Matthew Low |
Farewell Drill – Expanded Worlds Top 32
Card
Uber Rare – OP33
Drill – Non-Combat
Endurance 2
Power: (You may play this card from your Life Deck at the beginning
of your
first turn.) Expanded only. Your MP's PUR gains +3. You may have +1
card in
your hand at the end of the Rejuvenation Step. At the end of your
turn, put
the bottom card of your Discard Pile at the bottom of your Life
Deck. Limit
1 per deck.
*cough cough* New Staple *cough cough*
This is, without a doubt, going to be the most sought after card
after Worlds. Hands down. Of course we’re not talking about The
Almighty Light Cage because that doesn’t count.
Pretty much anything that starts in play at the beginning of the
game automatically gets a boost to its rating. It just gives the
player an added advantage in almost every single way, shape, and
form. We all know how good Victorious Drill and You’re Invited are.
Farewell Drill is now part of the group.
First annoying thing is going to be searching your deck for this
card if you go second. That’s going to be fun… to remember as well.
But anyway, let’s break this down. PUR +3. Not bad. Not Victorious
Drill which allows you not to be locked down immediately entering
combat, but still not shabby, especially first turn. Black
Smoothness Drill effect allows you to build bigger and better hands
to enter with early game. Every card counts, especially early game
and ones you get to pick. Note it will even help DB decks that want
to end combat, giving you more options to mess around with to put
out the following turn, as well as hold Sphere, Startled, and a
combat ender. And then the instant regeneration. Not bad. Could be
comboed with stuff like Red Left Bolt and Namekian WGS Mastery. But
overall it could help out a bit, seeing sometimes every card counts.
There are a few downsides, but not too many. First off, a larger PUR
harms ally decks that are trying to go off in the first few turns.
Draining 2 stages from the normal PUR is much easier than 5. The
auto regeneration can ruin basic step for decks that need a discard
pile (eg Red Rush, Namekian TS, SWK decks that manip with VQD/Protective
Shelter). Not to mention it will be harder to GT level.
Still regardless, you can’t go too wrong with the auto Smoothness
Drill. Card advantage, especially having it at the beginning of the
game, is just golden. You can draw your top 3, auto pass, then
You’re Invited your opponent in with a 5-6 card hand or so… fun and
good times.
And if worse comes to worse, Energy Lob the thing away and get what
you want.
Overall, if you top 32 Worlds, you’re probably running this thing…
or selling it for a large amount of cash. I can only imagine what it
will go for on Ebay.
Expanded: 4.9 out of 5.0 (if you can’t see the brokenness then…)
Focused: N/A
Sealed: N/A
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Crimson
Eyes |
Farewell Drill
Great. In and of itself, a reason, THE reason, almost, to go to
Focused worlds. Victorious Drill was great for what it did, but with
the release of GT, and the alternate leveling methods, it has become
less useful, as anger is much, much less prevalent. This starts out,
just like VD, gives you an extra card in your hand betweens turns,
and shoots your PUR through the roof, and regens cards. What is NOT
to like?
Expanded 5/5 (play it, if you have it, if you do not have it, get
it!)
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