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Card Review #11

Card Number/Card Name: RX-105 Xi Gundam (Red U-130)
Cost: 1-7-2
Areas: S/E
Stats: 6/4/6

Effect: Prevent(5) Psycomm(3) High Mobile
(Auto B): <<[2.4]>> This card can be play by Total Cost -1 for each Purple NP you control.
(Auto B): When this card is in your hand, and your opponent is producing Green NPs, this card gains "Quick".

Sorry for the lack of Card Reviews. Well, I'm lazy in general, but I really don't have time to write reviews for two sites at one time.

Anyway, this review had been delayed a lot...but when I want to write the review of this card, this card is popular card in the JGW tournament scene. WHY??

Well, here it is. This card is originally come from the side story of Hathaway's Flash, which talk about Hathaway Noa's "revenge". Consider the time of the story, any NT characters would have mental craziness (really, all "main" NT are crazy from Camile of Zeta to Char's counterattack...).

So, why this card would be so crazy in the tournament scene? Let's look at the stats first.

This card have the cost of 1-7-2, with the payback of 6/4/6. Consider it is a 7-cost Unit, really, 6/4/6 is low (since 6 cost Unit would normally have this type of power). 7 costs Unit would probably not playable in the tournament, right??

Well, in all games that use the resource-limit cost system (Mana, Resource, whatever), that's kind of correct. Really, any 7 cost cards that people use ARE winning condition, same with this card.

Why?? Well, first, look at the first effect: this card can cost lower each time you have a Purple (Colorless) NP. Really, any time there's a chance of cost-reduction, it make a card easier to play. The effect although need at least 2 Red/4 Total to be activate. But, 4 Cost 6/4/6?? Now...that's already crazy.

That don't stop here, however. This card have both "High Mobility" and "Psycommu(3)". With the power of High Mobility in the game right now due to the lack of them in the tournament scene (same with the Flyers in Magic, people just do NOT play them other than 2 or 3 decks...). Psycommu(3) would destroy what's left of opponent, make that opponent would have nothing left to defend 6 attack every turn.

And that's enough for this card to be play...just because it is like the best and cheap winning condition.

For the second effect...umm...really, you either NEED to play cards that change opponent's Gs color on purpose, or really, the effect does not matter much. With the lack of Green in coming up tournament after the errata of Dopp/Gattle, it makes it more useless.

RATING: 9.4/10: Although this card needs the correct cards in the deck to be play (Purple Land, great NT characters), consider how powerful the Purple Gs are, and the power of Neo Zeon's NTs, it should not be a problem. With the Prevention, this card really can beat most of the deck, other than if the player of this card gets unlucky and have opponent pull off Xi Gundam before them...