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DBZ CCG Card of the Day

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Farewell Drill
 

World's Promo Card

Reviewed 6.22.2004

Avg. Expanded Rating: 4.95
Avg. Focused Rating: N/A

 

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  5 is the highest rating.


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
 


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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