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Card Review #32

Card Number/Card Name: Blitzkrieg (C-118 Green)
Cost: 2-4-0
Terrain: N/A
Stats: N/A

Effect: [Turn Restrict to 1]
(Self Disposition Phase): Look at the top 7 cards of your Nation, from there put out any number of Units. Afterward, return the rest of the card to the bottom of your Nation in any other, and after paying the normal cost, put all Unit put out this way to your Disposition Area in reroll position.

More than 2 months gone since the last card review...sad...

Anyway, Blitzkrieg, a Green Command from the latest set, is my newest toy to mess around with in my Green Mid-Speed deck. We'll look into the card now:

Well, before anything, first we look at the card's cost. 2-4-0 fits almost perfectly in a Green Mid-Speed deck curve (it begin doing things at 4 NP). And [Turn Restrict to 1], well, you can't spam this card, but you'll see why it's there (for a reason).

Now, moving on to the effect - First, the activation timing is your Disposition Phase. Although it doesn't sounds as good as being able to activate this card during Battle Phase (namely, so you can combo this card with set 18 Bernie), nevertheless, it means that you SHOULD be able to get this card off the 4th turn earliest.

Now, the card effect basically means "Look at top 7, and put all Units you see that you can "play" right now to your Disposition Area, rerolled". First, let's do some approximation.

First, you draw 6 in opening hand. In a 18 Unit decks (Normal Green Mid-Speed), you usually get around 2 Units (.36 * 6 = 2.16) in opening hand. Thus, you now have 16 Units in Nation, with 44 cards left.

Let say you go first, or, you don't draw a card on the first turn. You draw 3 cards afterward, most likely picking up another Units (15 / 41). Now let say you play a Unit and pay 2 Resource, so you now is at around 14-15 / 39.

Now, only a mere 36% (assuming 14 Units are left) are Units. Given any 7 random cards from there, there should be an average of 2.5 Units out of them. It may not seems like that many, but remember, this statistic is based on a deck with 18/50 cards being Units initially, or, 36%. If you increased the total number of Units to 21, that would led to an increased by around 0.5 in # of Units in opening hand, now, out of 9 cards you draw + 2 card you trash, there's only around 4.5 Units. Even assuming 5 Units you ignored, you still have 16 out of 39 cards being Unit, MUCH better chance of you getting 3 Units (or even more).

Now following some quick statistics (They're nowhere accurate. If you want accurate calculation, do it yourself - I'm not that good at it). We can see, for average, you get around 2-3 Units out of those 7. Now, even getting 2 Units would mean "card advantage" as you play 1 Command to get 2 Units out. What's more important?? Those Unit are put into Disposition Area in REROLL position. That's right - you can immediately Blitzkrieg opponent in that immediate turn. Averagely, you'll be able to hit for around 10+ (Assume you get 2 Units off Blitzkrieg + playing 1 Unit), now, imagine if you can pull off a [Guiding of Fight] that turn (Not very high chance, but it IS not impossible either), you now can hit for 20 in the 4th turn, or, by then, half of opponent's Nation. Although it IS very ideal to do so (You really need LOTS of luck), but that's, well, a Blitzkrieg...and you wonder why they HAVE to put a [Turn Restrict to 1] (Or else, I can't imagine someone getting attack for 15-16 without much effort...)

RATING: 9.5/10 - The card, while not the most consistent, IS good. Although you'll not be able to know whether you REALLY will have that many Units to throw at opponent, chance are, even getting one Unit is not a bad thing as you simply replace playing that Unit with putting it out onto Disposition Area with this card, plus a free reroll. The card is so good that right after it's released, it already see play in Green Mid-Speed deck, with one of them getting 3rd place in GT Final. Otherwise - the only things that prevent this card from dominating is maybe lack of Prevent, but truly, you only care about that when you play against Red. Sometimes, it will force opponent to throw their reset cards out early, only for you to rebuild quickly again by using a 2nd copy of this card (Oh yeah, reset?? More food for GP02 MLRS...)