What's up, you guys?! It's the middle of the week,
and today, we have...
Battle Siren, Theresa
Clan: Aqua Force
[AUTO](RC): When this unit attacks, if you have an «Aqua
Force» vanguard, and if it is the third battle of that
turn or more, choose your vanguard, and that unit gets
[Power]+3000 until end of turn.
This is one of those cards where I had to sit down
with it and just ask myself, "Why?". It's got pretty
mediocre power at 8,000 (which is an abusable number in
a Crossride format), and its skill, while easy to pull
off, just leaves more to beg. Yes, 3,000 extra power can
go a good ways if done right, but that's the phrase: "if
done right" especially seeing how most units already
gain 3,000 to begin with or even 5,000 like the
Maelstrom series. That and most people's Grade 2 lineup
is already full as they would be using Lazarus, Basil
(Damon for a cheap build) or Valeria; there's just no
room for Theresa without forcing it.
Overall, a mediocre card with mediocre potential...if
any at all.
Rating: 2/5 (I'm being nice)
Art: 3/5 (Props on the awesome trident looking weapon.
Next Time: A name I probably can't pronounce...so why
Go Rogue...Go Pro!!!
Battle Siren, Theresa
Theresa is an interesting new Aqua Force unit. At 8k,
she won’t be winning many battles on her own, but that’s
not she’s interesting. When she attacks, and it’s the
third battle or more that turn, you can pump your
vanguard by 3k. It should be noted at this point that
this is a rear guard only skill, so no 21k vanguard
columns before grade three here.
So why do we
like this skill? Maelstrom typically hits 11, 16, 21,
and even 26k when attacking. Adding 3k to that doesn’t
make a huge difference, since the opponent can use the
same cards to guard as without the boost. You can use
the skill before grade three, and have things like Coral
Assault and Lazarus swing at 14 and 13, respectively,
but, again, that doesn’t really change the number of
cards the opponent must guard with. The real intrigue
comes when we consider Glory Maelstrom. After a cross
ride, Glory swings at 13, 18, 23, and 28. Adding 3k to
that makes a big difference; swinging for 31k against an
11k vanguard forces a third card for a minimal guard.
Factor in the ultimate break, and you’ve got a ton of
pressure on the opponent, who now must have at least
three grade zero units in hand, lest they take the hit.
worthy of a slot or two in decks that like to finish
with Glory Maelstrom. You really only get the maximum
pressure when you crossride, though.
Rating: 3/5 –
Many games go without crossriding at all, making her