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Card Review #12

Card Number/Card Name: Deadly Battle on Deadly Sea (O-67 Green)
Cost: 2-2-0
Areas: N/A
Stats: N/A

Effect: (Auto B): When this card comes into play, Trash all of your G cards.
(Auto A):<<[2.2]>> All Unit Cards with "Water" gains +1/+1/+1.
(Self Disposition Phase):<<2>> Move a Unit Card in your Junkyard that have Green Color NP Cost and "Water" to your Disposition Area in Reroll position.

OK, here it is, the card where it is really a "staple" in any deck that would abuse the "Water" mechanic. Really, as one of my translation name would be, this card is REALLY use for the sake of it, and when a player is REALLY desperate.

First of the effect is a drawback...well...you must Trash all of your Gs when this card is play. The problem with this effect?? I cannot think of any, really, this card is a 2 cost card, and most of the time, especially when using Green, you can recover pretty quick after 2 Gs are destroy. However, if this card would comes to play late game, it all depend on the player, not much Zeon cards cost more than 4 anyway, so the player could always "hold and not play G".

OK, now, it's time for the second effect, this effect needs 2 Green Gs on your field to be activate, or, you must wait for at least a turn later for this effect to become useful. However, once the effect would be activate, it would gave advantage especially on the shooting strength.

At last of the effect, after trashing all of your Gs, you can desperately then use resource to play a Green "Water" Unit from Junkyard. 2 resources may seems a lot, and playing cards from Junkyard means you MUST have them in Junkyard somehow. The first problem, I would say, is that most Units have at least 1 Resource cost, and consider the fact that the Unit would be play in Reroll position, that's a plus there.

Then, on the second problem, that's why I called this card "desperate move". Initally or in early game, the effect would pretty much be useless since there would not be even any Units in the Junkyard. However, by the nature of Zeon, the Junkyard would be filled up pretty quick with the number of "Chump Block" they do.

RATING: 8.1/10: This card really have no outside use other than in a "Water" deck. However, once this card is pulled off, it could make this card's controller easier to swamp back the field and use number of Units to pull even with the crazy power of opponent's Units. "Water" units itself are not THAT weak (although it is still weenie deck), and with the power boosts gain from this card, it make this card a MUST in a Water deck. 3 may be too much, but at least 2 is recommand.