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DBZ CCG Card of the Day

Sorry,
we don't have a scan of this card.
image from dbzcardgame.com

 

Super Android 17's
Ki Intensity
 

World's Promo Card

Reviewed 6.23.2004

Avg. Expanded Rating: 4.8
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
Super Android 17's Ki Intensity – Expanded Worlds Top 16 Card Uber Rare – OP34 Energy - Combat

Power: Energy Attack doing 13 life cards of damage. 3: Expanded only. Your opponent removes from the game a card in his hand. Empower 4. If successful, advance your MP 1 level without discarding any of your Drills in play. Limit 1 per deck.

Before I get into this card, there’s a few things I need to say about this special day ;). This, of course, depends if Pojo posts this on the correct day, 6/23/04. First off… It’s my birthday ^_^… yeah I turn 19… *shrugs* Yeah I know, big deal, who cares right? But more importantly, I’m on a plane to participate Expanded Worlds for the next four days… going to be BROKE!

Alright now back to the card. Let’s see… big energy attack… basic cost… hand advantage that can nuke a Dragon Ball… empower can boost the attack… and if it hits then you can level without discarding Drills. Fair.

First off, decks that level and play Drills are generally asking for trouble. There are MPs out there that have nice higher levels and wouldn’t mind leveling, but they can’t due to their drill setup. This card is limit 1, and going to be quite impossible to find, so I wouldn’t base an entire deck around this. But if your MP is one that has nice upper levels and plays drills (SWK, Vegeta, possibly Buu come to mind right now) you never know when leveling might come in handy. Especially in tiebreakers.

This isn’t removed from the game after use, which means you can attempt to abuse it. That isn’t going to be easy, but you can always try it out. Battle Pausing and SWK’s auto regen/drawing power come to mind. Note that it does have Android in the card title, so it can be searched out with 16 Smiles and 13’s Prepared Stance. You never know what you can come up with.

Now basically, the hand removal is what makes the card good regardless. Sure you don’t get to pick, but everyone knows that Black Full Force Impact is still a decent card if your opponent picks. Sure this isn’t a Black card so it can’t be abused with Energetic Mastery, but either way you’ll disrupt your opponent’s strategy. Lose a card forever or lose an important card in combat. Mess with your opponent’s mind. Whatever. Hand advantage = good.

Not to mention this card is a decent sized energy to boot.

If you manage to get one of these, there are quite a few decks that would love to run this thing. I wouldn’t consider this a staple, but I would consider this a plain good card.

Expanded: 4.6 out of 5.0 (hand advantage, leveling w/ drills, not bad at all)
Focused: N/A
Sealed: N/A
 

Crimson
Eyes
Super Android 17's Ki Intensity

More goodness. Hand destruction of the permanent variety, and with the text 'block or die', practically. Levelling in the middle of combat is scary enough, without keeping whatever drills are on the table, adding damage, providing defense, drawing cards, or what have you. With Farewell Drill, and Vegeta's Quickness Drill alone, this card is frightening. And Orange deck would do the happy dance if it hits with this, as most Orange decks run enough drills to choke a normal deck. Even without the drill effect, levelling in the middle of combat can be huge. It gives you a full set of stages to absorb damage with, or channel into energies, and potentially a new MP power to toss at your opponent, or a constant power that can cause problems. AND it takes a card from their hand. Broke, or at least very strong.

Expanded 5/5 (almost without question, play it, if only for the hand destruction effect)
 

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