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kromlech
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You turn it to fire with rocker grunty, then use star fish to make them sac a fire card. If they have nothing else that's fire on their field, their PC has to go. It's far from fool-proof, though. |
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basedx
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How do you force them to sac their PCs? | ||
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knuckles29
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Yes, only Monsters can attack. But, Game Over is the victory condition. Because it can have 4 PCs of its own, then get them to sacrifice their only PC, if they have one, and you win! |
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basedx
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Im a bit confused, don't you have to attack with Monsters in ENEMY? Or can you attack with PCs as well? Im a new player. | ||
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knuckles29
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I love this card. It is a long lost power card of the original days. It is one of the few non-Class requiring boost cards for PCs. The only requirements are they are healthy, so they can be wounded. And that you can spot Darkness. The low destiny is not fun, but +3 is huge for not requiring a class. Obviously you want it to kill the monster it fights, so you either need some tricks, or an already stronger PC. So look into Darkness Items, like Plate Armor; which is good regardless. Or, perhaps, run in a Darkness monster deck with Storable monsters. |
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knuckles29
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For the life of me, I cannot remember what the 61st card is. Some might say "cut that useless field", but that is there to destroy other fields while not hurting you. It is still a Fire icon and its bonus is negligible | ||
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knuckles29
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Obviously for a Knight themed deck. But, what might not be obvious is that both Crim 3.0 and Subaru 3.0 can wield this; neither are Blademasters. So this is the only multi-class weapon; sort of. | ||
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knuckles29
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Upon release, Skeith turned a few heads. It is a partial "Trap" or "Skill Tester" card. Players tend to try shoehorning it into decks, or making decks with solely Skeith in mind. Those days are somewhat back again. The lack of information available makes it just as viable now. So long as you have the right number of PCs with easy to play weapons, Skeith CAN work. It was the first 3VP Monster. If I had to put out some framework, I would say: 2 Skeith, 12+ PCs, and 8+ Weapons; all with easy To Play requirements. On the plus side of things, 5 Destiny and 8 Power is fine. The "Kill" condition is usually not a factor. |
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knuckles29
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The flavor text is actually a hint. Heavy Axemen are known for high power/low destiny cards. Well, this has the lowest destiny, common for Axes, and it allows you to dig deeper, while still doing what Axemen love; playing Items. It is not needed for every Heavy Axe deck, but it makes the makeshift ones most people will have these days run a little smoother. And, it will seldom affect the already rock bottom destiny draws you shluld expect. |
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knuckles29
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Arguably the greatest card when you are just getting started. If your deck has a little extra room and you don't have stuff that fits your theme yet, or not enough, just add some of these. They will get cut later. But, for now it is perfect as a place holder! |
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knuckles29
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Too many inconsistencies. You never need 4x Dawn Wanderer. Your field wants Earth elements, yet you have way too many non-. Sora and Kite's Bracelet either need to be mord prominent or gone. Marlo's Starter deck, which I assume this is a derivative, had you trying for all 6 Elements (6E), but atleast had ways of gettin it consistently. The Lizard theme is fine, but you have a lot of "Cool Cards" while removing the workhorses. I would cut down to probably 2 Classes of PCs at most. |
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opera1
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redtodd2
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Magus brings the pain!.... If you can get him out. |
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redtodd2
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Wiseman is an interesting PC, with strength higher than the usual Wavemaster. Giving more tolerance is great as well... ideally this should come out turn one unless you know your opponent has garbage in the discard pile. | ||
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duff6551
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beautiful review of a card i always had problems with (for the stated reasons ) my thanks for all the info and insight | ||
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duff6551
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i find this card quite interesting in its simplicity | ||
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marius_92
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i want this deck ![]() ![]() ![]() |
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