Gust of Wind – Dragon Ball GT Lost
Episodes Saga Rare - #125 Combat - Event
Power: You may advance or lower your opponent's MP to any level.
Limit 1 per deck. Remove from the game after use.
This is hands down the best card in Lost Episodes Saga. At least
from my memory, no card stood out more than this one. There just has
not been a card that is this versatile. Most decks either attempt to
stay on level 1 or ascend to their highest level. Few decks try to
live on any level irregardless.
This card should at least be in every deck’s Sensei Deck, outside of
a few decks like Dragon Ball stasis that plans to win without
staying in Combat and quicker than opponents level. I’d even
consider main decking this card because it will be useful against
nearly all decks out there. If you’re up against a Dragon Ball deck,
say Yajirobe or Roshi, level them to 3 and they’re pretty hopeless.
If you’re up against Goku Energetic or Goku anger, send them back to
level 1 to start over again. And if you’re up against a Drill lock
deck, remove Orange Training Drill and Gust them to some random
useless level. And scoop Drills at the same time.
You can usually tell what a deck and character are trying to do, as
in what level they’re trying to abuse. Gust of Wind just punishes
any deck that relies too heavily on one certain personality level.
Run this card. I said so. Why? Because it is amazing tech against so
many things in the environment.
Expanded: 4.9 out of 5.0 (Just plain amazing)
Focused: 4.9 out of 5.0 (Ditto)
Sealed: 4.9 out of 5.0 (You’ll be able to tell if your opponent has
a useless level, and normally they will)
meb9000
Gust of Wind
Combat-Event
You may advance or lower your opponent's MP top any level. Limit 1
per deck. Remove from the game after use.
First things first, this is Mike Berman (aka meb9000) here hoping
that everyone will enjoy these batches of reviews, as I am a fresh
COTD member and my goal is to help you all out with strategies. Here
we go!
You can describe GOW in one word: WOW. This event can easily turn
the tide of a game when used at the right time. In expanded, the
card that is most similar to this has been Cell's Threatening
Position, but that was Villians Only and also could only lower them
to lvl 1. Ki Depletion was a good start for GT, but that only
lowered them one level. (although it can be used for other purposes)
Here we have the best of all worlds in Gust of Wind. Being able to
be used by anyone allows it to fit in just about any deck, hero or
villian. The most obvious use of this card is to get your opponents
to their lvl 1 personality, most likely their weakest, but it
definitely goes beyond that. Say you are facing a mean 'ole Hercule
Orange Aura deck that has a slew of allies he can switch 3 times to
and a ton of controlling drills. One use of Gust of Wind can not
only clear out his drills (providing Orange Training Drill isn't in
play =/) but also send him to a level where he will have to actually
get down in stages to use his allies. Control decks that need to be
on a certain level are the ones most wrecked by GOW.
In expanded, anger decks can be put in their place by this card and
this works just as well as Aura Clash/AYTE for getting rid of
drills. GOW can also work well against ball decks such as Supreme
Gohan or Trunks that need to stay on level 2 for their mainstay. The
uses of this card don't end.
Ratings
Expanded: 8/10-Couple this with CTP and ur opponent might never stay
on the level he wants. ;)
Focused: 9.5/10-No other card of this caliber to be had, practically
a staple for dealing with either speed leveling decks or the
ally/blue control decks.
Endless possiblities here.
I'll be back with more cotds this week hopefully, happy playing!
Scott Guy
Gust of Wind
Combat - Event
You may advance or lower your opponent's MP to any level. Limit 1
per deck.
Remove from the game after use.
Gust of Wind, what is there to say about it? It tinkers with your
opponents levels better then any other card in the entire game, Z or
GT. Raise them to a useless level and sweep their drills or lower
them levels after they have spent a fair amount of time and energy
getting there. This card is a deck staple purely on its ability to
disrupt your opponents board.
All Formats 5/5
JodaGee
GUST OF WIND
Hmm haven't seen this one yet lol. A Cell's threatening position for
everyone, hurray!! Heroes have been needing one of these for quite
some time now. Now the ability to advance or lower your opponet's mp
is quite nice. I can just see orange decks searching for these right
off the bat to prevent losing thier precious drills to the horror of
leveling hehehe. Also making a personality go to a bad level is nice
but the fact that for expanded they could still win by MPPV is bad.
Kills drills, and slows MPPV but limit 1 and RFGAU. I would only add
this if there happened to be a open spot in my deck, but besides
that I would definetly add this to the sensi deck :D
Focused: 4.0/5.0 A bit high, but in focused there is no card like
this, and this is a must when facing the new Trunks 5 and Goku 6.
Expanded: 2.7/5.0 Another way to keep down MPPV is good but there is
so many ways to lock them down now, a card made to late in the game.
:P
Sealed: 1.5/5.0 Not a good thing to pull at all. Might help if your
going expanded and your opponet has a higher level. But probably not
worth bothering with
Richard Barbee
Gust of Wind
Combat, Event
You may advance or lower your opponent's MP to any level. Limit 1
per deck. Remove from the game after use.
Uh... This card is nice. Nice being a general term and staple being
the better term for the card. I always wondered what Gust of Wind
from Pokemon would look like in other TCGs... In focused, this card
is needed. Trunks Lv 5 keeping you from using those beefy energies?
GoW it. Goku Lv 6 beating you down? GoW it. Of course, you can also
force a level too. Either way, knocking your opponent up or down a
level is sure to help. In expanded you have more to worry about.
Worried about that speed anger? GoW it up a level. At anyrate, I
think y'all get the idea. I could rant for a while about how this
card is a staple, but that wouldn't be any fun either =/
Focused: 4/5 (It's a staple, basically the only thing you have to
force or decrease the levels)
Expanded: 3/5 (Here it's more of a sensei deck against those pesky
speed anger and the like)
Sealed: 3/5
Super
Saiyan
Trunks
Gust of Wind
Gust of Wind can come in handy late in the game, for many reasons.
Even if you power it down, or power it up, its usfull later in the
game, not really in the beginning. If you get this card early in the
game, it'll just stay in your hand, taking up room.
Exp- 2/5
Foc- 3/5
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