05/07/03 – Wednesday
Freestyle Mastery – Buu Saga
Rare - #131
Mastery
Your Drills cannot be discarded for any reason
while they are in play. When entering Combat, you may discard a
Named card that matches your Main Personality to search your Life
Deck for a Named card that matches your Main Personality and place
it into your hand.
This card is so wrong. Seriously.
This Mastery allows the user to jump levels
and keep their Drills. So many cards out there only discard Drills,
and those go to the scrap heap. Now removing Drills will have to be
the rage. And how often will that work against Dragon Ball decks? I
wonder…
North Kai will gain a lot of playing time with
this Mastery running around. Players with this Mastery will have to
watch the Kai for sure. Other than that, Drill insurance is pretty
much there. I mean… use Caught Off Guard Drill to rid the world of
cards like City in Turmoil and Android 17 Smirks.
There are a ton of amazing Freestyle Drills
like Energy Empowerment Drill, Android 20’s Absorbing Drill, and
Caught Off Guard Drill. With the right Drill, this deck can become
very annoying to decks that can’t remove Drills. Even gaining levels
is out of the question. Actually, that might be a good thing…
keeping drills from one level to another can be good.
And then there is the other thing. The discard
a Named card to get another thing. That just makes this Mastery
amazing. There are so many characters with really good named cards
like Goku, Tien, Krillin, Cell, Vegeta, Gohan, and… I can go on and
on. The sheer fact you can ditch a card you can’t use and get a key
card makes this work nicely. Hmm… I’m Goku… I need Goku’s Physical
Attack… let’s go get it… Tien needs his Flight, Krillin wants a Heat
Seeking Blast, Cell needs to use Instant Transmission, Vegeta wants
to Lurk, and Gohan needs to Kick… yep, lots of fun. And that means
you can go run some non-combat cards that are named by your main
personality with the sheer fact that you can ditch them to your
mastery makes you have a smaller percentage of dead hands.
This Mastery can be used with nearly anyone
with the Drills thing to keep in mind. The ability to control your
drills makes this Mastery a candidate for Dragon Ball decks as well
as beatdown decks using characters that have named cards. Gohan from
Babidi Saga might make a presence if Piccolo somehow goes away, and
Krillin from CCPP2 might as well. Older characters that get some
nice named cards like Frieza might be able to work around with this
Mastery. And of course, we can’t forget Krillin and the fact he can
now use Krillin’s Drill some what effectively… while Trunks will
probably make a comeback as a Dragon Ball player with Guardian
Drills… if Piccolo goes away…
I know for sure this Mastery will bring
amazing archtypes. I’ve thought up a ton of fun ones, to use with
this Mastery. This is sort of the kind of Mastery I’ve always
thought of. The funny thing is I thought that Score was going to
make a Named card Mastery after they announced the 7th style, and lo
and behold… this thing.
Standard: 4.8 out of 5.0 (the sheer power of
this Mastery will create a lot of archtypes to come, and powerful
ones at that) Tuff Enuff: 4.6 out of 5.0 (even drills can stay
around, but Dragon Balls will surely die off)
Sealed: 2.5 out of 5.0 (you probably won’t
pull Drills in Sealed, and this Mastery won’t do a lot in Sealed…
but a Mastery is not a bad thing in Sealed)