Card of the Day
||Full of Hot Air
2 R 72
Limited Average Rating: 3.75
Ratings are based on a 1 to 5 scale
1 being the worst.
3 ... average.
5 is the highest rating.
|This is a nice little card actually. It
allows you to clear out a resource slot by refilling
your library, and consequently putting a 5 destiny
card into your power. It looks quite harmless,
but it's actually amazingly good - especially with
Airman's ability to make blast go for less.
This looks like a great resource that you should
play 4 of in most decks unless you're just not going
green for some odd reason.
||Full of Hot Air
Rating: 3/5 A Green resource with 5 Destiny and only
a 2 Power Requirement is nothing to laugh at. Any
AirMan deck should try to have at least 3 of these.
The effect, though, isn't that good. It has it's
uses, don't get me wrong. If you have play a
WideSword (AirMan's colors are Blue and Green) to
insure that you don't take any damage, then you'd
have a guarrenteed 5 in your Gauge the next turn.
Also, it can give yourself a slight buffer since it
is putting a card back into your deck. I've had
plenty of games come down to the last card before,
so the effect can definitely be useful.
||This card has some good synergy with his other
cards in the right situations. Airmanís NetOp makes
this card stand out most, because if you draw into
another one, or any other airman resource for that
matter, you can just spend the one in play and play
the new one the next turn, ensuring yourself a 5
blast, keeping yourself from losing an energy to
powering up, and keeping your blast low. You could
also potentially use this card in conjunction with
Airmanís Ultra rare card, blown away, as well as a
chip or something to bounce a resource with 5
destiny and force them to discard it by spending
Full of Hot Air before you play Blown away. However
these arenít enough to make it a great card. Without
the support of other Airman cards, this card is
mediocre, as it serves no real purpose unless you
know youíre going to blast the next turn of if you
want to spare yourself taking 1 damage. Perhaps
cards with a similar ability to Miniboomer will give
this card more potential in the future but otherwise
itís just a situational support card. All in all,
not a game breaker by any means, but it has its