I didn’t plan on submitting a CotD today, but
there seemed to be a blatant disagreement
between me and the reviews I saw go up. This
means not only did I have to write this one, but
I’ll have to hurry and get one for tomorrow done
so it can go up on time… and direct you to this
one.
Power Capsule
suffers a bit because most cards in this game,
simply put, were made wrong. A lot of people
think everything should work with anything, and
from what I’ve seen that’s a lot of this TCG’s
problem: since so many cards can work in any
deck, the best of them usually end up collecting
as a CC deck (or at least the core of it). If
you disagree completely with that, then I don’t
know what to say other than I am going by what I
have learned in my time playing, writing and
more or less spending way too much time on TCGs.
So what is Victory Viper XX03 all about?
First, it’s based upon the ship of that name
that stars in the Gradius video game
series. This is the second take on the card (Gradius
and Gradius’ Option, together, being the
first). In the video games, Options are
little glowing orange spheres that take a
formation in relation to your ship and will fire
shots off when you do, of the weapon you do.
You get them by powering up, which requires you
kill enemies and collect items. This version
has the stats of Gradius (Level 4
Light/Machine 1200/0) which are pretty lame, but
has an effect that lets it duplicate itself if
it destroys a Monster in battle (representing
the old Gradius’ Option card).
Additionally, you can boost your own attack
(which can be vital if you have nothing external
available to help out Victory Viper XX03),
destroy a face up Spell or Trap (useful on
occasion), or most important, create an Option
Token, which (constantly) mimics the stats of
Victory Viper XX03. This could have been a
great card with just a little more ATK to it
(namely enough that attacking under Messenger
of Peace would be worth it) or just one or
two support cards to make it work.
Power Capsule
what the game and Victory Viper XX03
needs. The exact execution leaves just a little
bit to be desired. As stated, Victory Viper
XX03 is just a bit too weak, though
otherwise does a great job of bringing that
games style and play to the Yu-Gi-Oh TCG.
Power Capsule mimics a power up in that
game: it allows you to instantly activate one of
the effects your ship can eventually produce
after blowing up enough baddies. The best use
would probably be to kick out an Option Token,
since that maintains numerical advantage and can
likely give field control, though obviously
there will be times when the other two effects
warrant use.
Here’s the rub, though: we have Monster removal
everywhere. If you try to protect against that,
we have Spell/Trap removal everywhere. Finally,
we have so many overpowered cards (many that
people can’t even understand are overpowered),
that while Power Capsule is actually
pretty great Support for Victory Viper XX03,
its just there’s too much competition for it to
be taken seriously, I am afraid.
If Yu-Gi-Oh were a bit more balanced, I think
Victory Viper XX03 decks would be fairly
practical. Power Capsule would have been
great as a Quick-Play, so you could
surprise an opponent with it, but as is, its
still good theme specific support. As is, it
becomes an easy token Special Summon in a deck
built around Victory Viper XX03. Sadly,
so many players don’t get that’s the right way
to do things, and thus won’t appreciate the card
because it’s not broken. That is a shame: while
I don’t expect high scores (at least with the
way things are now) for good theme support like
this, it’s the players who don’t get that this
is exactly what the game needs to shift to that
make me worry.
Power Capsule
has no real “general use” since its theme
specific, and even if you choose to use
Victory Viper XX03 outside its own deck (it
can generate field presence, tribute fodder, and
is easily searched) Power Capsule won’t
go with it.
Ratings
(for a dedicated Victory Viper XX03 deck,
which should run this card in triplicate)
Traditional:
1/5
Advanced:
3/5