs in their hand.

From the story standpoint, this new set introduce Devil Gundam as a card (and the characters), make an all new NT-1 that had not seen print for almost 4 years (outside of being reprint), Cyclops team from 0080, and of course, the reprinting of Destiny and Legend Gundam (OK, Legend is new to the game).

Color by Color Analysis:

Blue:
As usual, Blue get some good new stuff in this set. This set, in general, introduce the forever suicidal and reckless Shrike Team (ever watch V Gundam?). Otherwise, few cards that I think that are good.

  • U-305 GM Striker - Just a nice Weenie Unit, if anything
  • U-313 Gundam NT-1 - Well, it make opponent play of Command slow...WAY slower (although with the high cost, it just does not matter much)
  • CH-189 Christina Mackenzie - Although somewhat limited in terms of the effect, drawing card is always good
  • C-116 Surrounding Guard - Variable card, 1 cost Operation destructor

Green:
This set, Green gets the Cyclops team, plus some Gundams (XD). Anyway, just my two cents

  • U-279 Ze'Gok - Suicidal, so what? This card is a 3/3/3, and you can deal 3 more damages. 6 defense? So what?
  • U-280 Zaku II Kai - A decent Green Dismantler, not that they need it...
  • U-282 Z'Gok E (Hardy Steiner Machine) - WHAT? A Green Operation destruction??
  • U-287 Kampfer - VERY good in Cyclops Team deck (the "main beater"), still good in normally Green Medium. It have Raid, it deal 3, and it's 4/0/4. The drawback on using this in non-Cyclops Team? 5 cost.
  • CH-165 Bernard Wiseman - Bernard is always crazy, but playing Command from Junkyard? That's good, really good.
  • C-118 Blitzkrieg - "Blitzkrieg", that's what this card is. Have the potential to make opponent cry
  • O-112 Sending of Special Force - Only in Cyclops Team. However, Green draw + power boost at once?

Black:
Black, the color of destruction, the color of evil. Well, how this set does to Black? Bad as usual or finally some good stuff?

  • U-162 Gundam TR-1[Hazel-Rah] - Raid, have crazy effect with "Hrududu". Drawback? You REALLY need "Hrududu" for this card to be good
  • U-163 Gundam TR-1[Hazel Machine 2] (HM Type) - "HM" Unit without "High Mobility". Anyway, even if only for TR deck, Reroll out + half "HM" = pretty good boost
  • C-72 Immoral Justice - Telling opponent "do NOT use Cima's effect!!"
  • C-Z39 Attack of Cockpit - Decent Character/set Operation destroyer. At least it's only 2 cost compare to 4 cost of "Supremacy of Black" (C-22)
  • O-70 Bloodstained Road - Decent alternative drawer. This card can also make opponent lose the chance of using effect of "Vulture"

Red:
Now it's finally time for Red, the color of "alternative mind control". So how much mind can cards from this set affect?

  • U-C88 Gump - Tell all the Johnnys to "find a way to make me a 2 cost 6/4/6!!
  • U-C91 Amakusa - Although this card is a 7 cost Unit, at least it deserves to be 7 cost.
  • CH-C46 Tobia Aronax - Vulture, Immobility (while rolled), have potential to get bigger
  • CH-C47 Grey Stoke - 1 cost 2/2/2 character? Drawback? Who cares, it's not hard to play 3 Commands.

Brown:
Time to dig up some old stuff and reuse it...so which Junks is good?

  • U-G25 Devil Gundam (2nd Form) - 8 cost? Ehh...this card is huge and powerful. The best abuse before extra Devil Gundams is released? Geleanogy of Gundam (SPC-5 Purple).
  • U-G31 Death Army - Although limited to DG deck, but Brown hand-destruction?
  • C-22 Excavated Stuff - A variable White Doll...OK, only for Units, but putting stuff to Hangar = yelling abuse with Postlude of Ruins (C-9)
  • C-G12 DG Cell - It's a decent Unit stealer...of course, only good if opponent's fatties every get destroyed in battle...
  • O-G10 Mobile Trace System - Although a little bit overrated, this card can be use to negate the text of opponent's most powerful Unit...OK, it gave them the ability to fight in Ring, but who cares?

White:
Finally time for the fatties...

  • U-S154 Destiny Gundam - The effect is one-for-one, and have a potential of having no advantage. But being able to suddenly destroy opponent's extra threat is always good.
  • U-S155 Legend Gundam - This card DRAGOON opponent's stuff all day! Never underestimate Psycommu(3), never...
  • U-S158/U-S159 Blu Duel/Verder Buster - A pretty decent lower cost PS Armor beater
  • CH-S104 Rey Za Barrel - Immobility, not only this set group, but 2 of your set groups.
  • CH-S105 Abby Windsor - "Meyrin #2"
  • O-S27 Chain of Hatred - Or, Chain Lightning (WoW)
  • O-S28 Chosen Future - Yelling at Postlude and Moonlight Butterfly "dare you use it to me!"

Dual/Purple:
Finally, at last, to the Duals and Purple

  • C-13 Geographical Advantage - You may ask why only this card gets on my list...it's because boost is not very useful if it don't have Raid or Swift Strike.
  • G-17/G-18 Civilian of Ribot Area/Witness of History - "Painland" is always good, even if it's not as good as the normal Dual G (but that don't exists in this game)

Last Word:
Overall, in terms of power level, this set is kind of disappointing. Of course, that may be as result of Extension Booster, where all the new cards are Rares, and thus, they have to be at least decent. At least, this set gives people some new idea on decks, and give new replacement to the outdated cards they have in their deck.

If anything should be done to improve the set, I'm certainly not happy with Bandai continuously "shafting Black and Red to gives White more spaces". I mean, some of the fillers in this set is purely unnecessary. Black and Red had been in the same power level ever since...ehh...maybe Set 11 to 13 era. While colors like Blue always get good Units and characters, Green have some decent cards each set, Brown getting some brand new MFs (even if the ones in this set is horrible), and White is White...Black and Red gets some blend and boring cards that does not even match the power level of cards from Set 1 or 2 (and that's a big statement). Well, you may ask, what I want? At least some more creativity in Red, and some better Weenie Units in Black.

- Baron, 3/16/2007