My second reviewed card from EB. This time, I go back to my favorite color in Green.
Anyway, Apsalus II, the 2nd incarnation of Apsalus, is built enough to deal quite a substantial amount of damage to opponent (Although not as crazy as Apsalus III). So, with it Mega Particle Cannon flying around waiting to nuked things, we'll see what it can do.
First, 2-5-2 is the standard cost for Apsalus II for a LONG time. For a result, you get a 0/3/5. First look is only a...WHAT? 5-cost and all you get is 0/3/5?? Obviously, this stats isn't exactly the best, as most normal (non-PS) 2-5-2 would get around at least around 4/2/4 or 4/3/4. Otherwise, S/E...meh...who cares.
Now we'll explored the effects. Prevent(3), while pretty standard nowadays, is ALWAYS a good effect against Red (And a nightmare for Red player...asking when in the world Prevent of at least 3 would stop). Next in line is Area Weapon(3), which "activate" in defense step and, well, compensate its 0/3/5 stats as this card will instantaneously kill 90% of the Weenie Units and even some 4-drops (At least for Green...)
Is that all? Of course not. This card becomes the 2nd card (after Kempfer (Prototype)) to get the Auto B "Abolish from hand" effect. Obviously, for this card, you can't pull off the effect after this card hits the field (Unlike the fore mention Kempfer). What you get this time? Well, by discarding this card, you get to nuked opponent (at least 1 side) of all Units with (up to, depends on when you activate it) 3 defense or less. "Deal" 3 damages, multi-target, sounds familiar??
Of course, the infamous C-90 Fuel Bomb do the same thing. A short comparison:
1. Consider 3 damage, both are at 3 TNP, but Apsalus only require 1 Green NP.
2. Both can't be stop by Special Shield (Since Fuel Bomb is activated at Disposition Phase, while this card is an Auto B effect), but Fuel Bomb can be counted (While this card can't, due to this card being Auto B)
3. Fuel Bomb strikes before opponent can do anything, while this card depends on opponent actually going into Battle Area. Also, you need to fear that this card will "nuked" your own card.
4. Fuel Bomb can stack (Activate 2 = Deal 6), while this card can't.
5. Fuel Bomb actually "deals" damage, while this card doesn't (When is this useful?? There's always [Dummy Balloon] for Blue Weenie, which can't stop this card)
6. Fuel Bomb MUST be activate at 3 TNP, while this card can be activate at 1 TNP (Even though Area Weapon(1) can't really kill anything...)
So, can this card replace Fuel Bomb?? I can say no, Fuel Bomb is good b/c you can use it to even kill PS Units (Just activate 2 Fuel Bombs, waste of cards but sometimes you have to do it), while this card looks to be a NIGHTMARE against Weenie (Not that Fuel Bomb already isn't...).
Otherwise, the last effect is a "better" version of the old Apsalus II (U-89, from BB1) - To activate this "Deal 3", you don't have to give up Area Weapon, but old Apsalus II can be "bump" by using someone like Aina Sahalin (from Set 10) to increased its Area Weapon. But since this effect activate at beginning of DCS, you guarantee at least you deal 3 to opponent's Nation (Before opponent can kill this thing in DCS), all in all, another nice effect pack onto the card.
RATING: 8.8/10 - While this card doesn't seems to be worthwhile, especially when in many situation, Fuel Bomb is simply superior, this card isn't completely trash. Area Weapon IS deadly, and pulling an Area Weapon(3) at Turn 3 can hurt opponent's tempo quite crazily. In the end, a true comparison b/t this card and other burn card is pretty much comparing whether Area Weapon is better or Dealing actual damage is better. I can say this - Each has its pros and cons. This card can be an additional "burn" against Weenie, and as a Unit, this card is also useful as a defender.
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