After 2 very busy weeks, I'm finally back for another card review. As like the last 2 card reviews, we would continue to look at the "power cards" from Extension Booster.
As usual, let's look at the stats/cost of this card. As like most of the Gundams, this card have a 5 cost, being 1 White Designated means this card is GREAT splashing into other deck (not sure one would want/need to). The 5/0/5 stats is very great in any other color, but it's only an "OK" in White. No shooting is not very common either...
Let's look at those keyword effects. As like we don't expected it already, this card is a "legend" with you cannot pull more than one of this card to the field at the same time. Space Battle(1) is pretty...well, useless (because of the effect that follow this card), even if it means opponent need an Unit with at least 6 attack to destroy this card if this card is in Space. At last, there's the Special Shield. Outside of playing against Green, Special Shield is a "meh" effect. With only 2, basically, there should be some damages dealt.
So why this card is currently the highest cost card in the whole Extension Booster set (and yes...even more than Meteor Units). Well, the first effect of this card just reminds me of...OK, not exactly, but the card I reviewed 2 weeks ago: Zeta No. 3. Although this card does not have PS Armor, this card does have a way for it to be Rerolled every turn, and it's by playing Command (either you or opponent). Even if opponent is playing a deck where Command is scared (i.e. Weenie), with the number of White Commands one play in a White deck, it should not be a big problem to Reroll this card.
Like Zeta 3, so WHAT if this card is Rerolled? Like Zeta 3, it does the trick in the Battle Area, unlike Zeta 3, the cost of the trick is that you must Rolled the card. The effect? Well, basically, obliterate everything (including itself) in an Area. So what's the point of the effect if you have to suicide this? Well, one is any time you can obliterate "everything", there's a chance to pull off a 1 for 2 or 1 for 3. Also, this effect make opponent fear to lose their best Unit chump blocking, thus, would only waste his "other weaklings" to block or purely not blocking.
RATING: 8.4/10 - The obliteration effect is pretty much "last resort", if anything. The nicer thing about this card is the number of times it can go to attack AND defend without worrying like PS Armor things to Supplement it. Is this card even the godliest White Unit in EB? I would say that's Meteor Freedom (I would explained...well, when I review that card, but that's not next time). However, 5 damages here, 5 damages there means game over for opponent pretty soon...at the end, in a MF filled environment, it's REALLY good to have a fatties to block.
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