6/9/03 - Monday
Z Warriors Gather - Cell Saga
Ultra Rare - #157
Non-Combat
Power: Search your Life Deck for up to 7
Allies and put them into play at 3 power stages above 0. Remove from
the game after use.
This card owns! ^_^ It is my all time favorite
card for gameplay, and still looks cool anyway. I'd consider it to
be one of my favorite cards regardless.
The sheer power of this card is just uncanny.
Let's see... first turn I'll put out Z Warriors Gather, have Blue
Draining Blast/Straining Destruction Move/Black Physical Focus, and
something else in hand (maybe defense like Time, or something like
Confrontation, TES, Group Attack). Drain to zero, ZWG, allies out,
ownage! I usually pull Bardock, Android 18, Oolong, 3-4 energy
attacking allies, and Trunks (energy defense) or Froug (physical
defense). If I feel like it, I might just go all out beats with just
Bardock and energy allies and eat my opponent's deck before he has
anything to say about it.
The way ally works is to stay in combat, get
to zero or one above, and then use all your allies powers,
effectively draining your opponent's deck away. This is due to the
multiple attacks, sorta of like major hand advantage every turn.
With ZWG being like 7 additional cards, one of these early can turn
the game in your favor.
There is no card that comes even close to the
amount of searching power that ZWG has. Unexpected Company gets two
allies, but nothing gets more (I don’t count They’re All There) to
come close to seven. This is one of the best ways to get an ally
army, outside of a first turn South Kai. Even giving them only a
measly 3 stages still allows them to take a few physical attacks,
dish out 2-4 turns of energies, and still be ready to fight if need
be.
The problem with this card is after you use
one or two, the third becomes pretty useless. Then again you
shouldn’t have too many problems with that. ZWG needs to have
massive allies run in the deck, while it generally works only if you
run three so you can get the quick advantage in the early game.
That and there’s the looming card Cell’s
Presence and the other million look-alikes. Right after a Z Warriors
Gather, one card that sweeps all allies can mean good game for any
ally deck. Cell’s Presence is the most threatening as those allies
are gone, generally never to come back. Without allies left in the
deck, it can be over. Cell’s Presence balances ZWG and is considered
the counterpart for it.
This card has a ton of power, but only if it
gets the seven allies, maybe one or two less, but mainly when it
gets them all. If used at the right time, it can allow one to
control the board. That and the sheer power of the card scares your
opponent from attacking unless it can get rid of the card or have
some massive defense.
By the way, I can be bias in my rating…
because I can. And I chose this card, so there.
Standard: 4.5 out of 5.0 (ally got stronger
with Blue Draining Blast, allowing ally to go Blue and stop Majin
Vegeta with the Mastery, but Namekian’s ability to search out Cell’s
Presence still strong)
Tuff Enuff: 4.6 out of 5.0 (ally is a bit
stronger in TE, but the gaining of levels can drive the power stages
of the MP for a loop)
Sealed: 1.3 out of 5.0 (it probably won’t
happen, but if it does, you might be able to make this card work if
you pulled allies)
~matthewlow