Boldore
52/98 (Emerging Powers)
Another day, another
Boldore here
on CotD.
Of course the real question we are
attempting to answer is: which one
should you play in your
Gigalith
deck? The even bigger question – should
you be playing a
Gigalith deck at all? –
we will look
at tomorrow.
Well, this one has identical stats to
yesterday’s card: ok-ish
90 HP, nice Grass Weakness, horrible
Retreat cost of three. If we are going
to try and separate them, it will all
come down to the attacks.
Boldore’s
first effort,
Headbutt, is generic enough. 30
damage for two Energy of any Colour.
Yes, you
could accelerate that with a Double
Colourless but . . . why bother?
30 damage
isn’t much of a reward and using DCE
means poor synergy with the Stage 2 (as
we shall see on Wednesday). So far, you
would have to give it to
Boldore #51:
Sack Down might be situational, but it’s
better than this.
Hard Crash is
Boldore’s other attack. For [F][C][C]
you do 60 damage with a coin flip for
either 20 more damage (heads) or 20
damage to Boldore
(tails). Again, the fact that the attack
is DCE compatible while the Stage 2 is
not makes this a waste of time. On
balance though, this is a very slight
improvement of
Boldore #51’s Power Gem, which
does an effect-free
80 damage, but costs another Fighting
Energy to do it.
So, which one should you play?
Well preferably, you would just use Rare
Candy. Neither
Boldore has much to offer, but it
would probably just about give the edge
to #51 for having an attack that could
just possibly be useful in some obscure
situations.
Rating
Modified: 1.5 (less interesting than the
other one)
Limited: 2.25 (fairly solid, but
definitely nothing to get excited about)