Satellarknight Alsahm
Let's be honest.
Alsahm is the weakest link amongst the
Satellar monsters.
With 1400, its stats are pretty much
unimpressive.
Its effect of inflicting 1000 damage makes
for quick burn, but that's not what the deck's
about.
If you're going to Special Summon a monster, you're
going to go with the other 4.
Deneb will +1 a card to your hand.
Unukalhai will fill your graveyard for a combo.
Vega will give you another summon for an XYZ.
Altair will let you summon another monster.
This card.... doesn't fit.
The deck bases on XYZ summoning and this card
doesn't help.
It's generally a -1 for 1000 damage which
goes against the mentality of sacrificing life
points for card advantage.
There's a reason why people run Solemn
Warning and not Reflect Bounder.
The only reason this card would be worth any play is
Soul Charge.
Take an extra 1000 damage to attrition down
your opponent's life points, if you have life point
advantage.
Late game, you might be able to cripple their
Soul Charge with an extra 1000 damage or punish them
for their Soul Charge use.
But this is really situational.
And that describes what this card is.
If you can get an extra target off Soul
Charge, hey why not?
But don't waste any resources summoning this.
It's not absolutely horrible.
It's just not something I would use in
competitive play.
I'd splash in 1 a copy of Alsahm in a locals
for fun, but never use more than 1 of this card in
ANY deck.
Even burn decks wouldn't waste their Normal Summon
on this.
Assessments:
Power - 2/5 ; Can hurt Soul Charge players a little
bit.
That's it.
Versatility – 2/5 ; 1000 damage is never bad but its
rare to see a situation where you need it.
Dependability – 2/5 ; You can summon it without
Altair or Soul Charge, but you wouldn't want it.
Card Advantage – 1/5 ; Unlike the other cards in the
archetype, this card does squat
Speed – 3/5 ; The effect happens on summon, which is
fast.
But the overall card itself isn't quick, and fast
doesn't mean good.
Ratings:
Traditional – 1/5
Advanced – 2/5
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