Megaman
Megman You need it. They Got it. This page view sponsored by

 


 

 


Home Page
Message Board
News

Trading
Card Game

Card of the Day
Fan Tips
Tournament Reports
Top 10 Lists


Featured Writers

Scott Gerhardt

Spoilers
"Power Up" Spoiler

Other
Staff


 


 

Pojo's Megaman Card of the Day

  Full of Hot Air

Grand Prix

2 R 72

Date Reviewed: 9.30.04

Constructed Average Rating: 3.75
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.

Scott Gerrhardt

 

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.

Rating: 4.5

tcorbett 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.
 
CyberToast This card has some good synergy with his other cards in the right situations. Airman’s 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 Airman’s 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 aren’t 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 you’re 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 it’s just a situational support card. All in all, not a game breaker by any means, but it has its uses.

Rating: 3.6

 

 

Copyright Pojo.com 1998-2004

This is an unofficial site.  This site is not affiliated with Decipher or any other official entity.  We are merely reporting news.