Well, this time, we'll look at one of the first powerful Crossbone (And is still arguebly the most powerful), Crossbone X1 from Set 11.
First, let's look at its cost v. basic stats. It's a 6-cost Unit w/ 5/2/5 stats. First, 6 cost may seems steep at first, but consider that this card is bring out 90% of the time by Core Fighter at Turn 4, which means that unless you've very bad luck, you'll usually be able to get this out at 1 or 2 turn earlier. 5/2/5 stats is not the best stats for a 6-drop, but it's good enough under normal consideration.
Now, this card effect is quite simple - It's basically a multi-target bounce effect. Is it just that simple, though?? Well, first, the effect require 6 G to 'activate', which means that for those who "cheat" and drop this card at 4th turn via Change effect of Core Fighter (U-C38), you'll still have to balance out the number of G before you can do things with this card.
Once you did, though, it's a Multiple effect, which means that you'll need to remove another card to pull off the multi-bounce. Luckily, though, as the 2nd effect say, you can use any 'Crossbone Gundam' with this card's Multiple, making it instead of being too 1-shot, about 1/5 of most Crossbone deck can be the target of the Multiple effect. Not to mention, much like most Multiple effect, it works VERY good with [Dianna's Return] (O-62 Brown), and, as tourney results already shows, the synergy of Dianna's Return + Dumping Crossbone is good.
Now, after talking about the condition, I'll go into "What you get in return part". As I stated, this card's Multiple effect is a multi-bounce effect. But how many? Well, the bounce depend on the number of Crossbone Gundam you have on the field. While this may sound situational, consider that [Core Fighter] Change effect make any Crossbone Gundam easy to get out (Even Crossbone Gundam X3, a 7-cost Unit), it's not hard to get around 3, or even more Crossbone onto the field. Now, while there's always the chance of opponent having more Unit than you can handle with this effect, but remember, either you bounce the bigger Units that have the potential of beating this card, or just bounce all the annoying Unit that's in your face trying to stop you from attacking. Not to mention, since a player can only play 1 Unit per turn, bounce can be valuable for some stall or even annoyance as your opponent have to rebuild again, and by the time he/she does, your opponent is probably either already die in the hand of Crossbone or you can just counter them (I know...stupid Prevent) or just bounce them again.
RATING: 8.3/10 - While the effect may not seems very broken or even any good sometimes, bounce is valuable in this game, and multi-bounce is certainly valuable as it does take time to rebuild while you simply can shoot at opponent's Naiton at will. True, this card still has its downfall (Being 6-cost, possibility of bouncing not doing enough), but, in the end, getting rid of things range from annoying White big fatties Unit to most Mid-Speed Units or even extremely stupid MF = It do sometimes worth it.
|